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Old June 27th, 2010 (09:10 AM).
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Full Metal
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Quote originally posted by xGGxToiZ:
Alright, finally! I've been pondering about this all week and now it's true!
That's amazing!

But, I have "bug" if you may want to call it reports:
1. When in battle, when you go to your Pokémon Menu and then do anything that leads you back to the battle screen, the battling Pokémon will move again! (Weird stuff !)

2. When you encounter a wild Pokémon, it does it's animations long before it gets to its rightful position (You know the big circle?) thus making it look like it doesn't for some Pokémon. (How do you add delay?)

Oddities:
1. All of the Pokémon move even the (?)'s when viewed (Not in the description page.) in the PokéDex. (Ruby)

Oh, and one more thing, the 0F byte in 01/00 00 0F 00 not only controls its duration of being displayed but also when turned into a value like let's say, FF, it will flip the Pokémon in the status screen accordingly! (Used Ruby for this "behavior stuff")

It's not yet perfect yet but it totally works!
I hope that we could get it to move (Animations) at the proper moment.

P.S. How do you make the trainer sprites move? :p
for the bugs (1 and 2) i think that would be because we have edited the routine that loads the images, not the routine that executes during battle.
basically, instead of
Code:
readybattle(&battleinfo);
get_battle_pokemon(&battleinfo,&spriteinfo);
load_battle_pokemon_sprite_pointer(&spriteinfo);
load_battle_pokemon_sprite(&spriteinfo);
get_battle_pokemon(&battleinfo,&spriteinfo1);
load_battle_pokemon_sprite_pointer(&spriteinfo1);
load_battle_pokemon_sprite(&spriteinfo1);
initiate_battle(&battleinfo,&spriteinfo1,&spriteinfo);
it might look more like this:
Code:
void load_sprite(battleinfo* battleinfo,spriteinfo* spriteinfo,spriteinfo* spriteinfo1)
{
 get_battle_pokemon(&battleinfo,&spriteinfo);
 load_battle_pokemon_sprite_pointer(&spriteinfo);
 load_battle_pokemon_sprite(&spriteinfo);
 get_battle_pokemon(&battleinfo,&spriteinfo1);
 load_battle_pokemon_sprite_pointer(&spriteinfo1);
 load_battle_pokemon_sprite(&spriteinfo1);
}
wild_encounter()
{
 readybattle(&battleinfo);
 load_sprite();
 update_battle_screen();
 initiate_battle(&battleinfo,&spriteinfo1,&spriteinfo);
}
and "update_battle_screen()" would occur every time you reload the screen from something (like the bag, or the pokemon party menu, etc).
but, this is just a thoery (and no, more than likely, that will *never* compile in any language xD)
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