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Fotomac
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  • M
    Try looking at where I made Flame Wheel and Flare Blitz thaw the user out if they used them while frozen for an idea.
    M
    To be honest, I'm not even working on Red++ right now. Now that v2.4.1 is stable, I'm doing what I promised I would do, and going back to finish up Pokemon Christmas. I'll take a look when I get the chance, but right now I'm not even focused on new things in Red at the moment. I'm worried about ripping my stuff from Gold and importing it into Crystal.

    As for how friendship works, I'll have to look into how Crystal does that to know how to adapt it. It's going to involve changing the data structure for Pokemon though, so it won't be as simple as genders were.

    Snore and Sleep Talk should honestly be pretty simple. Once you've made the simple changes to let waking up not take your whole turn, which lets you select an attack while asleep, you'd basically need to go to the part that stops you from attacking if you're asleep and change it slightly. If you're not asleep, you can attack. Else, it checks if you used one those move IDs, and lets you attack still if you did. They would also need a case in their move effect to fail if the user isn't asleep. Sleep Talk would probably be slightly more complicated, since it would then need to execute a random move the user knows. That aught to give you an idea of where to look in the meantime.

    As for EXP on Capture, I'm really not sure, but you're just going to have to wait on this one I think. The code for gaining EXP seems to cause issues with a lot of the values needed for correctly catching the Pokemon. Quite simply, it's a pain in the ass, and I really don't want to go back to fooling with it right now while I'm trying to work on something else.
    M
    Sorry, I haven't gotten around to looking into those effects yet. Glad to hear you got the border working. Even though I'm planning to Red++ GBC-Only in the future, I figure I'll still update the SGB Border at some point, so that it will look nicer. Since emulators can still turn on the SGB Border even for games like Crystal that wouldn't work on the SGB.
    M
    Anything is possible. I haven't looked into adding it to Gen 1 yet though. I will eventually. It would basically work the same way as Unown letters work in Gen 2, since Gender and Unown Form are both based on the Pokemon's DVs.
    I'll see if I can find some time to look into it one of these days but I have way too many things going on right now.

    Is this your hack's repository? https://github.com/Fotomac/Pokemon-Tri-Color-Nostalgia-Series

    You could start debugging from the point where an item is written to your bag in memory and try to backtrack from there hopefully to find why it's turning into an item with an invalid id. BGB is your friend. If you say that all the items turn into glitch items, at the very least replicating the bug isn't going to be an issue.
    M
    Also, as I've said before, it would be infinitely easier for people to help you track down bugs if you were using Github like you were originally. Throwing people a .zip file with the source code, while technically more helpful than just giving us the rom, doesn't help a whole lot. Commits would show exactly what you changed where at each step. Giving us your folder, well, you basically asked me to find a needle in a haystack.
    M
    I honestly don't know. I've never encountered anything like this.
    The Potion would change names, going to TRAINER, AMANDA, as well as glitch text. Receiving items will constantly cause the game to crash, as well as trying to use items. All in all, items are currently a buggy, glitchy mess. Hope you can fix this, I can't even catch Pokemon or receive items in the current state of this. This same result occurs with all three version, when playing as a female. Not sure if this happens when playing as a male or not.

    Edit: Within all three versions, I selected Squirtle, making sure that said Pokemon was a female. Not sure if starting with Bulbasaur or Charmander would produce similar effects.
    M
    Lucky you. It's taking all I can do to keep myself sane at work given the way my coworkers have been, so by the time I'm back home, I barely have the energy to do anything besides drink coffee, reply to VMs/PMs, and that sort of thing. I'm planning to try and catch up this weekend and get v2.4.1 out if I can. Then I'll look into these things for you.
    M
    I haven't really done anything hacking related this week. I've been too distracted by this bullshit with the presidential election.
    M
    I can take a look at it and see. I guess the trickiest part will be adding a new status condition (infatuated) but that still shouldn't be a very big deal.
    M
    Then it sounds like you missed something, it works in Red++.
    M
    I don't know, I'll have to look. I haven't had to do it so I haven't had a reason to look before. I'll do it when I get a chance.
    M
    I mean I know you said it was moves, but are you adding new animations for them too or just reusing old animations? Seems like you must be adding new animations.
    M
    I'm actually not sure. Looking around, it doesn't seem like I had to move anything out of that bank, at least not that I'm seeing. Weird. What were you adding more of when you ran out of space you said?
    M
    Yeah, I've had to move a lot of things into new banks as I've worked on Red++, I can't remember if moves were one or not but they probably were. I know I have almost as many moves as I have IDs for, and since other kinds of animations share IDs with those, obviously giving each move a unique animation isn't an option yet. In the future I figure I'll swap those into a separate table or something, so that things like throwing a Pokeball and whatnot don't have to share IDs with move animations, which would let me make unique animations for all of those, and then of course add more animations for other things. Maybe unique animations for throwing different types of Pokeballs, who knows. Haven't gotten around to that yet though, but I'll let you know when I do.
    M
    Sounds good. And obviously, you don't have to use db $08 or whatever, you can just use TX_ASM like normal in your version. I just do db $08 because I never got around to switching to the TX_ASM macro thing in Red++ lol.
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