Conversation Between kalarie and Kimonas
1 to 7 of 7
  1. kalarie
    September 13th, 2018 12:45 PM
    Yea, but since that ASM routine is needed for a function in the tool to work I would give people the option to implement it in their rom with just one click (I know nothing about writing code for such a tool, but since it's only a few hex edits (or a single ASM routine) I image that it won't be a lot of work to implement in the tool). But it's your tool, so your call;) If we would have to vote for yes or no, I would definitely vote for yes;)
  2. Kimonas
    September 12th, 2018 6:02 AM
    You have a point there. I've added to the FAQ and updated the main thread to point to it. But there will still be a fraction of people who won't look at it but oh well.

    I was debating to do this but in the end I chose to just focus on what OWM was designed in the start, to just handle the OWs.
  3. kalarie
    September 11th, 2018 4:26 AM
    Nice! Looking forward to that.

    While discussing the tool, more things come to mind that were unclear to me in first instance. For example the part of the gender specific text color, since I was annoyed in first instance that that feature didn't work.

    Perhaps it's a good idea to import an option in OWM to import the ASM Routine by Jambo51 in the ROM ( Or at least state in the main post of OWM's PC thread that people should import that routine by Jambo51 in their ROM, in order for the text color feature to work.
  4. Kimonas
    September 11th, 2018 4:12 AM
    Nicely illustrated, the bike footprint seems kinda funny for the hero :p . I'll add another field to edit this byte in a later update
  5. kalarie
    September 11th, 2018 3:11 AM
    Here's the post in the Quick Resources and Development Section: It works very easy actually. And indeed it's weird that Overworld 91 also has 02, might be a small mistake of Gamefreak.
  6. Kimonas
    September 11th, 2018 2:40 AM
    Hi there kalarie, that's really nice! I was thinking the same thing about the fourteenth byte but I wasn't sure because OW 91 also has 02. It's great that research has been made for those! Since I haven't done any serious one for these myself I'll wait a little bit for your post (or anyone's) that explains them a little better and then I'll change the info over there as well. Also thank for the appreciation :)
  7. kalarie
    September 10th, 2018 5:18 PM
    Hi there! First of all, love your tool:) Second I posted something in the thread about Overworld Manager that might be useful. Third I looked through your notes on overworld manager and might have some info that's useful to you. The 14th byte in the overworld data (The ??? Byte) determines what kind of footprints the overworld sprite has on sand. (00 = No Footprints, 01 = Footprints, 02 = Bicycle, any other value freezes the game when stepping on sand for as far as I looked into it). I'll also make a post of this in the quick research and development thread. The Animation Pointer plays an important role with the VS Seeker frame. Dependent on the pointer the overworld will be either static or moving, and when it's moving in newly added OW's the movement is a glitching image. Hope this helps:)