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Conversation Between Touched and MrDollSteak
Showing Visitor Messages 31 to 44 of 44
  1. MrDollSteak
    October 9th, 2014 3:04 PM
    MrDollSteak
    Have you included the 1.3 attack boost for Pixilate, Aerilate and Refrigerate?
    If you haven't I'd recommend putting it near the other damage calc abilities like Blaze, Overgrow etc., I'd reload the move data and check to see if the type of the move is normal and if it is applying the 1.3, because the move would have already calculated all the type information by that poin.

    The abilities are just what I've got working for Fire Red, but porting them won't be difficult difficult.
    I'll start writing up the ASM files soon, and finding corresponding offsets in Emerald.
    I might need to do quite a bit of rewriting, because a lot of them use battles scripts, so I'll need to make BSP scripts too.

    Yes I think it's better having a more customisable build in the sense that it's easier to insert without bugs, but I don't really see the point in allowing people to remove certain abilities. I think it'd be better to have them all in there, and have people choose to use them. Just because I imagine we'd both get A LOT of stupid posts asking how to install things.
  2. Touched
    October 9th, 2014 6:59 AM
    Touched
    Thanks. I've done Normalize, Pixilate, Aerilate and Refrigerate, but you've covered a lot more ground than me. Is that what you've done for Emerald, or just FireRed? I'll probably do Protean and the other Gen VI abilities now that you've shown me how to do battle messages. One thing I am doing is wrapping everything in .ifdefs. This way, people can easily choose which abilities they want from which generations. Here is an example: http://pastebin.com/KVutvZ5w
    Each ability is in another ifdef in the "header" file, so different generations can be toggled on and off at will. Do you want to look at moving to a customisable build like this? I use makefiles and stuff to build and insert onto a clean ROM, and it is very efficient. It also makes it easy to fix bugs and things.
  3. MrDollSteak
    October 8th, 2014 4:30 PM
    MrDollSteak
    The way I do battle messages are through battle scripts using Jambo's hack. It can be found in the here: http://www.pokecommunity.com/showthread.php?p=7101031#7101031

    Shouldn't be too difficult to port. The callasm one has been ported by Chaos Rush, and I've currently put it in the rombase.

    The 96x96 one is great, but some of them are really tough to resize, especially the back sprites. It's okay, I'm just getting to the more complex ones.

    I haven't written out all the ASM yet, but I can tell you the abilities I've done, so you don't have to worry about them, though some may have bugs:
    http://pastebin.com/raw.php?i=E2egVPJE

    I've currently got the Fairy type working 100%, expanded all the tables so it doesn't replace anything, new move data and all the tables relating to moves, and a few other things set up. Currently working on decap, and contest data.

    I can send it to you soonish if you want. I'm also going to start a thread with my new sprites (slightly modified DS Style Resource) with the second frames there too.
  4. Touched
    October 8th, 2014 2:51 PM
    Touched
    Well, there is a resource of 96x96 Gen VI Pokemon if you're looking to resize some sprites instead of doing them from scratch. I've started work on abilities, working backwards from Gen VI. I'll probably do Gen IV if you send me your ASM for it. I mainly just need to know how you do your battle messages. Could you show me some sample code for FR?
  5. MrDollSteak
    October 5th, 2014 7:21 PM
    MrDollSteak
    Well I'm a spriter, so 2nd frames aren't too tough for me. It's a good way not to do Gen VI sprites, because I'm getting fed up of scratching custom sprites.
  6. Touched
    October 5th, 2014 4:09 AM
    Touched
    Sounds good. Well, here is a guide on all the free space. http://pokemonhackersonline.com/showthread.php?t=5742
    But generally, all data after about 0xE00000 is free. All my stuff is applied with an aligned free space searcher and uses the space after this region, so it really shouldn't be a problem what space you use. I write scripts for each hack that automatically assembles and applies the hooks. Perhaps we should find some spriters to help with the second frames? It would be nice to see a complete resource of second frames for an expanded Pokedex.
  7. MrDollSteak
    October 4th, 2014 4:08 PM
    MrDollSteak
    That sounds great. Definitely up for that.
    If you can give me an idea of free space that'd be amazing. My rombase for Fire Red goes from 900000-980000 (not all full, but I'd like to have around that much space in case I add new things). I'll start work on it in a few weeks or so. First I have to try and debug PRPB's abilities and moves. Also I'm working on 2nd frames for the Hoenn Pokedex so that we can keep animations in Emerald.
  8. Touched
    October 4th, 2014 3:51 AM
    Touched
    Well, would you like to collaborate on that? We could merge our projects (or at least make them compatible), and work on features that complement each other's work. Let me know. I'd be happy to help out if you want.
  9. MrDollSteak
    October 3rd, 2014 3:05 PM
    MrDollSteak
    That's fair enough. I know about the unused bits, I personally just felt like it wasn't 100% necessary, in the sense that it'd be annoying to set up a proper dream world or hidden ability system with Grottoes and things.

    Also, I'm thinking of actually starting the port to emerald myself. Not because I don't think you guys are capable or anything like that, but just because I've realised a lot of my abilities and move effects are index specific, alternatively I could just make that more obvious, but I think it'd probably be easier in the long run to start it myself.
  10. Touched
    October 3rd, 2014 3:24 AM
    Touched
    There are unused bits in both the the Pokemon base stats data and the 100 byte structure used to store Pokemon in the RAM. I injected code into the function which gets the ability bit and made it get the ability index instead. I then nopped out all the code that gets the old ability index. That way we could have multiple abilities for Pokemon.
  11. MrDollSteak
    October 2nd, 2014 4:23 PM
    MrDollSteak
    Haven't really bothered with forms to be honest. I know there are codes out there, Daniils has some non-battle ones. As for battle ones, I reckon there aren't any complete things out there. Doesnt's looked into it. I'd recommend looking at Ditto's transform function or Castform's forecast and doing things in there, that's the only plausible way I can think of getting animations to work.

    Hidden abilities, I've got nothing. I planned on making some sort of item to do it. Maybe modifying the TM routine, so that when you use it on a Pokemon it gives it a select ability. A table with different indexes is the way I can think.
  12. Touched
    October 2nd, 2014 4:58 AM
    Touched
    That would be a huge help if you are willing to do that. In the meantime I'll just read over your changelog and your posts in the moves thread and do some analysis in IDA. I was hoping to avoid hooking into so many functions, but I guess that can't be avoided. Also did you work out how to do forms? I'm not sure if there is any open sourced code to do that. I've also been looking into doing hidden abilities. I've written code for it, but I haven't yet check if it works. Do you have anything similar? Thanks for your help.
  13. MrDollSteak
    October 1st, 2014 5:18 PM
    MrDollSteak
    Hello. Porting is fine! I didn't really make any source code as such, I just expanded things using the tutorials. New abilities can only really be made by hooking into existing ASM codes. What I can do to help you is write out the ASM (most of it already exists but is buggy, so I'll write out my working ones, especially so you can understand better what every part of the routine does) and you can find the corresponding Emerald offsets and insert locations. I can do the same with move effects and animations if that helps you. Most of those are already on the move resources thread.
  14. Touched
    October 1st, 2014 5:59 AM
    Touched
    A couple of us were talking in the IRC about possibly porting your patch over to Emerald, or doing something similar. Would you mind sharing your source? Of course, you'd get credited for your amazing work. I'd be happy to reciprocate by sharing the source for any other work I do.
    Also if you have any tips on how to get custom abilities, that would be great. Did you just hook into every function and do a check for the abilities? Or did you discover a neater way to do it?

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