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It's clear to me that I made some mistake with my scripting and the EndTrainerBattle script is interrupted, causing the infinite loop, but I haven't been able to find exactly what is interrupting it. Any help with this would be appreciated.
I implemented a custom Sudowoodo overworld event for my Pokered hack where players use a key item to trigger a battle with a wild Sudowoodo, similar to how the Snorlax battle works in Routes 12 and 16, but when I implemented this to route 25 I run into an issue with battles looping over and over...
Hi! I'm working on my ROM hack of Pokemon Red/Blue based on Pret's disassembly project.
I am implementing new moves, bringing the total of existing moves to 255.
Of the moves I am implementing, I am running into issues while adding Triple Kick, the signature move of Hitmontop.
When adding the...
Hi! I'm working on my ROM hack of Pokemon Red/Blue based on Pret's disassembly project.
I am implementing new moves, bringing the total of existing moves to 255.
Of the moves I am implementing, I am running into issues while adding Triple Kick, the signature move of Hitmontop.
When adding the...
Hello!
I am making a ROM hack of Pokemon Red/Blue and I am currently working on adding new moves into the game.
For one of the moves I have added, X-Scissor, I am having a few issues getting its animation to look cool.
I am trying to mirror of the Subanim_0Slice used in moves like Cut so that...
To add a bit of context and explain the situation more. I added encounter tables to the game for places such as Pallet Town and Viridian City, and with these new tables I had to add WildDataPointers to /data/wild/grass_water.asm. This made "bank3" too large, and originally I moved the...
I am working on my ROM hack of Pokemon Red/Blue and I'm running into a bug with the Pokedex AREA functionality not working properly.
I modified data/wild/grass_water.asm to include WildDataPointers for the towns and cities of the game and this has caused the AREA functionality not to function...
Oh! I hadn't thought of that at all. That is because the two random numbers used for the .setbite and the index of the encounter table are in the same loop, correct?
I would need to separate them to make sure that I keep the same odds of an encounter.
Thank you for all the insight into this.
I got it to work!
I just needed to do this adjustment to the .RandomLoop function:
.RandomLoop
call Random
srl a
jr c, .SetBite
and %0000_1111
cp 10
jr nc, .RandomLoop
Thank you so much for the insight into this issue!
Thank you so much for your help!
I have tried modifying this function to get a random number between 0 and 9 instead, but this is a bit beyond me.
The only way I can think of doing this would be something like this:
ItemUseOldRod:
call FishingInit
jp c, ItemUseNotTime
.RandomLoop...
Hello!
I am working on my ROM hack of Pokemon Red and Blue and trying to change how the Fishing Rods work in the game.
My main objectives are:
- to make the Old Rod obtainable earlier and to have a designated pool of encounters similar to the Good Rod
- to make the Good Rod obtainable earlier...