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[Other✓] Fortree Gym's rotating doors (Emerald)

959
Posts
11
Years
After going around and reading up on some amazing tutorials (most notably Le pug's tile insertion tutorial here: http://www.pokecommunity.com/showthread.php?t=314480) I have learned a fair bit about mapping, block creation and tile palettes; I have taken an Emerald ROM and played around with the palettes through AdvanceMap's block editor to make the game more visually similar to the ORAS games in terms of colors. However, after modifications have been made, I have noticed that a bug has been created. Upon entering Fortree's gym, the rotating doors that provide the obstacles appear invisible. Walking through them still creates the swinging noise and they still block the player when "stuck." They can be made to reappear by going to the start menu and entering another screen (like PokeDex, Party, and PokeNav)

Hackers who have experience in Emerald, is this a common problem? And is there anything that can be done to fix this glitch? I have checked a clean Emerald ROM in AdvanceMap and noticed that the doors don't seem to be accessible via the mapping tool (I might be wrong though)
 
Last edited:

Le pug

Creator of Pokémon: Discovery / Fat Kid
870
Posts
10
Years
After going around and reading up on some amazing tutorials (most notably Le pug's tile insertion tutorial here: http://www.pokecommunity.com/showthread.php?t=314480) I have learned a fair bit about mapping, block creation and tile palettes; I have taken an Emerald ROM and played around with the palettes through AdvanceMap's block editor to make the game more visually similar to the ORAS games in terms of colors. However, after modifications have been made, I have noticed that a bug has been created. Upon entering Fortree's gym, the rotating doors that provide the obstacles appear invisible. Walking through them still creates the swinging noise and they still block the player when "stuck." They can be made to reappear by going to the start menu and entering another screen (like PokeDex, Party, and PokeNav)

Hackers who have experience in Emerald, is this a common problem? And is there anything that can be done to fix this glitch? I have checked a clean Emerald ROM in AdvanceMap and noticed that the doors don't seem to be accessible via the mapping tool (I might be wrong though)

The rotating doors are a work of two specials (aka asm br0000). special 0xCC and 0xCD. CC is what makes them rotate and CD is what makes them appear correctly. If you open up XSE you should see at 0x2165C4 this:
'---------------
#org 0x2165C4
special 0xCD
end

and at 0x2165B6 you should see:
'---------------
#org 0x2165B6
special 0xCC
end

simple right? Make sure the level scripts are correct too for the map. 0x2165C4 should be tied into var 0x4000 with a variable 0x4000.
x766d.jpg


Let me know if any of that is the issue.
 
959
Posts
11
Years
The rotating doors are a work of two specials (aka asm br0000). special 0xCC and 0xCD. CC is what makes them rotate and CD is what makes them appear correctly. If you open up XSE you should see at 0x2165C4 this:
'---------------
#org 0x2165C4
special 0xCD
end

and at 0x2165B6 you should see:
'---------------
#org 0x2165B6
special 0xCC
end

simple right? Make sure the level scripts are correct too for the map. 0x2165C4 should be tied into var 0x4000 with a variable 0x4000.
x766d.jpg


Let me know if any of that is the issue.

The script at 0x2165C4 was pointing at 0xE7 instead of 0xCD. Everything else was the way it should be. Changing it to 0xCD fixed it right up. However, it turns out that the ROM I was practicing on had already been IPS patched (It was Tlachtli's Sigma Emerald a3) so unless he had another purpose for that script, this is a potential bugfix that I think he should be informed about, if he is still working on the hack.

Anyway, thank you for the help Le pug! It is much appreciated :) You can see the results in the screenshots I have attached.
 
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