i'm kinda tempted to just ask you for your tables, haha
it's likely just problems on my end~
thanks for sticking with me through this, haha...
EDIT: when going into a battle, the game resets after adding in setlevel2 at 0x08A00800 (for setting the level to the middle of your party in double battles, i believe?) and then making the necessary byte changes at 0x0803A798. this is the freeze that i was talking about in the past few days~
setlevel hasn't been working at all (using setlevel2 as setlevel); wild pokémon still appear at their pre-defined levels. capturing a pokémon works finely until you get to the naming screen, where it resets if you choose yes or no to nicknaming the pokémon. dynamic wild pokémon don't seem to work as well. double battles won't load when setting var 0x40F3 to 0x1, and setting it to 0x2 (in order to get the no-run effect) makes the game reset upon entering a battle. dynamic attack moves don't seem to work; various pokémon have moves not defined in the table.
your system of energy/hunger works nicely in every aspect except for the push_respawn and/or warp_respawn. i set up the bed calling push_respawn, and then wait for either my hunger value or my energy value to reach one, at which time the proper warning comes up for whichever i'm being depleted of, energy's warning taking priority over that of hunger's. another thing that happens frequently is the messing around with play time, which is sort of not expected? yet again, i don't know
everything you've modified of the startup routines works for me~ i'm able to skip the intro and name myself differently.
your edited DNS system works down to the illumination of the one color~ everything with it works perfectly with it~
it then becomes difficult to say what actually works for the new battle things i've added in of yours. it doesn't seem like anything is working, haha... it however is fairly obvious from your videos that it works for you, so... i don't know
i have as of this moment not tried to do anything with your new fishing/surfing system. i'll do that now~
if you'd like, you can talk in spanish to prevent any errors in explanation and to stay as comfortable as possible. i promise, i'm a lot better at reading it than i am at writing it!
EDIT2: it also appears as if the routine "textbox-pals-dinamicos" to be placed at 0x08A00A00 is also not present <3
we'll put them all in again in a moment and test after each one really quickly
EDIT: it seems as if either push_respawn or warp_respawn isn't working correctly? after setting up a "bed" in the protagonist's room, the game sends us back to the truck even after using the bed (which I made sure calls push_respawn in the script). the thing is, there doesn't seem to be anything that would be wrong with the ASM involved? push_respawn puts the warp data in ram, warp_respawn uses that to warp you to the correct location...
it's not included as a compiled .bin, either, haha, which was more my point~
i used the offsets that you provided so as to get everything to a T
it should work with the default table, correct? or would we theoretically have to use a different table with the new
that sort of confused me because "setlevel2" is used later in the document for double wild battles~
thanks for the answers and sorry for my noobishness
EDIT: upon receiving any sort of pokémon after inserting your wild battle things, the game freezes. it also freezes directly after seeing the copyright screen upon booting up, rendering the game virtually unplayable to all without a save state...
guau, ¿es mi español tan malo? jaja, ok...
¿qué te hace pensar que yo usé google translate? por supuesto, necesito mejorarlo si piensas que entenderías mejor en ingles
that's kind of dejecting lol, i was trying to be formal because i respect what you've done and really, really do like it
anyways, how are you? how's life?
EDIT: when inserting everything into a ROM, pals-infinitas.txt was unincluded with the other routines in the overall hacked engine:
it is also not present as a .bin file in the asm folder
EDIT2: also dealing with the above step, what exactly do you mean when you say "//repoint palette offset to RAM (routine offset)"?
Like, where does one repoint it to...? I get that it's to go to RAM, but where exactly...?
For reference, it originally says "//repuntear offset paleta a ram (offset rutina)"
EDIT3: I can not get your Dynamic Minis working. I set var 0x40FE to any value except 0x00, call the ASM at address 0x08B00460 (where the minis-changing ASM was placed), and then continue along.
However, what ends up happening is that every other Mini loads properly while the protagonist's disappears and is invisible. Note that this is after redirecting the frames in the document to the addresses in RAM. I say "every other" mini loosely; the professor's aides in his laboratory and professor birch out in the fields both do not load properly:
When loading with 0x40FE set to 0x00, no mini loads properly:
This is likely because of a lack of table? I remember you mentioning that you made one when posting the video for it, but yeah...
Everything else I've done seems to work nicely~
EDIT4: Likely final...
The routine "setlevel.txt" is also missing.