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hinkage
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  • I know I didn't organized my scripts in DR, DRG said to do them as fast as I can. And some scripts are made by her. Well you can still contribute to the hack if you want... :)

    Sorry I'm still learning basic programming in school, thanks anyway... :)
    I like the idea of another tutorial. But you really want to post it in Skeetendo Inc and not only here in PC. That way, the ones who need help with map connections can really see what you've written there.
    No, it's fine. It looks really good. Only problem with the re-mapping is, whoever re-maps the hack Has to follow how the events are placed, especially movement ones. Example, in Fells Town the rival and the player walk a specific way to get into the lab. My scripter is much too busy with school to re-do the events according to how the map is re-made. If it wasn't for that, the map would be perfect.
    It's simply the pointer to the block (in map data) that's the upper-left block of the connection strip. See how that value works in other map connections. Yet I don't think having a wrong value here would have anything to do with the map reloading error you're having.

    Koolboyman invented the camera scrolling technique before I did. He never posted a clear way of using it though, only a ram address related to camera following the player.
    D1F6 is the ram address that's used for making the game follow the sprite number written in it. That sprite number there isn't about "Picture Numbers" but instead of another sprite table located somewhere in ram (D2xx ?). I can't remember the ram address by heart and don't have it written anywhere in my pc but there is a "RAM locations" thread in skeetendo inc. by Koolboyman who has written it down there.

    How camera scrolling in several scripts in Dark Future works is the following:
    1) Calling an assembly routine for changing one of the sprites of the people events in VRAM to 00's (=making the sprite transparent)
    2) Using disappear + moveperson + appear commands for this person event for placing it on the player
    3) Setting the byte in D1F6 according to the "sprite table" for making camera follow the movements of this invisible and transparent person event.
    4) Later on, making the invisible event walk all the way back to the player to stand "above" it, and finally, making the invisible person event disappear.

    You should be able to twist calling an asm routine similar to mine by using a Facing value for this person event that makes it hidden. Then again, I haven't tested whether a person event with this Facing value can be moved or not, and whether a person event having this kind of Facing value would cause any glitches to the game either.
    Have you also checked that something unwanted isn't called from map's script header?

    Yeah, gate houses are definitely the way not to go!
    1. Yeah, the sums of X and Y alignments should be summed to 0 or 256. I just haven't put that up there because I have connected maps in my own hack without doing this (at least I think I've). Basically, if the maps aren't connected at the same "level", I don't think they have toi be summed that way.

    2. If encounters work on every other map than the one you're on after connecting to it, you probably did something wrong when inputting the connection data for it.

    But yeah, the tutorial could use some work. I still haven't learned myself how this properly works so I could explain everything in detail.
    Probably at the site Tauwasser used to update (I'd say he's the best rom hacker around, but that's just my opinion) because he's german and used to write most documentation in his native language before.

    Good to hear you find that thread useful by the way.
    Your best bet would be trying to figure what I've written here http://hax.iimarck.us/topic/311/, and try to understand how original map connections in Gold/Silver games work according to it. Then, try to make your own.

    All the map connections in Dark Future are done using all I've posted in that thread so after experimenting, you should be able to do it too. In case you're wondering where I picked up all this data, I knew the structure was very similar to that of RBY which was known before already.
    Hey, I know you're a GBA hacker kind of person, so I thought I'd ask you this: Why doesn't the newest version of advance map go past lv 100 pokes like it used to? I used to be able to change the level of pokemon to level 255 in Ruby Version, but now it doesn't work on A-Map 1.92 and higher... I can't find that version of A-Map anywhere, do you know where it could be? I think it was like 1.89 or 1.79, but I'm not sure. Thanks!
    Yah, I eventually figured that out, I forgot to go back and talk to that guy a second time. Thanks!
    Once you're not so burnt out, there are a few ways you can find enjoyment out of indoor map/script design. I'll tell you:

    With mapping, try to make sure every house has the basic necessities to live, such as a fridge, a sink, a bed, and at least one drawer. Albeit TVs aren't a necessity, its nice to make sure most houses have them.
    With scripting, my enjoyment comes out of making lulzy text for people events, which I learned from you. Liek, for instance, "Back in Hoenn, people didn't even have beds to sleep in unless they had a large house. Now thanks to [hack creator], every house has a place for every adult to sleep in." Stuff like that. ...Oh, you know what I mean - you were first to do it ^^;.
    Hink, hey. I got to greenwich while I was on the school bus this afternoon, and I'm loving your idea of neighborhood watch guards.

    And boy, was Greenwich a big place! There's lots of roads there, and I found a door in one of the mansions there that led to some messed up map with no way out. Maybe you want to relocate or delete the warps to prevent bugs? :)

    I might post a full list of encountered bugs when I advance more, so keep a lookout for it.
    HGSS trees use multiple polygons, one for each different texture. One texture is the root, another is the main body of the tree and the last one is the side. Developers probably forgot to add the last one to that tree, so that's why you see it like that.
    Well, we discussed that, and 'Season' generally implies the map to be done for each competition would relate to the season, which is different for people on either sides of the hemisphere, thus isn't entirely suitable. Quarter just covers it for those reasons, really.

    And it's not supposed to cover three months, it's supposed to take place in one month- it's one of three competitions each month, so it's a quarterly (or seasonal) competition, even if it just lasts one month, like HotQ. It takes place each quarter/season, so it's a reasonable title, to at least SOME extent. :P
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