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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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  #176    
Old February 28th, 2013, 07:51 PM
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Plss dont let this project die!
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  #177    
Old March 1st, 2013, 04:07 AM
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AimayBee
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Quote:
Originally Posted by Shiny Hilbert View Post
Plss dont let this project die!
Dude, this thing died back when someone figured it out and refused to share that information with us. That was years ago. It died out.
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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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  #178    
Old March 1st, 2013, 05:40 AM
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So how much of it was completed? What was accomplished and what wasn't?
And why isn't the information shared?
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Welp, just when I really got back into hacking, my computer breaks for good. Nothing is cancelled or lost, just on hiatus until I can put my backup somewhere. I'll probably be active around here via android for now.

Times I've been ninja'd: 16
Times I've ninja'd people: 3

Quote:
Originally Posted by drarixio View Post
Unbeatable Flame would make a pokemon trainer run outta breath in the anime:
Unbeatable Flame, Flamethrower.
Unbeatable Flame, Sky Uppercut.
Unbeatable Flame, this.
Unbeatable Flame, that.
Un*pant*beatable---Flame, hooollaaa
Un-un-un-un--bea-bee....*Pokemon trainer fainted*
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  #179    
Old March 1st, 2013, 10:16 AM
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Jambo51
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Quote:
Originally Posted by AimayBee View Post


Dude, this thing died back when someone figured it out and refused to share that information with us. That was years ago. It died out.
It's not dead, more on hold.

Quote:
Originally Posted by U_Flame View Post
So how much of it was completed? What was accomplished and what wasn't?
And why isn't the information shared?
I can't speak for why others didn't share their code, but I can explain why I didn't share mine.
It's very simple, I didn't share it because it was overcomplicated and I honestly believed there is a better way to do it. As of yet, I haven't reworked the code, so I haven't released anything.
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  #180    
Old March 1st, 2013, 10:23 AM
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Quote:
Originally Posted by Jambo51 View Post
It's not dead, more on hold.

I can't speak for why others didn't share their code, but I can explain why I didn't share mine.
It's very simple, I didn't share it because it was overcomplicated and I honestly believed there is a better way to do it. As of yet, I haven't reworked the code, so I haven't released anything.

But if you did release it we could take a look at it and make it simpler some way. Two heads are better than one.
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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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  #181    
Old March 2nd, 2013, 09:28 AM
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U_Flame
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I'm happy to hear it's on hold rather than dead. I can understand holding it until it's properly improved.
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Welp, just when I really got back into hacking, my computer breaks for good. Nothing is cancelled or lost, just on hiatus until I can put my backup somewhere. I'll probably be active around here via android for now.

Times I've been ninja'd: 16
Times I've ninja'd people: 3

Quote:
Originally Posted by drarixio View Post
Unbeatable Flame would make a pokemon trainer run outta breath in the anime:
Unbeatable Flame, Flamethrower.
Unbeatable Flame, Sky Uppercut.
Unbeatable Flame, this.
Unbeatable Flame, that.
Un*pant*beatable---Flame, hooollaaa
Un-un-un-un--bea-bee....*Pokemon trainer fainted*
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  #182    
Old March 2nd, 2013, 10:42 AM
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Teh Blazer
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I may be late to the party here, but it seems like the following sprite always is one step behind you. Once you take a new step, the follower takes the step you just took. Is it too much trouble to find out wherever the game registers the steps and create a branching routine or something mimicking it to attach onto another sprite so it'll take the last step you did?

Clearly I have no skill in this as I have no idea about what I'm talking about... is this even feasible?
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  #183    
Old March 4th, 2013, 07:07 PM
pepepepote
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The only problem is that when you push against the OW `+1
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  #184    
Old March 9th, 2013, 12:56 AM
Kaphotics
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Figured out how to do it in B2W2; no shenanigans like adding the overworld to every map.

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  #185    
Old March 9th, 2013, 07:01 AM
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About two months ago (before I even knew what "push {r1}" ment, lol) I read almost this entire thread to see what was going on here. At one point, Jambo mentioned looking into the unuesed createsprite command. For those of you who don't know, this command create an ow on screen that can only move in place. You can walk through it, but that is about it. This gave me an idea:

What if we modified the routine of the command to create a sprite that would just do your last movement, such as walking and running, in the exact same spot of the person you want to follow you. Then, hide the sprite of the that person, so now only the virtual sprite is on screen.

Now, warps: we could have the routine set a flag for being on, then a var for which Ow number is following, then make a small branch in the loading routine of the player after being warped that checks if the flag set by the create sprite command is active, then loads the correct ow from the var. This sprite would then appear after taking your first step and the modified createsprite command would take over, causeing them to follow you.

I don't know if this is possible, but it sure beats setting an OW on everymap.... Though, that is how GameFreak did secret bases....:p Let's be smarter than them, haha.
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  #186    
Old July 5th, 2013, 07:15 AM
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I am VERY new to making Pokemon edits... But I'd love for there to be a script that let's pokemon follow you in the overworld.
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  #187    
Old July 5th, 2013, 08:51 AM
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Quote:
Originally Posted by Rustdude View Post
I am VERY new to making Pokemon edits... But I'd love for there to be a script that let's pokemon follow you in the overworld.
To do this with just scripting is impossible/it will look terrible. I'm currently researching a way to allow warps to work with this, but it will be some time before it is finished.
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  #188    
Old July 5th, 2013, 12:33 PM
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Quote:
Originally Posted by karatekid552 View Post
To do this with just scripting is impossible/it will look terrible. I'm currently researching a way to allow warps to work with this, but it will be some time before it is finished.

I hope this can be figured out though in the near future... When I was younger I didn't know you could make hacks of the GBA games (mostly because that was back in 2005) but I made stories and my own region. But I made maps on paint. But with Advanced Map I'm starting to make them and right a story with it. I was hoping it will be done by the time I'm ready to release a beta.


Can't wait. Keep working hard on it and if you need any help I may be of some assistance having some experience in the scripting world.
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  #189    
Old July 6th, 2013, 02:35 PM
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There's some impressive Follow Me scripts here O_o. It's too bad that the codes for some of them are bein' kept secret ; ;.

I tried making one myself about a year ago, and got it to kinda-sorta work.

You can watch a clip of it at youtube, but I can't link >.< Too few posts. Here is the end-trail of stuff for youtube: GHFzznDSjVE (youtube.com/watch?v=GHFzznDSjVE)

Unfortunately, it doesn't account for ledges, bikes or map changing =/. I was able to make up for the map changing by re-spawning and moving the sprite, but this would need to be done for each map >.<. This is why I don't use it much, since that is a huge pain D:.

If you want the scripts for this, I'll post what i have. Unfortunately, I don't remember exactly how I set it up before >.<. Also, I had trouble getting it to work for anything other then the hacked firered engine.

- new user: Adura~

Last edited by Adura; November 26th, 2013 at 11:00 PM.
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  #190    
Old July 6th, 2013, 04:41 PM
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Okay, so this is a shot in the dark, but there's probably a way to fix the surfing/bike issue. My idea is just to hide the follower's sprite, but keep it moving right behind the player. Person events can still move even if they are hidden, so whenever the player uses Surf or the bike, just hide the sprite but keep it moving at the same speed right behind them. Then, when they get off, have the sprite reappear behind them (this could screw up with Surfing because the Pokemon would appear over the water, so maybe have it reappear on the same spot as the player). This would be pretty hard since the scripts for those two things are not regular scripts so it'd probably be tricky to edit the hidesprite thing, as well as having the sprite automatically move to wherever the player is on every map). But that's my take on it.
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  #191    
Old July 7th, 2013, 08:47 AM
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That sounds like it could work. If you do a force the sprite to your tile it could work.
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  #192    
Old September 12th, 2013, 12:16 PM
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I don't know if this will be useful since I know nothing about hacking or any of these stuff... But there is a game called Mother 3 (kick ass game btw).

In this game the whole party walks behind your main character, following each one of his moves.

Maybe somebody could look a bit into the game programing stuff and use it on Pokémon games for a follow me script. There's a team who made an english translation of the game (since it wasn't available outside of Japan), the game turn out with no problems, so maybe those guys can give some sort of help. One of them goes by the nickname Tomato...

Hope this helps...
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  #193    
Old September 12th, 2013, 02:20 PM
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Quote:
Originally Posted by Soldier Randy View Post
I don't know if this will be useful since I know nothing about hacking or any of these stuff... But there is a game called Mother 3 (kick ass game btw).

In this game the whole party walks behind your main character, following each one of his moves.

Maybe somebody could look a bit into the game programing stuff and use it on Pokémon games for a follow me script. There's a team who made an english translation of the game (since it wasn't available outside of Japan), the game turn out with no problems, so maybe those guys can give some sort of help. One of them goes by the nickname Tomato...

Hope this helps...
If you knew anything about GBA programming you would know that just "looking" at the "code" (which all has to be researched first) doesn't work. Heck, we hardly know half of what the Fire Red code does, so picking up a completely unresearched game is pretty much pointless considering it's taken us years to figure out how the FR engine works (to an extent).

TLDR; No. Just no.
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  #194    
Old September 12th, 2013, 03:57 PM
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What happens if I push it?....
 
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Quote:
Originally Posted by shiny quagsire View Post
If you knew anything about GBA programming you would know that just "looking" at the "code" (which all has to be researched first) doesn't work. Heck, we hardly know half of what the Fire Red code does, so picking up a completely unresearched game is pretty much pointless considering it's taken us years to figure out how the FR engine works (to an extent).

TLDR; No. Just no.
Jambo51 was the closest to getting this working. But now he is done with hacking, so I wonder if he will let me work on it.... Shinyqaugsire, the only issue was warping. Any ideas? Mine was to hack the almost useless createsprite command, which does have OAM data and work with that.
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  #195    
Old September 12th, 2013, 04:01 PM
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I'm glad this is still looked after, after all these years. Also, JPAN ended up reworking a huge portion of the game engine in a huge patch he made a while back... if only he'd do it... lol.
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  #196    
Old September 25th, 2013, 04:13 AM
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I'm not sure how do it work, on BW was kinda funny xD
I know DPP have a "demo"for it on that park but just with a few pokemon, we can't do something like using the HgSs script and maybe the pokemon sprites to work a like?
(Also I'm thinking about like taking the maps from Pl, for example and putting everything on HgSs or BW engine XD but it's subject for another thread XD)
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  #197    
Old September 25th, 2013, 05:05 PM
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Quote:
Originally Posted by Sliter View Post
I'm not sure how do it work, on BW was kinda funny xD
I know DPP have a "demo"for it on that park but just with a few pokemon, we can't do something like using the HgSs script and maybe the pokemon sprites to work a like?
(Also I'm thinking about like taking the maps from Pl, for example and putting everything on HgSs or BW engine XD but it's subject for another thread XD)
This is GBA, which had absolutely nothing to do with NDS. The coding is completely different. Mind you, it is hard coded into all of the games that have it, not a stand-alone script.
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  #198    
Old September 25th, 2013, 08:05 PM
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oh I see. but the idea is to make only one "thing" follow you, like on the BW example or make it work like in hg/ss?
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  #199    
Old September 26th, 2013, 04:31 AM
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What happens if I push it?....
 
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Quote:
Originally Posted by Sliter View Post
oh I see. but the idea is to make only one "thing" follow you, like on the BW example or make it work like in hg/ss?
If you read this thread, or looked on Jambo51's youtube, you would see that he has already accomplished this. The only issue is we can't find a way to load the sprite on warp. Soon I will begin working on this.
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  #200    
Old September 26th, 2013, 11:18 AM
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Originally Posted by karatekid552 View Post
Mind you, it is hard coded into all of the games that have it, not a stand-alone script.
That's because it HAS to be hardcoded, by definition. The GBA does nothing without code, and having a sprite "follow" you is among the more difficult things to achieve in ASM.

However, writing a new engine from scratch actually makes it relatively simple to achieve.

Anyway, technically, everything is hardcoded into the GBA games. Scripts are just combinations of pre-set pieces of code, after all.
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