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[EM] Battle Engine Upgrade (On Halt, Will undergo reboot!)

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1
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6
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    • Seen Nov 7, 2017
    I am starting now and I don't know what I am doing or why the text doesn't show up. None of the three are working, the second one i changed to 0x00 instead of 0x08 to see if something would happen, but it only shows this strange message.
    ht tp://prntscr.com/gx4t92 ht tp://prntscr.com/gx4wtj ht tp://prntscr.com/gx4w8g ht tp://prntscr.com/gx53ce

    i am not allowed to post links so delete the space in the ht tp
     
    Last edited:
    10
    Posts
    7
    Years
    • Seen Oct 23, 2017
    Seems like a really cool battle engine, so I'm trying to install it. I've run into a problem, though with this part: "Open a 'make.py' file in the scripts folder and configure the offset location, the rom name and additional options."

    So I've made a new "make.py" file with notepad, and I've got no idea what the offset location is, or how to properly enter all of this into the new file. Any help on this would be greatly appreciated.
     
    87
    Posts
    8
    Years
    • Seen Feb 5, 2021
    Because the purpose of the engine is to be dynamic, so that you can for example apply it on your modified ROM.
    Also you can select just the hacks you really want to insert.
     
    Last edited:
    9
    Posts
    7
    Years
  • I'm having some trouble to install.

    "- Open a 'make.py' file in the scripts folder and configure the offset location, the rom name and additional options."

    When I try to do this step and open the file a tiny window (cmd I guess) open and immediately close. In the end I can't configure like in the guide. Can someone help me? And yes, I installed python and make sure to tickle the checkbox of "add to path"
     
    87
    Posts
    8
    Years
    • Seen Feb 5, 2021
    You should open the make.py file (with a text editor for example) and modify it according to your needs.
    After that you should run cmd.exe and write "python scripts/make.py".
     
    Last edited:
    9
    Posts
    7
    Years
  • You should open the make.py file (with a text editor for example) and modify it according to your needs.
    After that you should run cmd.exe and write "python scripts/make.py".

    Thank you!!! I'm able to modify now. I have two more questions.
    1 - What line should I edit to modify the offset location?
    2 - offset location is where my rom is? maybe it's sound a little dumb but i'm still learning english and some things confuse me.

    Thanks again for the attention!
     
    Last edited:
    75
    Posts
    10
    Years
  • I learn about attacks animations the last 2 weeks, and i make some animations for finish
    this awesome project:

    i make all last for 4 Gen: (you can download all in the attachment)
    i test one per one, and all work fine

    PSYCHO SHIFT

    Psycho_Shift.gif


    Spoiler:


    TRUMP_CARD

    Trump_Card.gif


    Spoiler:


    HEAL_BLOCK

    Heal_Block.gif


    Spoiler:


    ME_FIRST

    Me_First.gif


    Spoiler:


    COPYCAT

    Copycat.gif


    Spoiler:


    LAST_RESORT

    Last_Resort.gif


    Spoiler:


    HEART_SWAP

    Heart_Swap.gif


    Spoiler:


    MAGNET_RISE

    Magnet_Rise.gif


    Spoiler:


    MAGNET_BOMB

    Magnet_Bomb.gif


    Spoiler:


    STONE_EDGE

    Stone_Edge.gif


    Spoiler:


    STEALTH_ROCK

    Stealth_Rock.gif


    Spoiler:


    CHATTER

    Chatter.gif


    Spoiler:


    DOUBLE_HIT

    Double_Hit.gif


    Spoiler:


    ROAR_OF_TIME

    Roar_Of_Time.gif


    Spoiler:


    SPACIAL_REND

    Spacial_Rend.gif


    Spoiler:


    CRUSH_GRIP

    Crush_Grip.gif


    Spoiler:


    MAGMA_STORM

    Magma_Storm.gif


    Spoiler:


    DARK_VOID

    Dark_Void.gif


    Spoiler:


    SEED_FLARE

    Seed_Flare.gif


    Spoiler:


    SHADOW_FORCE

    Shadow_Force.gif


    Spoiler:


    well it finish 4 gen moves animations, i finishing 5 gen now, i public it soon.

    download all code in attachment.

    Are these movements already inserted in the last update? or do I have to insert them? in that case, directly as I would in an easy way?
     
    87
    Posts
    8
    Years
    • Seen Feb 5, 2021
    Thank you!!! I'm able to modify now. I have two more questions.
    1 - What line should I edit to modify the offset location?
    2 - offset location is where my rom is? maybe it's sound a little dumb but i'm still learning english and some things confuse me.

    Thanks again for the attention!
    You have to edit these line:
    "ROM_NAME = "BPEE0.gba" #the name of your rom
    OFFSET_TO_PUT = 0x01000000"

    First expand your ROM to 32 mb with XSE, then just follow the istructions to apply the engine (they're really easy to follow).
     

    Panda Face

    Pokemon Ultra Snowy White
    127
    Posts
    7
    Years
    • Seen Oct 22, 2022
    Where is the offset of the weather effect? I want to add hail in the battle which the Advance map used steady snowing or three snow flakes, so where is the new offset of sandstorm, sunny and rainy effect? I cannot find the new offset. In Emerald which without Dizzy Egg's engine, the hail in the battle is working, but use the same code in Dizzy Egg's engine, it is not working.
     

    BluRose

    blu rass
    811
    Posts
    10
    Years
  • Where is the offset of the weather effect? I want to add hail in the battle which the Advance map used steady snowing or three snow flakes, so where is the new offset of sandstorm, sunny and rainy effect? I cannot find the new offset. In Emerald which without Dizzy Egg's engine, the hail in the battle is working, but use the same code in Dizzy Egg's engine, it is not working.
    hi
    battle_system_part2.c has load_weather_from_overworld()
    in it, there's a section
    Code:
            switch(ow_weather)
            {
            case 3:
            case 5:
            case 13:
                if(!battle_weather.flags.downpour && !battle_weather.flags.rain && !battle_weather.flags.permament_rain)
                {
                    battle_weather.int_bw = (weather_permament_rain | weather_rain);
                    battle_scripting.AnimInfo1 = 0xA;
                    is_weather_loaded = true;
                }
                break;
            case 8:
                if(!battle_weather.flags.permament_sandstorm && !battle_weather.flags.sandstorm)
                {
                    battle_weather.int_bw = (weather_permament_sandstorm | weather_sandstorm);
                    battle_scripting.AnimInfo1 = 0xC;
                    is_weather_loaded = true;
                }
                break;
            case 12:
                if(!battle_weather.flags.permament_sun && !battle_weather.flags.sun)
                {
                    battle_weather.int_bw = (weather_permament_sun | weather_sun);
                    battle_scripting.AnimInfo1 = 0xB;
                    is_weather_loaded = true;
                }
                break;
    change that to
    Code:
            switch(ow_weather)
            {
            case 3:
            case 5:
            case 13:
                if(!battle_weather.flags.downpour && !battle_weather.flags.rain && !battle_weather.flags.permament_rain)
                {
                    battle_weather.int_bw = (weather_permament_rain | weather_rain);
                    battle_scripting.AnimInfo1 = 0xA;
                    is_weather_loaded = true;
                }
                break;
            case 4: //delete this line if you don't want the ash weather from the route before fallarbor to be hail
            case 7:
                if(!battle_weather.flags.hail)
                {
                    battle_weather.int_bw = weather_hail;
                    battle_scripting.AnimInfo1 = 0xD;
                    is_weather_loaded = true
                }
                break;
            case 8:
                if(!battle_weather.flags.permament_sandstorm && !battle_weather.flags.sandstorm)
                {
                    battle_weather.int_bw = (weather_permament_sandstorm | weather_sandstorm);
                    battle_scripting.AnimInfo1 = 0xC;
                    is_weather_loaded = true;
                }
                break;
            case 12:
                if(!battle_weather.flags.permament_sun && !battle_weather.flags.sun)
                {
                    battle_weather.int_bw = (weather_permament_sun | weather_sun);
                    battle_scripting.AnimInfo1 = 0xB;
                    is_weather_loaded = true;
                }
                break;
    and then rebuild and then pretty hail <3
    i think you still have to put the F3 00 at the addresses from my post in the weather hacking thread
    um
    so yeah hit me up if this doesn't work
     

    Panda Face

    Pokemon Ultra Snowy White
    127
    Posts
    7
    Years
    • Seen Oct 22, 2022
    hi
    battle_system_part2.c has load_weather_from_overworld()
    in it, there's a section
    Code:
            switch(ow_weather)
            {
            case 3:
            case 5:
            case 13:
                if(!battle_weather.flags.downpour && !battle_weather.flags.rain && !battle_weather.flags.permament_rain)
                {
                    battle_weather.int_bw = (weather_permament_rain | weather_rain);
                    battle_scripting.AnimInfo1 = 0xA;
                    is_weather_loaded = true;
                }
                break;
            case 8:
                if(!battle_weather.flags.permament_sandstorm && !battle_weather.flags.sandstorm)
                {
                    battle_weather.int_bw = (weather_permament_sandstorm | weather_sandstorm);
                    battle_scripting.AnimInfo1 = 0xC;
                    is_weather_loaded = true;
                }
                break;
            case 12:
                if(!battle_weather.flags.permament_sun && !battle_weather.flags.sun)
                {
                    battle_weather.int_bw = (weather_permament_sun | weather_sun);
                    battle_scripting.AnimInfo1 = 0xB;
                    is_weather_loaded = true;
                }
                break;
    change that to
    Code:
            switch(ow_weather)
            {
            case 3:
            case 5:
            case 13:
                if(!battle_weather.flags.downpour && !battle_weather.flags.rain && !battle_weather.flags.permament_rain)
                {
                    battle_weather.int_bw = (weather_permament_rain | weather_rain);
                    battle_scripting.AnimInfo1 = 0xA;
                    is_weather_loaded = true;
                }
                break;
            case 4: //delete this line if you don't want the ash weather from the route before fallarbor to be hail
            case 7:
                if(!battle_weather.flags.hail)
                {
                    battle_weather.int_bw = weather_hail;
                    battle_scripting.AnimInfo1 = 0xD;
                    is_weather_loaded = true
                }
                break;
            case 8:
                if(!battle_weather.flags.permament_sandstorm && !battle_weather.flags.sandstorm)
                {
                    battle_weather.int_bw = (weather_permament_sandstorm | weather_sandstorm);
                    battle_scripting.AnimInfo1 = 0xC;
                    is_weather_loaded = true;
                }
                break;
            case 12:
                if(!battle_weather.flags.permament_sun && !battle_weather.flags.sun)
                {
                    battle_weather.int_bw = (weather_permament_sun | weather_sun);
                    battle_scripting.AnimInfo1 = 0xB;
                    is_weather_loaded = true;
                }
                break;
    and then rebuild and then pretty hail <3
    i think you still have to put the F3 00 at the addresses from my post in the weather hacking thread
    um
    so yeah hit me up if this doesn't work

    Can you change it into compress form? And put that hex to which offset?
     

    BluRose

    blu rass
    811
    Posts
    10
    Years
  • not to mention the process is clearly enunciated for you and it being dynamic will change the offset for every single individual rom; tracking it down is not worth the time
     

    Panda Face

    Pokemon Ultra Snowy White
    127
    Posts
    7
    Years
    • Seen Oct 22, 2022
    not to mention the process is clearly enunciated for you and it being dynamic will change the offset for every single individual rom; tracking it down is not worth the time

    I need the compressed form, then I can use winged to find out where is the offset. Can you send both of these code? Before hack and after hacked. Thanks a lot.
     

    BluRose

    blu rass
    811
    Posts
    10
    Years
  • I need the compressed form, then I can use winged to find out where is the offset. Can you send both of these code? Before hack and after hacked. Thanks a lot.
    curious; have you ever built this engine previously on a vanilla emerald rom or otherwise? like at all gotten it to work?
     

    Panda Face

    Pokemon Ultra Snowy White
    127
    Posts
    7
    Years
    • Seen Oct 22, 2022
    curious; have you ever built this engine previously on a vanilla emerald rom or otherwise? like at all gotten it to work?
    Can you find out the weather code (winhex form) from theta emerald ex? Then I can use CT2 to search that code in other Rom.
     
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