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  #1    
Old November 20th, 2011 (11:55 AM). Edited May 13th, 2012 by Chaos Rush.
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This project is very similar to Jambo51's project, in a sense that we're adding more Pokemon to a 3rd Gen game. However, mine is a bit different for these reasons:
Spoiler:
*It's on Pokémon Ruby
*I have no intentions of adding 4th and 5th Gen abilities (for now)
*I have no intentions of adding 4th and 5th Gen moves (for now)
*I have no intentions of adding 4th Gen items (jk I'll add some stuff like evolutionary stones)
*I have no intentions on adding in forme changes with ASM, instead I'm just going to have Pokémon "evolve" to their alternate formes (even Arceus)
EDIT: *Actually I'm going to use some ASM after all since I learned it a bit, and I wrote a routine that allows me to change index numbers. But it only works without glitches if the index numbers have the same base stats, so for now, ASM is being used for handling Burmy's forms.



The features it will contain:
*649 Pokémon
*Every Pokémon will have a new sprite in the DS art style, but perfectly cleaned up. Sprites are taken from my Sprite Resource Project
*A few new items that work as evolutionary stones to handle forme changes
*Lowercase everything instead of HAVING EVERYTHING IN ALL CAPS LOL

So far I've done:
*Re-point Pokémon names table
*Re-point Base stats table
*Re-point front sprites table
*Re-point back sprites table
*Re-point normal palettes table
*Re-point shiny palettes table
*Re-point TM-compatibility table
*Re-point evolution table
*Re-point moveset table
*Re-point Icon table
*Re-point Icon Palette table
*Re-point battle positioning tables
*Re-point footprint table


Screenshots (some of these are outdated):


I would like to thank the people who mainly posted in this thread:
http://www.pokecommunity.com/showthread.php?t=185257&highlight=65536&page=2


namely HackMew, thethethe, Wichu, and a couple others, for contributing VERY helpful information on getting things to work. Also special thanks for Jambo51 for helping find the move animation table offset.

Tools used so far:
*Gold Finger hex editor
*Pokemon Game Editor
*Wichu's Sprite Editor
*a calculator
*Paint

Credits:
*Me - for doing all this stuff
*everyone that posted & contributed helpful information in that thread I linked to
*Jambo51 - for helping me with stuff, and for his original 649 project that inspired me, for telling me about the secondary cry table, for fixing some problems with cries, and for just being awesome in general

I have successfully figured out how to add new working evolutionary stones, and thus here is how I will handle all evolutions and forme changes: (list might be a bit outdated)
Spoiler:
Gligar --Razor Stone----> Gliscor
Sneasel --Razor Stone----> Weavile
Happiny --Royal Stone----> Chansey
Poliwhirl --Royal Stone----> Slowking
Slowpoke --Royal Stone----> Slowking
Clamperl --Razor Stone--> Huntail
Clamperl --Royal Stone--> Gorebyss
Onix --Magnet Stone----> Steelix
Scyther --Magnet Stone----> Scizor
Porygon --Porygon Stone-> Porygon2
Porygon2 --Porygon Stone-> Porygon-Z
Rhydon --Power Stone----> Rhyperior
Electabuzz --Power Stone----> Electivire
Magmar --Power Stone----> Magmortar
Dusclops --Power Stone----> DUsknoir
Seadra --Power Stone----> Kingdra
Magneton --Magnet Stone---> Magnezone
Nosepass --Magnet Stone---> Probopass
Feebas --Royal Stone---> Milotic
Karrablast --ShelmetDNA----> Escavalier
Shelmet --KarrablastDNA-> Accelgor
Mantyke --RemoraidDNA---> Mantine

Kadabra --Friendship--> Alakazam
Machoke --Friendship--> Machamp
Graveler --Friendship--> Golem
Haunter --Friendship--> Gengar
Boldore --Friendship--> Gigalith
Gurdurr --Friendship--> Conkeldurr
Piloswine --Friendship--> Mamoswine

Lickitung --Lv33--> Lickilicky
Tangela --Lv36--> Tangrowth
Aipom --Lv32--> Ambipom
Yanma --Lv33--> Yanmega
Bonsly --Lv17--> Sudowoodo
Mime Jr. --Lv18--> Mr. Mime

FORM CHANGING:
Rotom --Oven-----------> Heat Rotom
Rotom --Washing MCHN.--> Wash Rotom
Rotom --Refridgerator--> Frost Rotom
Rotom --Electric Fan---> Fan Rotom
Rotom --Lawn Mower-----> Mow Rotom
Rotom --Separator------> Rotom
Kyurem --ZekromDNA-----> Black Kyurem
Kyurem --ReshiramDNA---> White Kyurem
Kyurem --God Stone------> Kyurem
Genesect --Shock Drive--> Shock Drive Genesect
Genesect --Burn Drive---> Burn Drive Genesect
Genesect --Chill Drive--> Chill Drive Genesect
Genesect --Douse Drive--> Douse Drive Genesect
Genesect --Plasma Drive--> Gensect
Deoxys: Space Crystal
Deerling: SeasonalFlute
Sawsbuck: SeasonalFlute
Cherrim: Light Prism
Giratina: Griseous Orb
Shaymin: Gracidea
Arceus: Rainbow Plate
Darmanitan: Zen Doll
Meloetta: Relic Flute

NEW ITEMS:
*Shiny Stone
*Dusk Stone
*Dawn Stone
------------
*Razor Stone
*Royal Stone
*Magnet Stone
*Porygon Stone
*Power Stone
*Space Crystal
*ShelmetDNA
*KarrablastDNA
*RemoraidDNA
*ZekromDNA
*ReshiramDNA
*God Stone
*Oven
*Washing MCHN.
*Refridgerator
*Electric Fan
*Lawn Mower
*Separator
*SeasonalFlute
*Shock Drive
*Burn Drive
*Chill Drive
*Douse Drive
*Plasma Drive
*Light Prism
*Griseous Orb
*Gracidea
*Rainbow Plate
*Zen Doll
*Relic Flute



TO-DO LIST:
*Pokedex entries
*Add movesets for 4th and 5th Gen Pokemon
*Finish my 64x64 sprite project (roflmao this will take a while)
*Possibly start a separate project based off of this one where I work on 4th Gen moves, items, and abilities
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  #2    
Old November 25th, 2011 (01:00 PM). Edited November 25th, 2011 by Chaos Rush.
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Yup, Turtwig and Grotle no longer look like Blastoises.

Can a mod rename this to, "Chaos Rush's 493 on Ruby & Emerald Project"? Because I've also added more Pokemon to Emerald.
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  #3    
Old November 25th, 2011 (03:05 PM).
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Hey a new thread for this. Its looking good. I love how the sprites are so well made. My younger brother was recently planning Ruby Destiny: Reign of Legends and had a Grotle. I said "Wow look how poorly resized that is!" I am giving no offense to the creator because it was a great hack but the resizing was not great. I would now like to ask, are these the same sprites that are gonna be in Jambo's patch? If not then will FR users be allowed to rip sprites from here and insert them into Jambo's while crediting you if used in a public hack? Can't wait to see more masterpieces for you, Chaos Rush.
  #4    
Old November 25th, 2011 (04:26 PM). Edited November 25th, 2011 by Chaos Rush.
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Quote originally posted by dudedude1:
I would now like to ask, are these the same sprites that are gonna be in Jambo's patch? If not then will FR users be allowed to rip sprites from here and insert them into Jambo's while crediting you if used in a public hack? Can't wait to see more masterpieces for you, Chaos Rush.
No, these sprites won't be in Jambo's patch (as of now), because I don't think Jambo even knows about these new sprites.

And lol, this isn't a "new thread for a sprite project", this is actually my own patch. In case this isn't clear, let me say this: I'm making my own patch for Ruby and Emerald with 493 Pokemon.

I've already done all of these on Ruby and Emerald:
Spoiler:

*Re-point Pokémon names table
*Re-point Base stats table
*Re-point front sprites table
*Re-point back sprites table
*Re-point normal palettes table
*Re-point shiny palettes table
*Re-point TM-compatibility table

There's actually 439 Pokemon index numbers already in the 3rd Gen games, so Turtwig starts at #440, so currently in my roms I have 583 Pokemon. I count forme changes as separate Pokemon, hence why I added waaay more than 107 Pokemon slots, even though there's only 107 Pokemon introduced in Gen IV.
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  #5    
Old November 25th, 2011 (04:31 PM).
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Quote originally posted by Chaos Rush:
No, these sprites won't be in Jambo's patch (as of now), because I don't think Jambo even knows about these new sprites.

And lol, this isn't a "new thread for a sprite project", this is actually my own patch. In case this isn't clear, let me say this: I'm making my own patch for Ruby and Emerald with 493 Pokemon.
Why not go the whole hog and add Gen 5 as well?
I'm just asking out of curiosity.
Also, feel free to use the data structures in my patch for yours if possible. It'll save you a bunch of time if you do, trust me.
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  #6    
Old November 25th, 2011 (04:40 PM).
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Quote originally posted by Chaos Rush:
NAnd lol, this isn't a "new thread for a sprite project", this is actually my own patch. In case this isn't clear, let me say this: I'm making my own patch for Ruby and Emerald with 493 Pokemon.
Yeah, I know this is a patch but I'm hacking FR and was just wondering if ripping and reinserting and then crediting you was allowed?
  #7    
Old November 25th, 2011 (04:44 PM). Edited November 25th, 2011 by Chaos Rush.
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Quote originally posted by Jambo51:
Why not go the whole hog and add Gen 5 as well?
I'm just asking out of curiosity.
Also, feel free to use the data structures in my patch for yours if possible. It'll save you a bunch of time if you do, trust me.
Well, a while ago I had this hack project going on called Pokemon DarkViolet. It was part of a 4-part series of hacks. I stopped because I realized I wanted to do it on Gen IV. But that would be kinda impossible with the lack of mapping documentation.

So the reason why my patch won't have Gen V Pokemon is simply because I have no use for them in my future hacks. BUT, I was thinking this yesterday, it really isn't that hard to re-point all the tables, it just takes a little while, so I might re-do the Ruby patch to include Gen V Pokemon. I'm not sure about Emerald, in fact, I'm not even sure if there's enough space in the rom to re-point all the tables to include 649 Pokemon, along with sprites and everything.

But you know what, I'll just see how long it takes for me to do all the sprites, then I'll think about Gen V Pokemon. Another reason is that do you seriously expect me to make sprites for 649 Pokemon, 493 is enough...

On and about the data structures, your patch has 649 Pokemon and a bunch of ASM stuff, while my patch has 493 Pokemon and no asm (except for that thing you have to do to make the new Pokemon sprites show-up in battle properly), so I don't think I can just copy+paste the data structures, but thanks anyways.

Quote originally posted by dudedude1:
Yeah, I know this is a patch but I'm hacking FR and was just wondering if ripping and reinserting and then crediting you was allowed?
Of course it's allowed, the reason why I'm doing the sprite project is because I'm tired of seeing hacks with badly resized sprites.

EDIT: lol

Please ignore the weird Pokedex numbers, these sprites were inserted on a copy of the patch I made that I'm using specifically to "screw around" on. The actual patch does not have any movesets or sprites inserted yet.
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Old November 26th, 2011 (05:51 AM).
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By data structures, I meant stuff like the base data (which is the same for you as it is for me, after all).

If you copy and paste it, then that will save you having to redo it all from scratch on your ROM.

No, I don't expect you to sprite them all. That would be insane.

Good luck, man!
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  #9    
Old November 26th, 2011 (10:30 AM).
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So here's what I've decided:

*The Ruby patch will have 649 Pokemon

*The Emerald patch will have 493 Pokemon. This is because of free space issues, and the Battle Frontier. There's enough Pokemon in the Battle Frontier to hack and evenly distribute 4th Gen Pokemon, but I don't think there's enough for 5th Gen Pokemon

*Because of this, in my sprite project, I will not be making a second frame for Gen V Pokemon, since Ruby doesn't have sprite animations.

These are the only Gen V sprites I've done so far:


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Old November 27th, 2011 (05:57 PM).
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Minor issue I've run into: In Emerald, I'm assuming there's a table that tells how the Pokemon will animate when you send it out/view it in the Summary. I don't know where the table is, and until I find it and repoint it, some of the new Pokemon will freeze when viewing they try to animate. I know this because when they don't have to animate, they show up fine:

(ignore the messed up icon sprites, I have yet to repoint those tables)

But when they have to animate, it freezes:

It also freezes when the front sprite that causes the freezing is the opponent Pokemon, like if you set it to appear in the grass, or if a trainer sends it out. For some reason only some of the added Pokemon freeze when viewing their animation, others work fine.

If anyone knows where the animation pointer in Emerald is (NOT THE FRONT FRAMES POINTER), that would be really great.

On a side note, here's my really lame way of doing forme changes:

You use an item just like an evolutionary stone.

(ignore the fugly front sprites, they're just placeholders I inserted on a backup copy of the rom specifically for "testing things out" on. On the actual Emerald rom, every new Pokemon currently has Blastoises's pointers for sprites and palettes, so every Pokemon I inserted looks like Blastoise)
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Old December 13th, 2011 (09:12 PM).
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Just posting to say this isn't dead, I've mainly been working on the sprite resource.

BUT.

Now, I know I said that I won't be implementing 4th/5th Gen moves, but I changed my mind...


Special thanks to Jambo51 for his thread on adding more moves, and special thanks to Darthatron for his research on the physical/special split (which I have successfully implemented into Ruby), and special thanks to Gamer2020 for Pokemon Game Editor, which saved me a lot of time on choosing which attack is physical/special. I won't be implementing every Gen IV and V move, but I'll implement every move possible without asm. I've gone through all the new attacks and made a list of all possible moves that I can add, so there will be 129 new moves. Also some attacks might be very slightly different in order to compensate for something, such as Roost having less PP because you can't remove the flying type in Gen III without asm...

In the Sideshowcase, I've posted a patch for Ruby on the physical/special split, but the thread hasn't been approved yet.
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Old December 17th, 2011 (07:21 PM).
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Wow this is awesome. Why isn't there more interest in it!?
  #13    
Old December 17th, 2011 (11:31 PM).
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I know, right? The lack of interest in these 2 patches and my own FR 649 Patch is criminal at times. Myself and Chaos Rush put a lot of time and effort into these patches (mines is downloadable - but buggy). Still, good things come to those who wait, and eventually, the patches will start to gain followers.

@Chaos Rush - I don't have the offset handy, but when I get home from work, I'll pass it on. I only have FR's offset, but as you suggested you could work with that.
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  #14    
Old December 18th, 2011 (12:18 AM). Edited December 18th, 2011 by Chaos Rush.
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Quote originally posted by Jambo51:
I know, right? The lack of interest in these 2 patches and my own FR 649 Patch is criminal at times. Myself and Chaos Rush put a lot of time and effort into these patches (mines is downloadable - but buggy). Still, good things come to those who wait, and eventually, the patches will start to gain followers.
I think it's simply because both of our patches aren't complete, so people won't be that interested until they're usable. Yours is in a beta stage, while I don't even have anything released besides the physical/special split thing in the Sideshowcase, which doesn't contain any new moves or Pokemon.

Quote:
@Chaos Rush - I don't have the offset handy, but when I get home from work, I'll pass it on. I only have FR's offset, but as you suggested you could work with that.
Yes, that would be wonderful. A while ago I found a tool that can turn an offset into a pointer, and it can turn a pointer into an offset. So FireRed's animation table offset will do, because then I can just go to the offset of the first one listed in the table in FireRed, then search for the same bytes on Ruby, then re-calculate what the pointer should be according to where it is on Ruby, then it should take me straight to the table on Ruby. I used a very similar method when using your tutorial to add more moves, since yours was for FireRed. Also Darthatron's physical/special split was for Emerald, but I used a similar byte searching method to replicate it on Ruby.


Oh and btw the Emerald patch has been canceled, I'm now working exclusively on Ruby.
EDIT: (and a mod should change the 493 in the title to 649 )
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Old December 18th, 2011 (03:19 PM).
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Quote originally posted by Chaos Rush:
Oh and btw the Emerald patch has been canceled, I'm now working exclusively on Ruby.
EDIT: (and a mod should change the 493 in the title to 649 )
That's a shame - but perfectly understandable. Emerald is difficult to work with at the best of times, so adding a bunch of extra Pokémon wouldn't exactly be the easiest job, would it?

Anyway, the offset I promised you is this:
0x1C68F4

This is a pointer to a table of pointers in FR. The pointers point to a script of sorts. This script is what will be shared between the versions. You can use those scripts to backtrack to the pointer in your ROM. Apologies for not answering your query in the actual thread, but I genuinely hadn't noticed it.
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  #16    
Old December 18th, 2011 (04:54 PM). Edited December 18th, 2011 by Chaos Rush.
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Quote originally posted by Jambo51:
That's a shame - but perfectly understandable. Emerald is difficult to work with at the best of times, so adding a bunch of extra Pokémon wouldn't exactly be the easiest job, would it?

Anyway, the offset I promised you is this:
0x1C68F4

This is a pointer to a table of pointers in FR. The pointers point to a script of sorts. This script is what will be shared between the versions. You can use those scripts to backtrack to the pointer in your ROM. Apologies for not answering your query in the actual thread, but I genuinely hadn't noticed it.
Thank you so much, I found the Ruby offset for the table, which ended up being 0x1C7168.


EDIT:


Using Volt Tackle as Fusion Bolt's placeholder animation = Best. Idea. Ever.
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Old December 21st, 2011 (01:06 AM).
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I have all placeholder animations set for the 129 new moves, and I chose "fitting" animations.



Animations I chose:
Spoiler:

Roost = Featherdance
Mirror Shot = Metal Sound
Hammer Arm = Dynamic Punch
Gyro Ball = Weather Ball
Bullet Punch = Mach Punch
Draco Meteor = Eruption
Spacial Rend = Cosmic Power
Seed Bomb = Egg Bomb
Earth Power = Fissure
Focus Blast = Horn Drill
Nasty Plot = Amnesia
Power Gem = Sky Attack (charging up)


I also put in all the move data for the 4th Gen moves, but I haven't started on 5th Gen moves yet because it was getting really boring and tedious, but I'll resume tomorrow (or soon). Besides, I already have the animations set for then 5th Gen moves anyways.

There are a total of 129 moves added. Most from 4th Gen, a lot from 5th Gen. Basically I added the ones that are possible to add without ASM, such as Dragon Pulse, but I didn't add impossible moves like Guard Swap.
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Old December 21st, 2011 (01:37 AM).
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nicely done im looking foward to the download link
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Old December 21st, 2011 (07:35 AM).
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Do you know how to actually change the animations?
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Well... Pokémon Black&White was a huge disappointment... so will anyone help me with my hack that's going nowhere fast?
  #20    
Old December 21st, 2011 (08:55 AM).
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Quote originally posted by Jcornell94:
Do you know how to actually change the animations?
Yes and no. I could easily change the pointers of the new moves to a custom animation script. But, I don't know how to make a custom animation script, but I think Jambo51 and Gamer2020 are working on a battle script editor.

Of course the final version will have custom animations, these are just placeholders. (but I think using Featherdance for Roost turned out quite nicely )
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Old December 21st, 2011 (09:24 AM).
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Actually - we were thinking about having Featherdance followed by the healing animation for Roost. It is possible (although we don't really know how yet) to combine bits of existing animations to create new ones. And Gamer2020 is working on a BATTLE script editor - this is an entirely different thing as the battle scripts control what the moves DO.

Myself and NintendoBoyDX are working on the animations. It goes without saying - if we work out a particularly good animation - we'll pass it on to you. You are, after all, letting me use your 4th and 5th Gen sprites in my patch, so it only seems fair.
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  #22    
Old December 21st, 2011 (09:45 AM).
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Quote originally posted by Jambo51:
Actually - we were thinking about having Featherdance followed by the healing animation for Roost. It is possible (although we don't really know how yet) to combine bits of existing animations to create new ones. And Gamer2020 is working on a BATTLE script editor - this is an entirely different thing as the battle scripts control what the moves DO.

Myself and NintendoBoyDX are working on the animations. It goes without saying - if we work out a particularly good animation - we'll pass it on to you. You are, after all, letting me use your 4th and 5th Gen sprites in my patch, so it only seems fair.
Wait let me get this straight, Gamer2020 is working on something that will make it possible for moves like Guard Swap and Trick Room to exist, while you're working on the animations?

Gah I feel stupid now. If I had known that, I would have went ahead and added ALL Gen IV and V moves, rather than a select 129 of them. (but thanks for offering to pass on the animation scripts once you work them out)


Oh and I have an idea. You could download the Japanese hack Pokemon Vega (and I think there's another one called Pokemon Altair and Pokemon Sirius), and copy the animation data of the 4th and 5th Gen moves from there XD
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Old December 21st, 2011 (10:33 AM).
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Well, to be more accurate, I'm working on both.

One thing though - The moves WILL require ASM, but I will do my utmost to make it a standalone "special" type piece of code. Do remember that there is actually code in the ROM which changes types temporarily, so we can actually make roost work properly if we can understand how to call that piece of code and if we can understand how to end it after the turn. I'm starting work on this now - so here's hoping I can do some serious figuring out, huh?
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  #24    
Old December 21st, 2011 (10:43 AM).
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Quote originally posted by Jambo51:
Well, to be more accurate, I'm working on both.

One thing though - The moves WILL require ASM, but I will do my utmost to make it a standalone "special" type piece of code. Do remember that there is actually code in the ROM which changes types temporarily, so we can actually make roost work properly if we can understand how to call that piece of code and if we can understand how to end it after the turn. I'm starting work on this now - so here's hoping I can do some serious figuring out, huh?
I would like to help, but I have almost 0% ASM knowledge -___-
(I know how to insert routines, and that's about it)


To change the topic, I have a question to ask all of you:

Should I modify the Contest page on the Summary to look like this? If I did this, I would have to make it so that Pokemon Contests no longer work properly.
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Old December 21st, 2011 (01:37 PM).
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I would only modify the battle-moves page, but maybe that's just me.
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