Thread: Development: Wild double / triple battles
View Single Post
  #7    
Old May 31st, 2011 (9:54 AM). Edited May 31st, 2011 by Team Fail.
Team Fail's Avatar
Team Fail Team Fail is offline
burning passion
ModeratorCS
 
Join Date: May 2009
Location: yes
Age: 21
Gender: Male
Nature: Brave
Posts: 12,746
Quote:
Originally Posted by sonic1 View Post

For Firered:
Ok, i'm totally onboard with this idea. I too was also researching, and (thanks to JPAN and Interdepth) came up with a solution. The solution is quite simple, but the battle system is quite buggy. In fact, it involves setting a byte to the battle flag (thats the name I gave to it, in fact, its just an offset in ram, 02022B4B).

How? As soon as the wild battle music starts, BEFORE THE BLACK SCREEN, , set 02022B4C to 01. Continue to the battle. Voilà! Its a double wild battle.

There are some bugs,tough. The 2nd pokemon in the wild battle is a integral copy of the first one (all the data is the same), and so, if you defeat one of them, the battle ends, as the game just assumes that both of them were defeated because the HP data was the same for both (in theory, if you hit one, the other will suffer too). HOWEVER, if you load the 2nd pokemon in the 2nd battle slot, the battle is totally fine, without any bug except you can only capture on of them.

~Sonic1
This, I have to try. Is it just Firered, or can you find it for other games?

I'll make a video for proof of concept.

Le edit:
__________________
CONTENTS
001
  THE LAB
002
  VISITOR MESSAGE
003
  PRIVATE MESSAGE
004
  PUSHING BUTTONS
005
  PUSHING BUTTONS BLOG
006
  ALT
007
  PHO
008
  PAIR 1
009
  PAIR 2
010
  TWITTER
011
  TF'S MUSIC STUDIO
012
  PC DISCORD - #GENERAL
SEEN
151

OWN
151
DATA
CRY
AREA
QUIT
Reply With Quote