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Here are some guides I wrote to help beginners start hacking gen 3 Pokémon and understand how the decomps function. I will be adding to this list over time.
A Beginners Guide to Hacking Gen 3 Pokémon Games With Decomps
Introduction
Games with Decomps
pokeemerald-expansion
Installing a Decomp...
Unfortunately, if there are too many changes between versions, it can be too complicated to merge. You could try updating to slightly newer versions one by one until you get to 1.8.5, but that’s a lot of work and there’s no guarantee that will even succeed.
I’d recommend taking the files that...
Yes. If you do the "git pull" command like they say, it will prompt you to resolve any merge conflicts it has with any of your changes. If you're updating from 1.8.3 to 1.8.5, I imagine you shouldn't have many merge conflicts at all (if any).
I advise you to follow this guide to set up GitHub...
A lot of those older versions of pokeemerald-expansion have inherent bugs. The recent releases (1.8.3 and up) tend to be much more stable.
Incidentally, they just released version 1.8.5, which includes a bunch of new bug fixes. Check it out here if you're interested.
Unfortunately, the base pokeemerald, as well as the expansion, seems to have gone through enough updates that both the OW Expansion and Dynamic Overworld Palette System are no longer readily mergeable. This is especially true of the Dynamic Overworld Palette System due to how structs get...
Edit 2: This seems to be either inherent to the 1.0.0 version of pokeemerald-expansion, or is a direct result of my cheap computer setup. Either way, I bit the bullet and upgraded my setup so now I can compile a more recent version. No more assistance needed!
I'm working with...
I'm trying to compile the decomp of version 1.13 on my computer. I just want to make some tweaks for personal use. However, whenever I try to compile, it gives me this error:
cd build/emerald && sed "s#tools/#../../tools/#g" ../../ld_script.txt > ld_script.ld
cd build/emerald && arm-none-eabi-ld...
[PokeEmerald] Add Walking Animations for All NPCs
I don't know if something like this has already been done, but I made walking animations for all of the NPC object events that don't have any in the original game, including gym leaders and the elite four. These are my own custom sprites, but I...
I agree the way I did it was kind of bad. I'd like my code changes to be displayed with a little bit of the surrounding code to give more of a reference for location and context. However, text color doesn't work properly inside the code box, and without a way to differentiate what is changed...
I thought this would be a fun idea to practice my coding on, so I took a stab at it and got it to work! Here's what I did:
I get the feeling that you've never dealt with decomps before, so if you want to get to the point where you can follow my above instructions, click this link and follow the...
Edit: Problem solved. Lunos' suggestion worked like a charm.
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Once a certain prerequisite is met, the map scripts for Route 131 trigger the map to load a new layout. This changes the tiles on the route to allow access to the entrance to Sky Pillar. I'd like to be able to change...
I was unaware of the depth of my ignorance here. Thank you for taking the time to point me in the right direction. I'm sorry if this thread was inappropriate for me to post. I didn't mean to take up your time with something so basic. I'll try to be more careful with my own learning in the...
I'm trying to trigger the Itemfinder effect every time the player takes a step. (I know it seems weird, but I'm developing my own feature branch and this is my first step.)
I figured I could just include the item_use.h file at the top of field_control_avatar.c and then call the...