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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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  #51  
Unread June 4th, 2010, 12:16 AM
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that would make the pokemon take a step after the player, which would be really bad looking and annoying
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  #52  
Unread June 4th, 2010, 10:54 AM
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oh I see! yeah, I didn't thought about that, because we can't make a sprite change map right? I see, so your idea is better because at least it will work not like mine

edit: oh, in fact why not put at every map entrance a script applymovement like this the same OW can always follow and your not obliged to put on every map a new OW.....I know there is a script where you follow another OW to an another map, we can do the same but just of one tile like this it doens't seem like you are walking unfreely
...
...
aarrghhh!!! I hate my english, I can never explain clearly what I want to say!! I bet no one understood what I mean '
I must really improve in scripting and in english to explein ly ideas.....
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  #53  
Unread June 4th, 2010, 03:52 PM
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Let's just be cheap and put the pokemon away when the person rides the bike!

Anyways, I noticed while playing heart gold, that the pokemon just echo's the player's movements, like this:

player moves up
player moves up - pokemon moves up
player moves down - pokemon moves up
player moves right - pokemon moves down

...

and so on. Why don't we just make a list of the player's last three movements somewhere in the RAM, then use an ASM routine to apply it to the pokemon.
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  #54  
Unread June 4th, 2010, 03:57 PM
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Well, correct me if i'm wrong but...don't we have to find the routine that is executed on the player's movement?
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  Click here to go to the next staff post in this thread.   #55  
Unread September 24th, 2010, 06:44 AM
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Good thing there's no revival rule here...

A discussion in my Physics class today (don't ask) prompted me to give this idea a concentrated effort. After several straight hours of hacking, I managed to create the following:

Spoiler:


It's pretty basic at the moment. For example, I haven't added support for ledges, running, or biking, I haven't tested what happens when the player changes maps, the following NPC can't be passed through, and I'm sure there are a bunch of other bugs I have yet to discover as well. However, I'm still happy with it. ^_^
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  #56  
Unread September 24th, 2010, 12:36 PM
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Simply wonderful!
But I have a question.
This system also works in FR / LG, or only in R / S?
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  Click here to go to the next staff post in this thread.   #57  
Unread September 25th, 2010, 12:54 AM
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Originally Posted by Derlo View Post
Simply wonderful!
But I have a question.
This system also works in FR / LG, or only in R / S?
I'm fairly certain that it could be ported to FR/LG but I have no interest in doing so.
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  #58  
Unread September 25th, 2010, 02:59 AM
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wow! this is awesome it'll answer all our prayers if ported to Fr lg as well
but it'll soon be overused ;_;
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  #59  
Unread April 9th, 2011, 02:14 AM
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Quote:
Originally Posted by colcolstyles View Post
Good thing there's no revival rule here...

A discussion in my Physics class today (don't ask) prompted me to give this idea a concentrated effort. After several straight hours of hacking, I managed to create the following:

Spoiler:


It's pretty basic at the moment. For example, I haven't added support for ledges, running, or biking, I haven't tested what happens when the player changes maps, the following NPC can't be passed through, and I'm sure there are a bunch of other bugs I have yet to discover as well. However, I'm still happy with it.
That is really amazing, have you made any improvements on it since posting this? x
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  Click here to go to the next staff post in this thread.   #60  
Unread April 9th, 2011, 03:02 AM
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Quote:
Originally Posted by AimayBee View Post
That is really amazing, have you made any improvements on it since posting this? x
I added functionality for running and ledge jumping. My system doesn't support map switching but I don't need that feature for my purposes.
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  #61  
Unread April 9th, 2011, 07:37 PM
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Originally Posted by colcolstyles View Post
I added functionality for running and ledge jumping. My system doesn't support map switching but I don't need that feature for my purposes.
Have you tried to convert it over to firered? x
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Let me know if you want the beta 0.5.
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  Click here to go to the next staff post in this thread.   #62  
Unread April 10th, 2011, 06:18 AM
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Originally Posted by AimayBee View Post
Have you tried to convert it over to firered? x
I have not and, as I mentioned earlier, I have no intention of attempting to.
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  #63  
Unread April 10th, 2011, 11:10 AM
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Originally Posted by colcolstyles View Post
I have not and, as I mentioned earlier, I have no intention of attempting to.
Would you give it to someone who would attempt it? x
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I've had a few requests to make this hack an actual thing now. So I'm re-inserting the tileset into an earlier, non-corrupted file.



Let me know if you want the beta 0.5.
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  #64  
Unread April 10th, 2011, 01:08 PM
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Quote:
Originally Posted by AimayBee View Post
Would you give it to someone who would attempt it? x
And capable.

Darthatron, for example.
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  #65  
Unread April 10th, 2011, 01:20 PM
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Quote:
Originally Posted by Darthatron View Post
And capable.

Darthatron, for example.
haha..yeah!
It would be great..
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  #66  
Unread April 10th, 2011, 05:29 PM
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Quote:
Originally Posted by Darthatron View Post
And capable.

Darthatron, for example.
And don't forget me. I have the database.
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  #67  
Unread April 10th, 2011, 06:06 PM
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Originally Posted by Darthatron View Post
And capable.

Darthatron, for example.
Quote:
Originally Posted by knizz View Post
And don't forget me. I have the database.
Like these people. lol They could do it.
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I've had a few requests to make this hack an actual thing now. So I'm re-inserting the tileset into an earlier, non-corrupted file.



Let me know if you want the beta 0.5.
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  #68  
Unread April 11th, 2011, 01:03 AM
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Don't count me out!
I wouldn't even use it for a hack, only for a learning experience; IE To better myself.
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  Click here to go to the next staff post in this thread.   #69  
Unread April 11th, 2011, 02:18 AM
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...friggin' peer pressure.

Eh, I'll think about it. There's too much PC drama at the moment.
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  #70  
Unread April 11th, 2011, 03:05 AM
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Originally Posted by colcolstyles View Post
...friggin' peer pressure.

Eh, I'll think about it. There's too much PC drama at the moment.
I guess it is peer pressure but people really like the follow me idea.

Even I have a way I could use it in my hack. lol

Also, isn't your post off topic? x
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I've had a few requests to make this hack an actual thing now. So I'm re-inserting the tileset into an earlier, non-corrupted file.



Let me know if you want the beta 0.5.
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  #71  
Unread June 3rd, 2011, 05:45 PM
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Maybe this can help us with this little trouble:

"02037078 is a structure that controls the movement of, and only of, the player. However it can be associated to any NPC on screen.

The first two bits (0x03) of 02037078+0 determine the speed. 1 is normal. 2 is bike speed. 3 gives you a bike and changes itself to 2.

No matter what you write to 02037078+1 it is set to 0 again. If the value was 2 before the reset you get a bike. If you change the bike-byte the NPC turns into the hero.

02037078+2 and 02037078+3 behave like this:
0 0 Nothing pressed
0 0 Nothing pressed
1 1 Pressed forward
2 1 Pressed forward
2 1 Pressed forward
2 1 Pressed forward
0 0 Nothing pressed
2 1 Pressed forward
2 1 Pressed forward
0 0 Nothing pressed
0 0 Nothing pressed
1 1 Pressed forward
2 1 Pressed forward
2 1 Pressed forward

I don't know about 02037078+4.
02037078+5 sets the npc-id that is controlled by the keypad. (I wonder which numbers the npcs from connected maps have)
02037078+6 locks all movement when set to 1

More info about the NPCs is stored at 02036E38 in 16 0x24-byte long structures (Does that mean that there can't be more than 16 npcs in the overworld at the same time?!)
0x00 bits 7 and 6 are set when this npc is talking
0x01-0x0A unknown
0x0B height
0x0C-0x0F unknown
0x10 from (coords)
0x14 to (coords)
0x18 unknown
0x19 direction (in which the character actually looks)
0x1A unknown
0x1C direction (set when talked to but not always copied to 0x19)
0x1E unknown
0x20 direction (set after talk)
0x21-0x23 unknown

coordinates are saved as two halfwords (x and y)

The code for moving uses a table to convert the direction to relative coordinates.
Table: 083A64C8
Function that uses the table above: 08063A20
Function that uses the function above to move npcs: 0805C4F4

Note that the table contains 9 and not 5 directions. Yes. Game Freak planned to have diagonally moving npcs."

Thanks to Knizz quote in other thread.

I tryed this but the only troubles are that change in
02037078+5 dissapear whit warping or optios menu.

i xpect have contrbute to this theme

Maybe this some Knizz have info about the NPC's moves or moving in a map FR

showthread.php?t=205158&page=4 'in this site
showthread.php?t=205158&page=3 'in this site

Last edited by Jocaro; June 3rd, 2011 at 06:00 PM. Reason: For best info and clarity ;P
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  #72  
Unread June 6th, 2011, 01:24 PM
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Yah, about the Hacked Engine. Darthatron's level script for the follow-me thingy can be translated into a normal script, I guess. So compile the script and replace it with JPAN's behavior byte hack to overwrite the behavior bytes' scripts, and voila!

Oh, and yeah, that was merely a suggestion. :D
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  #73  
Unread June 6th, 2011, 09:29 PM
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i have an idea... does anybody else remember the old mew from faraway island that would move the same way you did? maybe if you tried edit that script a little, it would work. of course it probably wouldn't, but its a thought
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  #74  
Unread June 7th, 2011, 10:43 AM
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Quote:
Originally Posted by cbd98 View Post
i have an idea... does anybody else remember the old mew from faraway island that would move the same way you did? maybe if you tried edit that script a little, it would work. of course it probably wouldn't, but its a thought
The Mew from Faraway Island moved exactly like you do, it didn't follow you. For example, if you first go up, and then you go left, the Mew would do exactly the same, instead of going up two times like a perfectly working following script.
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  #75  
Unread June 7th, 2011, 12:29 PM
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Quote:
Originally Posted by cbd98 View Post
i have an idea... does anybody else remember the old mew from faraway island that would move the same way you did? maybe if you tried edit that script a little, it would work. of course it probably wouldn't, but its a thought
Although it's not quite what we're looking for, it's a good place to look at. We could probably get some info on how to animate the pokemon's sprite and move it along with the player.
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