Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.
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...
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...
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...
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.
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 :)
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?
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?
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?
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...
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...
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...
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.