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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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  #1    
Old January 19th, 2011, 04:27 PM
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destinedjagold
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This idea came to my mind from this thread...

Basically, instead of the usual battle style we currently have, our opponents are on the upper-right of the screen and we as players are on the lower-left of the screen, we could adjust the X and Y positioning to make it slide in the middle.

And then, with sprite editing, we can edit the sprites to their sideviews... Fron sprites would be sideviews facing left, and backsprites would also be sideviews facing right...

So it'll probably look like this: our opponent will be on the center-right and we as players will be on the center-left...

Attack animations could also be adjusted to the center, though...

HP bars might need to be adjusted to the upper corners of the screen, though...

I think, if all of those were implemented, it would look like this...



I think that this would require ASM hacking, but if it's possible and implemented, then won't this be a nice new feature to one of our hacks/mods?
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  #2    
Old January 19th, 2011, 05:17 PM
NintendoBoyDX
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You'd have to move the two pokemon status/HP boxes up as well as reposition the sprites. I would also guess that almost every animation would have to be redone. Again, I'd guess it would take quite some ASM, and a good knowledge of animations.
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  #3    
Old January 23rd, 2011, 02:12 PM
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Well, I like the idea, but I feel it would take a lot of work to do, too much work actually.
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  #4    
Old January 23rd, 2011, 09:15 PM
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That would feel really fresh in a Hack. Yes, would take alot of work, but it would be great. :D
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Anyway, like I said, it would be really interesting.
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  #5    
Old January 23rd, 2011, 09:34 PM
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I think it looks like more work than it's worth. Also I like facing opponent animation because it makes more sense and doesn't look like every cheesy flash game where two opponents fight
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Old January 23rd, 2011, 10:39 PM
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Practically it requires ASM but you may not need to know anything about ASM to do it. I believe there are two bytes which tell the (x,y) location of upper-left corner of pokemon of each sizes (in 2nd gen, there are three different picture sizes: 40x40, 48x48 and 56x56), and their (x,y) locations are that way of course different.

So, you'd have to find those bytes and my modifying them, the pokemon would be located in different part of the battle screen. Those bytes should be part of the ASM script which loads the stuff that happens in the battle. However, there is no need to figure out how the ASM script works itself.

Then again, I may be wrong but this is one way it can be implemented in the game.
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  #7    
Old January 24th, 2011, 05:19 AM
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@destinedjagold: I completely don't get the point in doing so. It will seem to be a simple gfx hack to the player, but it will be a pain to work this out; codehacks, and near to a thousand single gfx hacks - it's not worth it.

@misky91: of course this should work (somehow), but the codehack isn't the problem; there are 412 slots for pokemon. With front and back sprite this makes 824. There are about 300 (as far as I remember) attacks, wich means approximately 1200 graphical hacks we would have to do. (I didn't even mind to cover everything else relating to this). Also, you would have to find attack-animation data, 'cause it's not all about codehacks and graphics. BTW: Did anyone find the animation data table (or something similar)? 'Cause I haven't heard about it, yet.
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Old January 24th, 2011, 05:27 AM
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@TheDarkShark: I reckon there's some merit in the idea. In a way, it will be a different approach to hacking. Some hackers would be able to think of new interesting moves this way. It also won't feel like a generic Pokemon Hack. -for the time being anyway-
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  #9    
Old January 24th, 2011, 02:44 PM
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It's possible, but the battle animations would have to be edited, which is something we still haven't figured out fully. Plus, you'd have to edit where the HP bar is written to in the Video RAM, along with a lot of other stuff.
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Old March 25th, 2011, 12:47 PM
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yes this would take a lot of work, but if it were to be done on a single rom, and distributed in "resources", it would have to be done only once, and i belive the idea is AWESOME, so if this were to be done, whoever makes and posts the rom, should both insert the routine, and insert all the sideways sprites and attack animateion, so that people don't have to go through all that trouble...
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  #11    
Old April 2nd, 2011, 05:03 AM
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that seems like it would be really hard, but if its done then It would be a agme i would play. Every single animation wil. need to be fixed as moves will also have to change. It looks somewhat simmilar to the PBR battle style
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  #12    
Old June 5th, 2013, 09:54 PM
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Super Duper Ultra Mega Revive!

I am currently researching on this.

Things I have already done:
- Edited the sprites so no more Back Sprites. Just mirrored Front Sprites. (With Wichu's Sprite Editor of course.
- Edited the Y axis positions of all sprites so the would all be in Lower Center Left and Lower Center Right. (With Wichu's Sprite Position Editor of course. Again.)

Things I have to do:
- Find out the tilemap.raw of the Battle Textbox and reposition them to make the Player's in the Top Left and the Opponent's in the Top Right.
- Find out how to hack the Video RAM for the HP and the EXP bar.

Note: Let us not think about how to do the animations yet. There's already some people in RHO researching on how particles move. Let's focus on this things.

Another Note: Don't think of it as some thing Work>Outcome. Stop that logic. Spriting Back Sprites for Fakemons is greater work than this. It would benefit a lot of people (including me) who are having hard times spriting Back Sprites. Also, wouldn't it look greater if we do it? It would also get rid of the not-so-sufficient perspective of GBA Pokemon Games. I mean take a Clean FR ROM in it's current state right now. Player's Back Sprite shows. Half-Body, head to bust sprite isn't it? Then he/she brings out a Pokemon, take Charmander for example. Shouldn't he be smaller from the Player? BUT it's the opposite~ Player's Half-Body Head to Bust sprite is smaller than a Pokemon's Back Sprite which is physically smaller than him! That just defies the law of Physics and Perspectives. And Art.

Think about it.

EDIT: I think we should also find the Y axis of the player's Back Sprite, raise it a bit upward and make it show the front sprite instead.

And of course, I'd greatly appreciate any help.
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Last edited by robin22gongon; June 5th, 2013 at 10:38 PM.
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