@Skeli
I have checked the Spritebank address "96F71C" in my hex editor. It indeed starts with FF FF followed by a lot of data. I think this is the overworld data address.
Do you think I should put 0x0896F71C in the src/config file as following:
#define EXISTING_OW_TABLE_ADDRESS 0x0896F71C
Or do I need the address of the table instead of the overworld data?
#define EXISTING_OW_TABLE_ADDRESS should be followed by the offset where there is a pointer to 0x0896F71C. For example, if you go to 0x8XXXXXX in a hex editor, you'd find 1C F7 96 08 followed by 00 00 00 00 or a pointer to another overworld table. If an offset like this doesn't exist in your rom, comment out the line, and in
src/character_customization.c make 0x0896F71C the first entry in the table
gOverworldTableSwitcher.
Out of curiousity, is the syntax and calls for the new mugshot system compatible with the pokeemerald disassembly, or is it too different? That aside, this engine looks absolutely amazing, and I can easily see myself breaking out some files from my old computer to retry ASM hacking again. Best of luck going forward to everyone!
It shouldn't be too different. I see no reason why it wouldn't be easily portable.
I don't know if you accept requests or suggestions, but something that I've always missed in Fire Red is type icons to have more than 16 colors, like Emerald and following games in the series. I don't even know if it's posible loading two palettes or more for type icons in Fire Red but I think type icons that shows next to a Pokémon's healthbar in battle, included in this engine, uses two palettes and more than 16 colors. I would love to see it in this engine.
I'm trying to avoid modifying the summary screen as much as possible in the CFRU. Due to there being a widely used patch for the summary screen, I don't want to write code that could accidentally conflict with it, unless absolutely necessary. If I had the source for the summary screen patch, this would be much easier. The type icons in battle are custom made, which is why they use two palettes.
There wasn't much for me to edit, but I went over the Ability and move descriptions anyways and fixed a few things[/SPOILER]
Thank you so much again! I've integrated your changes.
I'm having issues with the TM, i'd follow the steps on the documentation, but all the TM show one minus number in the TM Case.
eg: TM 01 is sees like TM00
Anyone with the same problem?
The mystery byte in the item data should be the exact Id number (meaning it should start at 1 and not 0).
Hello, I have verified the great work they do, playing Pokémon Unbound Battle Tower, I just want to know if they will implement the contests (also highlighting the achievement of battle frontier), they are details that in fire red is missing to overcome the emerald, i thank you the great gift they give us with their project
Contests will not be implemented. All contest stats were removed from the Pokemon data in order to make space for more PC boxes. If you really want contests, at that point you should just hack Emerald.
Do you need one to use this?
No, but it makes it easier to download updates.
I'm sorry if my question sounds dumb, im really just begining to tey to make a hack. I tried to follow the instruction on the read me, but im not sure what it meat about changing the make.py to the data location. What exactly is that location supposed to mean?
The location of the free space in the rom where the code will be inserted. If you don't understand this, leave the default insert offset.
I'm having an issue with the learnsets of Pokemon past the original 386. After applying the Dynamic Pokemon Expansion and CFRU and creating a script to give a Lillipup as an example, the Lillipup has no moves at all and can only struggle. Same if I set any of them to a Trainer or as Wild Pokemon. The data appears to all be correct and in the right spot from what I can see... Deoxys and lower appear fine, didn't test every single one but the few I picked all had moves. What might be causing my issue with the new Pokemon though?
I've noticed there's been a lot of confusion with this. Both the CFRU and DPE expand the movesets. I've adjusted the DPE to no longer do this unless the user specifically requests it. If you want to get them working, comment out the line
#define EXPAND_LEARNSETS in
this file, clean the DPE, rebuild it, then apply the CFRU to this new rom.