I think so. As long as you're inserting in the same offset and there's enough space, nothing's going to break.Thank you very much for this! Just one question,
If I apply this engine, and an update comes out, is it possible to apply only the new changes/apply it again safely?
So, every move and ability works...uh, what about Judgment? And Arceus? I know you said certain forms/formes won't be added, but Arceus formes are influenced by items, through an ability and move, which is part of the battle system. That, and Giratina with the Griseous Orb?
I'm using this engine in my hack. Fighting type moves (Machop's Karate Chop) are super-effective against an Electric Type Pikachu -
edit3: Tested it on a freshly applied engine... same bug.
can somebody confirm if this is a bug with the engine or my hack?
I haven't touched the type resistance table or pokemon data for pikachu or the fighting-type moves.
edit2: Just tested Fighting Type move (Machamp's Low Kick and Karate Chop) against Medicham and it is 1x.
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EDIT: I also tried to have a look at the type effectivness table myself and haven't been able to seemingly locate it. offsets.txt says type_effectiveness_table: 08F45C18, but at that offset are some really weird entries:
0A 0A 0A 0A 0A 05
Fire 1x Fire, Fire 0.5x Fire? wat
It works like a charm! Thank you very much for this :D
Spoiler:
That's very strange, because everything seems fine when I test it. Are you sure you didn't change Pikachu's type?
Whoops! Sorry my badI think this should go to the Pokemon Expansion thread. :D
Oh crap.
Yes. I'm sure... I also tried it against Manectric just in case.
Just saying, I applied the engine with all the default settings and starting offsets on a clean rom (0x08F00000) - could that have been a problem?
also, is there particular emerald dump I should favor or something?
This looks great, congratulations in all the hard work. Btw, did you make any addition/changes to the more diverse battle scenarios of later Gens? Wild Double Battles? Triple battle? Horde? Is it too difficult to implement with this engine?
Also, I'm curious about Sky battles... is there a way to implement that? In the battle engine might seem easy (just block certain pokes or moves from being used, but maybe it is complicated to store info in the pokes or moves for this type of restriction. Could work in surf also, it doesn't make much sense to have Onix in a surf battle.
Thanks for identifying these. Will be addressed.There are FLAWS! on then Mega Evolution sequence:
1.) The message string requires to press A button again rather than "after the message in a few seconds, it proceeds"... both on the "Pokemon's Item is reacting to User's Item" and "Pokemon has Mega Evolved into Mega Pokemon" strings.
2.) The cry plays on the "Pokemon has Mega Evolved into Mega Pokemon" string rather than after the fade-in screen and within the shake and symbol animation (just to be referenced on the FireRed's Mega Evolution engine).
3.) The cry plays in a lower pitch rather than the normal pitch.
Non-Mega Evolution FLAWS!:
1.) Every sequence is delayed twice than the original (e.g. after the move animation and damage, it took one second to proceed to the next sequence).
Yes, in battle (You can't knock off, steal or swap a Plate in battle)Does Multitype work?
assuming forme change would change indices, each index has its own type and thus does not need to be covered hereOkay but does the Pokémon change type?