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[Pokeemerald] ORAS-style Key Item Wheel

4
Posts
5
Years
    • Seen Nov 6, 2023
    This adds a Gen VI-inspired Key Item registration menu to pokeemerald, allowing you to register up to 4 Key Items at the same time and pick from them by pressing SELECT+DPAD.

    When designing this I wanted to use as few palettes as possible, so that it doesn't conflict with having a lot of NPCs or sprites on-screen. This uses only 1 sprite palette (for the UI boxes) and 2 BG palettes (reusing the slots for UI text and windows), so displays correctly in basically any situation.

    Like all my features, this is compatible with vanilla save files--a Key Item registered in vanilla will migrate over. I reuse some unused rematch entries to store the 4 registered items in the saveblock:
    Code:
    // MAX_REMATCH_ENTRIES decreased from vanilla's 100 to 92
    // This is to accomodate 4 non-vanilla registeredItems
    /*0x9CA*/ u8 trainerRematches[MAX_REMATCH_ENTRIES];
    /*0xA26*/ u16 registeredItems[MAX_REGISTERED_ITEMS];
    /*0xA2E*/ //u8 padding3[2];
    /*0xA30*/ struct ObjectEvent objectEvents[OBJECT_EVENTS_COUNT];

    This feature is also compatible with my followers and lighting branches but does not require either, and doesn't require a dynamic overworld palette system to work.

    Screenshots:
    VY26Tww.gif
    VKSQCz3.gif
    qdNUDxq.gif


    It works in Granite Cave / any cave where you need to use Flash:
    mlDA64c.gif


    The repo can be found here. To add it to your pokeemerald project:
    Code:
    git remote add pokemerrp https://github.com/aarant/pokeemerald
    git pull pokemerrp key-item-wheel

    Bugs:
    You can post here or contact me on Discord (username: merrp) with bug reports. I'm in the Discords for PRET as well as RHH.
    • Sometimes the item palettes may flicker for a frame, because of the scanline effect used to swap them.

    Credit
    • GruntLucas, for help with windowing and a memory leak
     
    Last edited:
    22
    Posts
    1
    Years
    • She/Her
    • Seen Mar 27, 2024
    Super clean implementation!
    I love it! :D

    I did have a slight issue with some graphical corruption; a key item I have instantly spawns additional sprites which seemed to be the cause some odd corrupted pixels to hang about from where the key item sprites were
    I had a pretty easy fix, for my case, by adding a frame delay after the key item menu graphics is destroyed :)

    Edit: I did find 2 extra issues 😅
    The Bg 0 map wasn't being correctly cleared and would result in a tile appearing for me when I opened the save menu, after opening the key item select

    I was also getting some stuttering after opening the key item wheel which turned out to be due to a missing DisableInterrupts(INTR_FLAG_HBLANK) whilst freeing the menu resources
     
    Last edited:
    4
    Posts
    5
    Years
    • Seen Nov 6, 2023
    Thanks! :)

    For the issues you found, would you mind either sharing those fixes or opening a PR? They seem like fairly small fixes, the BG 0 one probably just needs me to pick a different baseblock for the icon windows.
     
    22
    Posts
    1
    Years
    • She/Her
    • Seen Mar 27, 2024
    Thanks! :)

    For the issues you found, would you mind either sharing those fixes or opening a PR? They seem like fairly small fixes, the BG 0 one probably just needs me to pick a different baseblock for the icon windows.

    Hi! Really sorry about the wait!
    It's been a while since I last checked PokeCommunity 😅

    Here's the 2 commits where I fixed those issues:
    Fixed save menu tile corruption
    Fixed stuttering after openning key items menu
    I did make some other small changes in these 2 it seems although I really can't remember the details of them as it was a few months ago now 😅
     
    4
    Posts
    5
    Years
    • Seen Nov 6, 2023

    Jaizu

    Average rom hacker
    281
    Posts
    14
    Years
  • Super useful and better than registering items to L and R in the overworld, thanks for sharing!
     
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