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ImmortalDusk
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  • Ohh okay yeahh that could be pretty cool. Have you gotten any done or just focusing on your stuff right now?
    Ah, yeah, don't ask me haha. I know nothing about pixel art. Custom tiles would really be cool though. I guess maybe I'll get my game set up for at least a partial test and upload it here so it can get some recognition and maybe if I'm really lucky I can find someone to help me out with some sprites and stuff
    Haha yeah I totally get it. Well if you ever got any questions or want a second opinion, just let me know
    Hey so I read your thread and that seems like a pretty cool idea. Yeah it does suck that you have a Mac and hacking is half the reason I bought myself a cheap PC laptop haha. But if you can figure out a way to keep going on it if be happy to help you with some scripting and opinions if you could give it a shot to make up some eeveelution sprites?
    Yup you can. The person who suggested the givepokemon method was right. You could just add an "on entering map" script, and do...

    #dyn 0x740000
    #org @start
    Checkflag 0x250 'checks to see if it's your first time spawning in
    If == jump @end
    Givepokemon 0x1 0x5 0x0 0x0 0x0
    'And then anymore you want
    Setflag 0x250
    end

    #org @end
    end


    That's what I would do if I was scripting what you want. Then you'd have a bulbasaur level 5 with no items
    But for example, my question earlier was how to make the player immediately face a certain direction when the game starts. At first, I had an "on entering map" level script and for a split second, the player is facing down before he turns left to look at the teacher in the dream. But in the original fire red, they used a var level script and that loaded before you could even see anything and that's what I really wanted
    There's also the kind that uses var's. I tend not to use them quite as much because I feel like I would mess them up haha but they're really pretty much the same I think. I just asked a question in the beginner's lounge and the answer was a level script that used var's and it went fine. So that would be like level scripts 02 and 04 (I'm not 100% sure what the difference is off the top of my head). But you just set what you want the "flag" to be (usually these are about 4050ish and up), and you can leave the value at 0. That script will take place every time that the var is not 0. But you can have that flag be set to 0x# (Where # is anything other than 0) in any script, it's just like a setflag
    They can be used for a lot of things. So the one I use a lot and is real easy is the "on entering map" script. Every time you enter that map, the game will look at that script. Usually the first line checks if a certain flag is checked. So like say you have to beat the gym in a town for some guy to get out of your way so you can continue on. You set a flag when you beat the gym leader, then in the level script, have it check to see if that flag is set. If it's not you can just have it do nothing. But once it is, (like after beating the leader), you can have anything happen, like script a movesprite2 to get the guy out of your way or whatever.
    BTW I saw your question in the forum, I'm not a pro scripter, but I'd like to think I'm not too bad. If you have some questions you can try me and I'll try to answer asap if I can
    Yes exactly, that's what I mean by mini. So it kinda needs 2 for that because they bounce or whatever. But I really appreciate you helping out.
    Oh really? Well that's good news. No one really sticks with it this long huh? Haha I could definitely see this being the type of project that people do some of, and start out really excited, then just drop it before they do too much. But yeah we definitely want to finish it and get it out there, and I'd be willing to release it as a beta if we could get some sprites worked out. We'd still like to change a few things like the professor, apprentice, and maybe even the hero (because I unknowingly copied it from shiny gold I think), and also we need to make sprites for the 10 new eeveelutions (front, back, and minis). So there's plenty of those we still need. But I don't know, maybe showing it to some people first would be a good idea so they might be more willing to help, knowing that we're serious about this?
    We should probably continue our ROM hack related conversation outside your trade thread. The mods may consider it an off-topic discussion seeing as the thread and the subsection there is for trading.

    Anyway, yeah, I've released a beta for Broken Timeline. The patch is available in the Ruby Destiny series thread.
    Like I've said, i wouldn't exactly call it testable. It's only half done. We have a ton of stuff to clean up still. Fix inconsistencies and some dialogue and stuff. Just want to get the main meat of it going first then we'll tidy up
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