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Code: [EM] Dizzy's Hacked Engine

59
Posts
8
Years
  • Age 28
  • Seen May 19, 2022
Just a quick question about the changing colours for the natures: would it be possible to have the actual text (i.e. Attack or Sp. Atk) change instead of the stat itself?
 

Froosty

The_Learner
535
Posts
9
Years
Fixed? Cant see anything in the OP that says that it is fixed.

actually the problem would have been there if the same thing had been done via ASM,
as the hooks would conflict,

but when done in C the hook are fixed by the C codes.
You need not worry about having bug due to this thing,

but still always make backups.
 

IamJanella

Some Nerdy Gal
5
Posts
6
Years
actually the problem would have been there if the same thing had been done via ASM,
as the hooks would conflict,

but when done in C the hook are fixed by the C codes.
You need not worry about having bug due to this thing,

but still always make backups.

uhm, Ok .
 
192
Posts
7
Years
  • Age 34
  • Seen today
Uh... I know this project is probably on halt like Battle Engine Upgrade, but I must ask anyways:

Does chain fishing really work? And the Shiny Charm?

I've been testing both and they don't seem to, and I know it's hard to get a shiny, I'll keep trying but I'm asking to know if the features really work.

Thanks.
 
794
Posts
10
Years
Uh... I know this project is probably on halt like Battle Engine Upgrade, but I must ask anyways:

Does chain fishing really work? And the Shiny Charm?

I've been testing both and they don't seem to, and I know it's hard to get a shiny, I'll keep trying but I'm asking to know if the features really work.

Thanks.

Yes, they really work. You can change 1 + 2 here to something like 1 + 7 and you should get a shiny much faster. https://github.com/DizzyEggg/Various-EM-features/blob/master/src/WildPokes.c#L201
 
7
Posts
10
Years
I have a question about the Shiny Charm.

Everything installed perfectly fine but I'm a bit unsure about the Shiny Charm. When I install it, it should just generate the item yes? Or does it just add the effect and I have to create the item myself? I'd be fine with that, I'm just uncertain.

Starting to think something went wrong lol
 
87
Posts
8
Years
  • Age 29
  • Seen Feb 5, 2021
Great work man!

Could you just give me more informations about the Eevee table? I don't get how it works and how I might modify it.
 
Last edited:
49
Posts
6
Years
  • Age 30
  • Seen Dec 27, 2023
The BW Repel system isn't working for me, its set to True but I've tested the repels and nothing.
 
87
Posts
8
Years
  • Age 29
  • Seen Feb 5, 2021
About the special "give a custom Pokèmon", is there a way to set the ability too?
 
106
Posts
15
Years
  • Seen May 29, 2019
These are some fantastic features, I haven't really been around in a while but I love how far the Pokémon ROM hacking scene has come, plus I'm even more excited about the disassemblies on the horizon.

I've have a few ideas, if you're considering suggestions.

Level Cap flag

With regards to the level cap expansion is it possible to make it so the cap is dependant on a flag being set. For instance the max level is 100 until the Elite four are beaten after which it is raised to 200 etc.

Asymmetric overworlds
Could we be able to specify if an overworld is asymmetrical or not. If set as not then the game would load that particular overworld as normal but if set as asymmetrical then it would load extra frames. This would allow for greater variety in character designs.

Ridable Pokémon

An idea I had a few years ago was to have ridable pokémon however in order to look good an overworld would need to use 2 palettes (one for the trainer and one for the pokemon).

However I think the same effect could be achieved by loading an overworld underneath the player and have it mimic their movement with no delay. Coupled with that the character's overworld would need to change into their "riding" pose (much like the bike or surf etc).

There would probably need to be a specific riding overworld for each ridable pokémon so the game would need to check if a pokémon was ridable and load the appropriate pokémon overworld and corresponding player overworld.

Obviously this would require a large amount of graphical work but if the system is in place then I imagine there will be people willing to help with that.

I envision this more as an extension of the bike routine where the game checks the player's party for any ridable pokémon and the same could be done for the surfing routine.

Immersive animation system

The final idea I've had is to expand upon the pokémon sprite animation system to allow more than 2 frames (much like in Pokémon Black & White), I've seen this done in Pokémon Master Blue but you could take the idea further.

Let's call the Emerald animations their "entry" animations.
Once out the pokémon's "idle" animation would play on loop
When attacked during damage calculation the game would check if the attack was not very effective, normal or super-effective and load a different "defend" animation for each (defend_ineffective, defend, defend_super etc)
The pokemon would then return to their "idle" animation, unless a status effect was applied then a different animation would play (idle_sleep, idle_poison, idle_confused etc)
Once defeated their "faint" animation would play.

You could also include transition animations for when a status effect is applied/removed. For example when "Rest" is used an animation of the target pokemon yawning could play before loading "idle_sleep" and when waking up an animation could play before loading "idle".

The same could be done for attacking pokemon, using a few generic animations (physical_1, physical_2, special_1, special_2, status_1, status_2, signature). You could do a specific animation for each move but I think that would be overkill.

Now this would take an extreme amount of graphical work for just a few pokémon but again if a system is in place then help is easier to come by.

I'd love to know the details on the viability of a system such as this, for instance how many frames of animation could the gba load if a frame is 64x64 pixels and all the frames for one animation were included in one image; i.e a 256x256 image would contain 16 frames of animation.


I hope I've managed to explain my ideas clearly and thank you for all the work you've done for the Pokémon ROM hacking community already.
 
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