Conversation Between BluRose and eing15
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  1. BluRose
    August 22nd, 2016 3:14 AM
    BluRose
    eing, you really not need worry about it
    i've since like gone off the radar myself ahahaha
  2. eing15
    August 21st, 2016 8:47 PM
    eing15
    You're free to port all of my systems to FR.
    I'm really disappeared here xd and very lazy to hack, but i should explain to you all the systems that isn't working in your rom..
  3. BluRose
    July 15th, 2016 11:38 AM
    BluRose
    It okay with you if I attempt to port some things over to FR?
  4. BluRose
    July 14th, 2016 5:04 AM
    BluRose
    hey man, it's totally okay
    you have no obligation to~
  5. eing15
    July 13th, 2016 8:48 PM
    eing15
    F*ck, this month i'm very bussy so i don't have much time to explain the prhe T_T
  6. BluRose
    June 29th, 2016 9:41 AM
    BluRose
    hehe it's ok
    i'm so sorry for trying this out lol
  7. eing15
    June 28th, 2016 8:39 PM
    eing15
    Mmm as i can see you have a lot of bugs, one thing that i've never hope.
    Let's gonna make one thing, when i will be on my pc, i give to you the rom where i was working, elsewhere you can see all the data that i modified, and how it works!

    And be sure, i will update the download with all the routines.
  8. BluRose
    June 25th, 2016 12:28 PM
    BluRose
    i'm kinda tempted to just ask you for your tables, haha

    it's likely just problems on my end~
    thanks for sticking with me through this, haha...

    EDIT: when going into a battle, the game resets after adding in setlevel2 at 0x08A00800 (for setting the level to the middle of your party in double battles, i believe?) and then making the necessary byte changes at 0x0803A798. this is the freeze that i was talking about in the past few days~

    setlevel hasn't been working at all (using setlevel2 as setlevel); wild pokémon still appear at their pre-defined levels. capturing a pokémon works finely until you get to the naming screen, where it resets if you choose yes or no to nicknaming the pokémon. dynamic wild pokémon don't seem to work as well. double battles won't load when setting var 0x40F3 to 0x1, and setting it to 0x2 (in order to get the no-run effect) makes the game reset upon entering a battle. dynamic attack moves don't seem to work; various pokémon have moves not defined in the table.

    your system of energy/hunger works nicely in every aspect except for the push_respawn and/or warp_respawn. i set up the bed calling push_respawn, and then wait for either my hunger value or my energy value to reach one, at which time the proper warning comes up for whichever i'm being depleted of, energy's warning taking priority over that of hunger's. another thing that happens frequently is the messing around with play time, which is sort of not expected? yet again, i don't know

    everything you've modified of the startup routines works for me~ i'm able to skip the intro and name myself differently.

    your edited DNS system works down to the illumination of the one color~ everything with it works perfectly with it~

    it then becomes difficult to say what actually works for the new battle things i've added in of yours. it doesn't seem like anything is working, haha... it however is fairly obvious from your videos that it works for you, so... i don't know :)

    i have as of this moment not tried to do anything with your new fishing/surfing system. i'll do that now~

    if you'd like, you can talk in spanish to prevent any errors in explanation and to stay as comfortable as possible. i promise, i'm a lot better at reading it than i am at writing it!

    EDIT2: it also appears as if the routine "textbox-pals-dinamicos" to be placed at 0x08A00A00 is also not present <3
  9. eing15
    June 24th, 2016 8:30 PM
    eing15
    Mmm i guess that you comprove that when the users is defeat via pokemon battle right?
    I forget to specify, that i use it only when you are defeat via eat value equal zero, or sleep value equal to zero.

    Btw, woa.. As i seeing the prhe have more bugs than i hope D:
    Sunday i will fix all of them or try to comprove why isn't working with you!
  10. BluRose
    June 24th, 2016 9:24 AM
    BluRose
    okie

    okay then

    we'll put them all in again in a moment and test after each one really quickly

    EDIT: it seems as if either push_respawn or warp_respawn isn't working correctly? after setting up a "bed" in the protagonist's room, the game sends us back to the truck even after using the bed (which I made sure calls push_respawn in the script). the thing is, there doesn't seem to be anything that would be wrong with the ASM involved? push_respawn puts the warp data in ram, warp_respawn uses that to warp you to the correct location...
  11. eing15
    June 24th, 2016 5:49 AM
    eing15
    No, the dynamic minisprite only works with the new table.
    The new table is only a table with the new minisprites that you want to use as a player.
    It can be three or two hundred fifty six.

    I will reupload with the bugs fixes and messed routines.

    What wildbattle routines? It have a lot sub routines that you need to use.
  12. BluRose
    June 23rd, 2016 4:19 AM
    BluRose
    eh, it's okay, i guess

    it's not included as a compiled .bin, either, haha, which was more my point~

    i used the offsets that you provided so as to get everything to a T

    it should work with the default table, correct? or would we theoretically have to use a different table with the new

    that sort of confused me because "setlevel2" is used later in the document for double wild battles~

    thanks for the answers and sorry for my noobishness

    EDIT: upon receiving any sort of pokémon after inserting your wild battle things, the game freezes. it also freezes directly after seeing the copyright screen upon booting up, rendering the game virtually unplayable to all without a save state...
  13. eing15
    June 22nd, 2016 8:49 PM
    eing15
    Hi!
    I prefer that you speak in your language because i thought that it will better for you! (I mean more confortable, for example for me is quite easy speak in spanish than into english, because the last one isn't my maternal language and maybe i will have spelling mistakes haha)

    About your post:
    The "pals infinitas.txt", was unfinished, well not really thid, but it could be better and for reason i don't include the .txt, btw it should have the bin file in the folder that I include in the pack.

    EDIT 2: when I said "repuntear a la ram", i mean that you need to search free space in the ram for save the new data. If you do it, you have dinamic data, and it can be edited each time you want.

    EDIT 3: it's really simple to do, have you checked that your table is correctly? (Is a table like this: [anim pointer - 4 bytes] [size pointer - 4 bytes] [palettes - 4 bytes]
    Or something like this, if you continue having problems, friday/saturday when i will be on my pc i check how to help you properly.

    EDIT 4: i changed the name of this file, it's called "setlevel2.txt"
  14. BluRose
    June 22nd, 2016 8:32 AM
    BluRose
    guau, ¿es mi español tan malo? jaja, ok...
    ¿qué te hace pensar que yo usé google translate? por supuesto, necesito mejorarlo si piensas que entenderías mejor en ingles :(

    that's kind of dejecting lol, i was trying to be formal because i respect what you've done and really, really do like it
    thanks!!!

    anyways, how are you? how's life?

    EDIT: when inserting everything into a ROM, pals-infinitas.txt was unincluded with the other routines in the overall hacked engine:
    Spoiler:

    it is also not present as a .bin file in the asm folder

    EDIT2: also dealing with the above step, what exactly do you mean when you say "//repoint palette offset to RAM (routine offset)"?
    Like, where does one repoint it to...? I get that it's to go to RAM, but where exactly...?
    For reference, it originally says "//repuntear offset paleta a ram (offset rutina)"

    EDIT3: I can not get your Dynamic Minis working. I set var 0x40FE to any value except 0x00, call the ASM at address 0x08B00460 (where the minis-changing ASM was placed), and then continue along.
    However, what ends up happening is that every other Mini loads properly while the protagonist's disappears and is invisible. Note that this is after redirecting the frames in the document to the addresses in RAM. I say "every other" mini loosely; the professor's aides in his laboratory and professor birch out in the fields both do not load properly:
    Spoiler:

    When loading with 0x40FE set to 0x00, no mini loads properly:
    Spoiler:

    This is likely because of a lack of table? I remember you mentioning that you made one when posting the video for it, but yeah...
    Everything else I've done seems to work nicely~

    EDIT4: Likely final...
    The routine "setlevel.txt" is also missing.
  15. eing15
    June 21st, 2016 8:29 PM
    eing15
    Hi, you can speak english with me. I will understand you better than in spanish, because as i can see you are using google translatot right?

    Btw, yes!
    you can translate the asm.txt document i each language you want :3