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Recent content by bitKoder

  1. bitKoder

    How do I make the player run faster?

    Worked a treat, thanks!
  2. bitKoder

    How do I make the player run faster?

    I'm looking to increase the player's running speed from MOVE_SPEED_FAST_1 (normal running speed) to MOVE_SPEED_FAST_2 (acro bike speed), but when I change the value in StartRunningAnim (in event_object_movement.c), the running animation freezes on the first frame and the player "slides" around...
  3. bitKoder

    [Battle] Forcing a specific level for pokemon when battling

    This ended up being a pretty complex one, but I thought I'd share my findings. - CopyPlayerMonData in src/battle_controller_player.c does most of the heavy lifting, loading in the stats - In order to recalculate these stats at the capped level, I had to create some new functions to recreate the...
  4. bitKoder

    [Battle] Forcing a specific level for pokemon when battling

    I'm trying to implement a feature where there is an "effective level" cap, meaning you can continue to level your pokemon up past that number, but when you're in a battle your pokemon are locked to that level (meaning their stats are also calculated for that level). Anyone know how I might go...
  5. bitKoder

    [Tool] Start Menu UI

    I bookmarked this a while ago, hopefully it's helpful :) https://www.pokecommunity.com/showpost.php?p=10441093
  6. bitKoder

    [Graphics] Where are the battle healthbox/hp bar palettes?

    Is that also the case in older decomps? Mine is from before the recent update where all palettes were loaded directly from the colour tables in the .png files.
  7. bitKoder

    [Graphics] Where are the battle healthbox/hp bar palettes?

    Can't find these anywhere. They don't seem to be in graphics/battle_interface, and I've searched for the individual rgb colour codes and come up empty. Help would be greatly appreciated :)
  8. bitKoder

    [Other] [pokeemerald] How Do Strings Work?

    I understand that the game's code stores strings as u8 arrays, where each element in the array is a number that corresponds to a certain character. Does anyone know the full list of which number corresponds to which character?
  9. bitKoder

    [Battle] How can I make battle animations start when the text starts printing, not after?

    When you use a move in battle it says "(pokemon) used (move)" and then once that text has finished printing, the animation plays. How can I get the animation to play straight away instead of after the text finishes?
  10. bitKoder

    How do I change the size of the text boxes in the battle menu?

    Thanks Anon822! I set up the tileset and disabled the loading of the user window so the default battle frame would show, and it works, but when the level up popup appears, it has no frame. Any idea how I can add a custom frame on this to match the battle message box?
  11. bitKoder

    How do I change the size of the text boxes in the battle menu?

    I have been digging through the pokeemerald battle code and have discovered how to edit the colors, font and position of text in the battle menus, but not how to change the size or position of the text boxes they are displayed in. Anyone know where I can find the code that triggers/controls the...
  12. bitKoder

    Simple Modifications Directory

    I'm trying to implement this currently on an up-to-date pokeemerald decomp, but line 640 of src/field_player_avatar.c actually contains just a {, and as best I can tell the line closest to this is line 634, which is inside a surfing check. However, instead of a numeric value, line 634 uses the...
  13. bitKoder

    -v: unexpected operator error in WSL agbcc build

    I am building pokeemerald on my Windows 10 PC according to the tutorial on the github repository. I have cloned the pokeemerald repo and then the agbcc repo, but when I cd into the agbcc folder and run the ./build.sh command, it gives me these 2 errors: ./build.sh: 7: [: -v: unexpected operator...
  14. bitKoder

    [ASM & Hex] Faster/Instant Text Speed in Emerald?

    BUMP - still looking for a way to do this. Making the "fast" text speed instant would be ideal, but even twice it's vanilla speed would still be great.
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