• 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.
C
Reaction score
68

Profile posts Latest activity Postings About

  • Well, I was able to fix that bug in time for last Sunday's release. Now, I'm presently trying to add Snore and Sleep Talk, and I've got Snore mostly coded in. With Flinch Side Effect 2 as the effect, how do I make it so it'll fail if the user is awake?
    T
    Why did my Pokemon stopped growing when it reached level 20?
    T
    Is Pyrite complete or are you trying to fix every bugs possible?Thanks.
    Actually, I was planning to overwrite that with the new Alpha-based version, but I decided to just create a new one titled nostalgia-red-alpha, which will be up shortly.
    Well, I ended up rebooting and I ended up crashing at Alpha 3.0. Apparently, something about everything turning up as glitch items. Can you look at it and help me figure out where I went wrong?
    I ultimately decided to compile what amounted to nightly builds each month for the time being for my hack, but I'm going to need help with the script where Misty teaches your Pokémon Iron Tail after you win the rematch with her in Celadon City. Here's what I have thus far:

    CeladonCityAfterBattleText: ; 48a95 (12:4a95)
    TX_ASM
    CheckEvent EVENT_IRON_TAIL_TUTOR
    jr nz, .asm_7053f
    ld hl, IronTailMoveTutorPreText
    call PrintText
    ld a, 5
    jp CeladonCityTutors

    Basically, I intend to have the game check if any Pokémon in your party can learn Iron Tail. If no Pokémon can learn Iron Tail for whatever reason, Misty will tell you to put a Pokémon in your party that can learn Iron Tail. If at least one Pokémon can learn Iron Tail, the Move Tutor script will proceed as usual. After successfully teaching the move, the player will move one step down, Misty will move one step left, and her sister (Lily, for whom I'll use the Foulard Woman sprite) will move one step down, out of the Celadon Ballet Academy, after which Misty will comment on it before the two leave Celadon.
    M
    Hey, I was wondering if you could give me a hand tracking down another bug that has me stumped because I can't replicate it and I can't seem to figure out how it could even be happening. Someone mentioned something similar to this during beta testing, they said it only occurred in VBA-M and stopped when they went to VBA, but this user said they are using normal VBA.

    Here is a clip of it happening in their LP series. It seems as though on that floor, when they talk to a trainer, they are warped back to the last warp they entered from before the battle starts, but I can't find anything that should be calling any sort of warping code in the TalkToTrainer routines. Any ideas where to look? At this point I'm pretty sure it's too late to get a save-state of the bug, since they've already recorded another episode or two since then.
    Hola Crystal_, Feliz Año! :)

    Te queria preguntar algo, te acuerdas que hace 1 año masomenos te pregunté como podria hacer para cambiar los niveles de los starters que te regalan en Yellow? Pues bien, me dijiste de buscar la rutina "GivePokemon". Recien hace unos días la identifiqué con el GBASM Editor y leyendo el Red diassembly a la vez. Intenté cambiar SOLO el nivel de Charmander y no pasó nada. Intenté lo mismo con Lapras, pero tampoco no se aplicaron los cambios. Segun tu, qué podria estar haciendo mal?
    M
    I thought you said when a TM called it, that address held the item number instead of list number, so if that was the case a TM would never accidentally be read as MOVE_LIST. But that was probably just another misunderstanding from earlier when we were confused. I'll try again to put the other stuff in instead.
    M
    Ha! I think I fixed it in a much simpler way. I'm going to test it more, but instead of setting that extra bit and and trying to catch if it was a TM or not before calling that, I just did this: https://github.com/TheFakeMateo/RedPlusPlus/commit/2d20d17354f32f09db194cab5daabfdd9363c2a1

    As of right now, the TMs no longer seem to be crashing when I load that save state in the updated rom, and Move IDs higher than HM01's ID load correctly. And just to check, it appears that Pokémon names above that value load correctly as well.
    M
    Great. I apparently don't have room to add that tiny piece of code there even after removing the old hacky thing.

    That's what I was adding between lines 1506 and 1507, and then I made the start of GetName look like:

    Guess I'll have to work around it again. I hate how crowded bank 0 gets. The code looks like it would work if I could just fit it in, anyway.
    M
    Sounds good. I'll add the checks there, and remove that quick hacky thing I added earlier to send a terminator back in time to the end of the string to keep it from crashing that we added before.
    M
    Ah right, whoops. Yeah checking a would work but resetting it there would be pointless lol.

    Just to clarify what you were telling me about the problem, I'd need to go to the item menu routine we found earlier and set it there based on the Item ID, or would I be able to just set it during the ItemUseTMHM routine and not have to worry about checking the item ID beforehand.
  • Loading…
  • Loading…
  • Loading…
Back
Top