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Research & Development Got a well-founded knack with ROM hacking? Love reverse-engineering the Pokémon games? Or perhaps you love your assembly language. This is the spot for polling and gathering your ideas, and then implementing them! Share your hypothesis, get ideas from others, and collaborate to create!
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  #26    
Old July 14th, 2010, 04:56 AM
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Quote:
Originally Posted by Darthatron View Post
They already are. Use the checkgender command in a script.
I mean for pokemon sprites,Such as male and female gible's sprites
I know about the checkgender command TYVM. But at 5am your brain tends to malfunction from time to time.
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  #27    
Old August 6th, 2010, 01:27 PM
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Alignment
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I have something that I've been trying to firgure out for a while.
Would it be possible to implement something like in Diamond and Pearl? I'm not sure if Emerald has it too :/
Well, what I'm talking about is the Pokedex. The Pokedex only updates once you've actually caught a Pokemon, however in D/P/PT once you see the Pokemon all the information is available. I want to see this in Fire Red as well. I'm pretty sure it's possible because when you talk to Prof. Oak through the PC in the PokeCenter, he is able to recall how many you've seen (in other words battled) and how many you've caught.

So the bottom line is, can we make it so that once we battle (not necessarily catch) we recieve the information we would have recieved if we caught it like size, location ect.

I hope that someone can help out .
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  #28    
Old August 7th, 2010, 02:37 AM
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Actually, D/P's Pokédex works the same way as the other games - to see the type, weight, height and description, you have to capture it. The only difference is that the 'Pokédex' value shown on the continue screen and trainer card is the number seen, not caught. HG/SS reverted to the old system, where you have to capture a Pokémon for it to count towards the total.
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  #29    
Old August 20th, 2010, 03:53 PM
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Could you make FR have seasons, for example, or day specific events e.g. Christmas/Halloween?

I thought maybe because it's running off an Emulator, the ROM could get the time/date from the computer it's played on.
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  #30    
Old August 26th, 2010, 11:24 PM
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Quote:
Originally Posted by KotovSyndrome_ View Post
Could you make FR have seasons, for example, or day specific events e.g. Christmas/Halloween?

I thought maybe because it's running off an Emulator, the ROM could get the time/date from the computer it's played on.
Simply use MM_X's Day/Night, copy the RTC bytes to a variable in a script, and check them in a script, then do whatever the heck you want after it's checked.
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  #31    
Old August 27th, 2010, 09:17 AM
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yes but seasons would be cool like you have a forest in the winter everything is snow covered and frozen
in autumn/fall all the leaves are orange red and brown
in summer all the trees are green
spring blossoms grow
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  #32    
Old September 8th, 2010, 11:19 AM
gamefreak4ever
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Quote:
Originally Posted by r0bert View Post
yes but seasons would be cool like you have a forest in the winter everything is snow covered and frozen
in autumn/fall all the leaves are orange red and brown
in summer all the trees are green
spring blossoms grow
That would be awesome!

I'd like it if the FireRed engine got modernized. I'm working on a FireRed hack now (by myself) and if you ask me (just my personal two cents on the matter), I'd say these would be nice implements:

-Secret Base ( You can make them in caves, underwater, etc instead of just trees all the time. The bases in Emerald were far better than DPPt who had them underground all the time.)
-PokeNav (IMO one of the best features. Upgrade the match call to make as well as give it the features fo the PokeWatch from DPPt)
-Abilities (We need more abilities that come from 4th gen and all the ones from 3rd gen that have the same effects as in emerald)
-Moves (needs to be heavily updated with moves from 4th and 5th gen)
-Day/Night (a must for pokemon who need to evolve depending on the time of the day)

And more on like with the tilesets and stuff.

Edit - Also does anyone know how to fix AdvanceMapError(5)?? I cant edit anything in the event pane.

Last edited by gamefreak4ever; September 8th, 2010 at 11:35 AM.
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  #33    
Old September 11th, 2010, 11:04 AM
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I suggest just one thing for now, but maybe one of the best improvements possible: The 4th generation damage split (Physical Fire Punch, Special Shadow Ball, etc). It was already proven this is possible, since a lot of japanese FR and Emerald hacks (like the lastest release of FR Touhoumon, the 1.8x version) has it already implemented.

Just this one would make a huge improvement in the Advance games engine, and open a lot of options to the gameplay.
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Last edited by Amabane~*; September 11th, 2010 at 11:07 AM. Reason: ...just minor grammar errors^^
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  #34    
Old July 21st, 2011, 07:15 AM
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Shattered Dreams '13
 
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Don't know if this is a legit bump, but I'll go for it anyways:
Thanks to Jambo51 we have the fix to the whole "Trainer doesn't face opponent" issue.
It's in this thread.
Now if only we could get a true Battle Tower System like the one from RSE [not the watered down version that Fire Red gave us]. Also I'm interested in the item fanfare as using giveitem2 [which would allow one to use their own fanfare] does't seem to work.
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  #35    
Old May 27th, 2014, 05:46 AM
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Quote:
Originally Posted by Hiroshi Sotomura View Post
The item sound.
That Level Up sound is inappropriate for getting items - since Gold/Silver we've had the new Item Get fanfare . Is it also possible to implement the TM Get fanfare when a player receives a TM, and the Berry Get fanfare when the player finds a Berry?
The script at 0x81A4E66 contains the standard script which is called when you obtain an item (what MSG_FIND actually refers to).

Code:
#dynamic 0x800000

'---------------
#org @start
textcolor 0x3
compare 0x8002 0x101
if 0x1 call @snippet1
compare 0x8002 0x13E
if 0x1 call @snippet2
preparemsg 0x0
waitmsg
waitfanfare
compare 0x8002 0x101
if 0x1 call @snippet3
giveitem 0x8000 0x8001 0x8
call @snippet4
return

'---------------
#org @snippet1
fanfare 0x101
return

'---------------
#org @snippet2
fanfare 0x13E
return

'---------------
#org @snippet3
pause 0x32
return

'---------------
#org @snippet4
copyvar 0x8012 0x8013
return
fanfare 0x101 is the fanfare played when you level up. You can just change this to whatever you like, whether it be a new sound you insert and so on: just remember to repoint the script (or to not refactor when decompiling). You'll also probably want to edit 0x81A667B, which is the script for when you MSG_OBTAIN an item, and 0x81A67B3 which I believe is for TM / HMs? I'm not too sure.

Last edited by Spherical Ice; May 27th, 2014 at 06:05 AM.
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