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There's no documentation that would map every game concept into a decomp variable name. However, everything in the decomp is generally named after those concepts, so by looking at the name of a variable/function, you can usually tell what it's for. Conversely, you can search the repo for the...
The code you linked is for the animation of using the move substitute. For the place switching animation you'd want to look at AnimTask_SwapMonSpriteToFromSubstitute.
In that function's switch statement case 0 slides the sprite off-screen, case 1 swaps the sprite and case 2 slides the sprite...
1. Neither of those abilities do anything that the Game Boy Advance is not capable of. Therefore they're possible to implement.
2. That entirely depends on how you decide to implement the ability. Seems like keeping them as status moves would make the most sense.
As a hint for how you might...
If you look at the implementations of the different player movement functions (PlayerWalkNormal, PlayerRun, PlayerWalkFast and PlayerWalkFaster), you'll see that they just apply different movement actions to the player object. Those actions are the same as the ones used by object events and are...
I don't know of a way to show multiple Pokemon sprites with just scripting since showmonpic can only show one sprite at a time, but the command can be easily modified to be able to show more.
Show multiple Pokemon with showmonpic (Emerald)
This modification allows the showmonpic script command to show more than one Pokemon at a time. Otherwise the command is unchanged and the hidemonpic command will hide all shown Pokemon.
The msgbox command (and many others) don't work in ON_LOAD map scripts and cause the game to freeze, so they're not that useful for debugging map scripts. That's also probably why the map didn't load for you when you properly added the script to the map.
It's not displaying correctly because the game is coded to always display the number using two digits. You can change it to be three digits by replacing 2 with 3 on this line in src/item_menu.c.
It was brought to my attention that this was no longer working. I've now updated the download link and all the listed disassemblies and decomps should compile again. I updated the RGBDS binaries to 0.9.1 to make the GB/C disassemblies work again and included python 3.8 to make...
The problem could also be that the script isn't actually running in the map. Is the script really meant for the map I took a screenshot of? Because that map runs map scripts labeled as RustboroCity_DevonCorp_1F_MapScripts, not DevonFirstLevel_MapScripts.
It could also be that your script file...
I tried your script and got this:
which leads me to believe that you either didn't set the flag, or set it in the same map without reentering the map to run the map script.
Also, you don't need to use the DrawWholeMapView special when you use setmetatile in an ON_LOAD map script.
I copy pasted the code from this post and tried it in a clean repo and it seems to work just fine. It makes the escape rope teleport you between the last heal location (your "hub" location I presume) and the changing "wilderness" location. Whatever is causing the Petalburg thing is not in that...
At least one problem is that the tileset and palettes are shared between multiple tilemaps. berry_tag_title.bin also uses the same tileset and palette, and by creating a new tileset and palette out of an image you're discarding the tiles and colors which aren't used in the image. This also...
In your code the line
AppendToList(sPartyMenuInternal->actions, &sPartyMenuInternal->numActions, 5 + CURSOR_OPTION_FIELD_MOVES);
is adding Rock smash to the menu. The 5 refers to the value at index 5 in sFieldMoves. You should change the number to 2 to add Fly instead.
So if I understood correctly:
- using the item in the wilderness saves the current position and warps you to a specific spot in the hub city.
- using the item in the hub city takes you to the saved location in the wilderness.
- there's no other way to travel between these two locations, so a...