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Conversation Between Chaos Rush and robinjea
Showing Visitor Messages 1 to 15 of 18
  1. robinjea
    May 28th, 2013 8:02 PM
    robinjea
    Oh BTW, good job on the backsprite too. Umm... Did you use a somewhat kind of a base for that? Or you just sprited it over right the original ones, Lucas' and Dawn's?
  2. robinjea
    May 28th, 2013 5:06 PM
    robinjea
    Hmm.... So that's how you learned. Maybe I should try that too.
  3. Chaos Rush
    May 28th, 2013 4:59 PM
    Chaos Rush
    I don't see anything wrong with it, if anything, it helps beginners learn. I learned how to script by looking at other scripts, after all.
  4. robinjea
    May 28th, 2013 4:49 PM
    robinjea
    Hahahah... Naughty!
  5. Chaos Rush
    May 28th, 2013 4:43 PM
    Chaos Rush
    psshh who cares lol. I always open up people's ROM hacks in AdvanceMap.

    *gets chased by an angry mob of ROM hackers*
  6. robinjea
    May 28th, 2013 4:42 PM
    robinjea
    Whoa! Good job on all the tiles and OWs. Guess that's why you've been busy for a while. (And you haven't updated your sprite thread.) Oh and thanks for sharing that to me. I didn't want to open your ROM in any other program except VBA because I don't want to go messing around with somebody's ROM Hack.
  7. Chaos Rush
    May 28th, 2013 4:28 PM
    Chaos Rush
    All of the custom tiles were made/edited by me. All of the custom OWs were made by me, the rest are from R/S/E. All of the custom music was made by/edited by me.

    This is the custom script I made that functions exactly like an item ball:
    Quote:
    #include stditems.rbh
    #dynamic 0x800000

    #org @main
    lock
    checkitemroom ITEM_POTION 0x1
    bufferitem 0x1 ITEM_POTION
    compare LASTRESULT 0x0
    if 0x1 goto @Fail
    pause 0xB
    fanfare 0x102
    hidesprite 0xFFFF //CHANGE THIS TO THE OW NUMBER OF THE ITEM
    preparemsg @Msg3 //"[player] found one [buffer2]!"
    waitmsg
    waitfanfare
    additem ITEM_POTION 0x1
    msgbox @Msg4 MSG_KEEPOPEN //"[player] put the [buffer2] away in..."
    release
    end


    #org @Fail
    msgbox @Msg3 MSG_KEEPOPEN
    msgbox @Msg2 MSG_KEEPOPEN //"Too bad!\nThe BAG is full[.]"
    release
    end


    #org @Msg3
    = [player] found one [buffer2]!

    #org @Msg4
    = [player] put the [buffer2] away in\nthe Bag's Items Pocket.

    #org @Msg2
    = Too bad!\nThe Bag is full[.]
    I was reluctant to release it but I figured anyone can just look at my ROM anyways, so I'm like what the heck lol. The difference is that this script plays the item fanfare from R/S/E (which is still in the FireRed ROM, but never used), rather than the stupid level-up sound that FR/LG uses.
  8. robinjea
    May 28th, 2013 4:24 PM
    robinjea
    Oh, hey I VMed you. It's still about how you recreated the "obtain item" thingy? Can you please teach me, Teacher? Oh and BTW, I'm super impressed so far with DarkViolet, the landscape, the tiles and the OWs. Did you create all of the GFX in the OWs like the main OWs itself, the tiles etc. or did you get help?
  9. Chaos Rush
    May 15th, 2013 5:26 AM
    Chaos Rush
    Cause FR/LG graphics look too cartoony for my taste.
  10. robinjea
    May 14th, 2013 7:41 PM
    robinjea
    Hey Chaos Rush! I just wanted to ask rather an opinion about DarkViolet. Why did use R/S/E Styled Graphics? And do you think it's better than FR/LG Styled Graphics? Please don't be offended. I'm just asking your opinion and your preferences in art.
  11. robinjea
    April 16th, 2013 3:55 PM
    robinjea
    Thanks Chaos Rush! :)
  12. Chaos Rush
    April 16th, 2013 2:26 PM
    Chaos Rush
    The issue I fixed is that the save screen wouldn't register the Pokedex more than 151, which was a problem because in DarkViolet, there are 210 Pokemon in the Kanto Dex. This has been fixed. As for battle thingy, I don't have the exact offset, I stumbled across it in TileMolester. And the bar thingy can be found in unLZ.
  13. robinjea
    April 16th, 2013 4:27 AM
    robinjea
    Hello! Good day! May I ask you're making progress with DarkViolet Alpha 2? (Did I got that right? I know you said you're going to release Alpha 2. Well, yeah you said you'll focus on the 64x64 Sprite Project first but, there's no progress there too.)
    And can I ask a few things?
    What did you fix with the Trainer Card and Save screen as you said in this post?
    http://www.pokecommunity.com/showpost.php?p=7521610&postcount=180

    And an annoying question from me, Robin. What's the offset for this? I have been looking for ages!
    Spoiler:
  14. robinjea
    April 12th, 2013 2:27 PM
    robinjea
    Okay thanks dude. Sorry for the inconvenience, I was just curious.
  15. Chaos Rush
    April 12th, 2013 2:15 PM
    Chaos Rush
    JPAN has a thread with said routines. Also I have a thread on it that shows how to apply the routines, except in that particular thread I converted the routines to work with Ruby. Also please read the bolded section of my signature.

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