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Fotomac Fotomac is offline

Genwunner and proud of it

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Showing Visitor Messages 1 to 15 of 225
  1. Mateo
    2 Weeks Ago 4:09 PM
    I may or may not actually get a chance to play with this today, gonna be busier than I thought tonight. I'll let you know. Should be able to get to it either tomorrow or this weekend, but I might still get to it later tonight. Not sure yet.
  2. Mateo
    2 Weeks Ago 3:17 PM
    I'll take a look at this some time after dinner and see if I can figure out your problem.
  3. Mateo
    3 Weeks Ago 9:55 AM
    Happy (late) Christmas!

    And yeah, there is a pokered-fr that you could definitely use to steal French text from. Haha.

    I'll have to look into the abilities. Saying "translate it into the language used by the Gen 1 assembly" indicates you don't really have a strong understanding of most of this, though. Gen 1 and 2 are both written in the same language (z80 assembly). The difference is that RAM addresses and variable names are different, and sometimes routines exist in one and not the other, or they will have the same name but work differently, due to being different games. So it isn't really putting it in a different language, it's just figuring out what needs to be changed when copying it over to make it work. I'll get to it eventually. Right now, as you know, I'm not really working on Red++ that much. I'm planning to be porting Christmas to Pokecrystal -- more specifically, to Polished Crystal, to get a head start on new features. And I've also been doing a bit of work on this side hack Pyro and I have been working on (an Emerald hack. Start in a new region, then go back to Johto after the E4) while I'm waiting on some updates from Rangi. Once I get my maps and tilesets copied over to Pokecrystal, I figure I'll be kinda working on Red++ and Christmas simultaneously. I don't know when I will get around to abilities though. They are not a high priority for me. I know you want them, and I'm happy to share the info with you when I get to it, but I have more important things I'm interested in first. Fixing the rest of the Gen 1 bugs, splitting Special into 2 stats, going from DVs and Stat EXP to IVs and EVs, adding Held Items, that type stuff. Although to be fair, Abilities would sort of go along with that stuff. In Polished Crystal's case, Abilities work by checking the DVs to determine which of the possible abilities that Pokemon uses. After the updates I have planned, they would work off the Personality ID (the old DV bytes) so that they wouldn't be tied to a Pokemon's stats. ie a Pokemon could have perfect stats and still have any of its possible abilities, be any gender, be shiny or not, etc. Unlike the Gen 2 system.
  4. Mateo
    December 10th, 2016 11:52 AM
    This is the commit where I added it originally. Then I cleaned it up a little more later. You can see the current version of the Trainer DVs routines here. You can see the format for unique DV entries here.
  5. Mateo
    December 7th, 2016 9:26 PM
    I have no background in French and as such I have no strong feelings one way or the other.

    I always forget that wiki even exists lol.
  6. Crystal_
    November 28th, 2016 6:07 AM
    Is your hack's repository available on github? There are many ways to approach it but I can't give you a step by step guide. The thing is that the battle engine in Gen 1 didn't consider the existence of damaging moves that may fail. Your best bet is to treat the use of Snore and Sleep Talk as an status condition to decide whether the move will be used before it's execution.

    Regardless, the key here is to be familiar with the battle engine. I bet you'd know how to code the isolated functionality of Snore and Sleep Talk but you don't know where to start when it comes to squeezing it in the lengthy battle engine. If you're planning to add more move effects or battle engine modifications in the future, you should definitely consider giving the game's battle engine a quick read/study.
  7. Mateo
    November 27th, 2016 5:54 PM
    I didn't incorporate Pokemon Riding. That random guy did. By renaming the bike and changing its sprite, because he was too lazy to move things around to let the girl have a separate bike sprite.
  8. Mateo
    November 26th, 2016 1:27 PM
    That's cool. I'm less familiar with Castilian Spanish anyway, so that will be good.
  9. Mateo
    November 26th, 2016 1:15 PM
    Cable Club was never in the Battle Tower, and since this is a Gen 2 hack, it's still just upstairs in Pokecenters. Orignally the Battle Tower didn't have a Pokecenter side, but I added that because Gen 3 had one. The right is for exchanging BP for stuff.

    And eventually, the Cable Club will be upstairs in Red++ too, once I give the Pokecenters a redesign to match Christmas. :p But that will come later, once I've merged in Pokered-gbc, tried to fix some of the issues, and then changed it to use larger tilesets like Crystal does. Since the plan is to eventually have Red++ use the same tilesets as Christmas, just non-snowy versions of the outdoor areas.
  10. Mateo
    November 26th, 2016 1:08 PM
    No, it's the first floor of the Battle Tower. In this case, based heavily on the design of the Trainer Tower from FrLg.
  11. Mateo
    November 26th, 2016 1:05 PM
    Sure. I'm kinda distracted at the moment.

  12. Mateo
    November 26th, 2016 12:55 PM
    tbh, that might actually have been lumped in with all the other stuff in my massive "Initial Red++ Changes" commit, cause I added that a long time ago.

    But basically, in the two routines for executing the player or the enemy move, you would need to find where it checks if you are asleep and prints the message that you are asleep instead of attacking and checks to see if you wake up.

    You'd need to do something like ld a, [wPlayerSelectedMove] or ld a, [wEnemySelectedMove] followed by cp SNORE then jr z, .(whatever the label is for letting you attack) and then cp SLEEP_TALK the same way. if it is neither of those, then let it fall through to the default behaviour of checking if you're asleep and printing the messages.

    Then when you're adding their effects, you'd need to like... make them fail if the user is awake. Since the initial change just let you attack with them while asleep, it didn't stop you from attacking with them if you were awake.

    That's about as specific as I can be off top of my head.
  13. Mateo
    November 26th, 2016 12:42 PM
    Try looking at where I made Flame Wheel and Flare Blitz thaw the user out if they used them while frozen for an idea.
  14. Mateo
    November 26th, 2016 9:13 AM
    To be honest, I'm not even working on Red++ right now. Now that v2.4.1 is stable, I'm doing what I promised I would do, and going back to finish up Pokemon Christmas. I'll take a look when I get the chance, but right now I'm not even focused on new things in Red at the moment. I'm worried about ripping my stuff from Gold and importing it into Crystal.

    As for how friendship works, I'll have to look into how Crystal does that to know how to adapt it. It's going to involve changing the data structure for Pokemon though, so it won't be as simple as genders were.

    Snore and Sleep Talk should honestly be pretty simple. Once you've made the simple changes to let waking up not take your whole turn, which lets you select an attack while asleep, you'd basically need to go to the part that stops you from attacking if you're asleep and change it slightly. If you're not asleep, you can attack. Else, it checks if you used one those move IDs, and lets you attack still if you did. They would also need a case in their move effect to fail if the user isn't asleep. Sleep Talk would probably be slightly more complicated, since it would then need to execute a random move the user knows. That aught to give you an idea of where to look in the meantime.

    As for EXP on Capture, I'm really not sure, but you're just going to have to wait on this one I think. The code for gaining EXP seems to cause issues with a lot of the values needed for correctly catching the Pokemon. Quite simply, it's a pain in the ass, and I really don't want to go back to fooling with it right now while I'm trying to work on something else.
  15. Mateo
    November 22nd, 2016 9:51 PM
    Sorry, I haven't gotten around to looking into those effects yet. Glad to hear you got the border working. Even though I'm planning to Red++ GBC-Only in the future, I figure I'll still update the SGB Border at some point, so that it will look nicer. Since emulators can still turn on the SGB Border even for games like Crystal that wouldn't work on the SGB.

About Me

  • About Fotomac
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    I may be more of a Genwunner, but I still host a Gen VI fansite dedicated to Gen VI walkthroughs and game scripts among other things Gen VI:
    Work-in-progress, but feel free to contribute!


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