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Fotomac
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  • M
    Found the link I sent you before about move tutors: http://pastebin.com/FTjXHUn2

    It was back on page 11 or so. You seemed to ignore it completely, and started talking about Surfing Pikachu sprites after I sent it the last time.
    M
    I'm pretty sure I already explained this once, made up example code, and sent you a link to it on pastebin. But I don't still have a copy of that lying around, so you would either need to look back through our visitor message history or I would need to make it up again.

    But basically, you'd just need to like... remove the part from the common Move Tutor routine that does the introduction text, and load your own text from the tutor's individual script before calling the main script they all use.
    M
    Probably. But without looking at your code, I don't know. And just sending people a zip with the source in it isn't nearly as helpful as putting it on Github like you were before. On github, we can look back at individual commits to see what went wrong by seeing exactly what you changed when. Trying to track down random issues in the source this way is like looking for a needle in a haystack, because I have no way of knowing what you changed when, so I would have to try and open your file, my file, and the original from pret side by side to try and see what it was originally, what you probably wanted it to look like, and what you ended up with.
    M
    I don't remember off top of my head, that was a really long time ago. Pretty sure it was just engine/battle/core.asm and a new file called engine/battle/physical_special_split for the code and type_constants.asm for the new constants I used to declare each move as Physical, Special, or Status.

    Basically, you should be able to just search "PhysicalSpecialSplit" in core.asm to see where I call it and how. At the bottom you'll need to add the small routine that does callba _PhysicalSpecialSplit and then include the main routine in another bank. It probably isn't the best way to do it, since it adds a new table that declares each move as Physical, Special, or Status instead of like adding it into the move data structure, but eh.

    EDIT: Oh, and I think I used a temporary RAM address in wram.asm that I called something like wTempMove or something like that to hold on to the move ID and the result when I called the actual routine from core.asm so it didn't get lost in the bankswitch.
    M
    Sounds like you used the wrong address with TX_RAM or something.
    M
    The first ones to come to mind are just the ones that I've included in Red++
    M
    It would involve changes and additions in ItemUseBall but I don't know the specifics yet because I haven't done it yet.
    Okay, I see the games now. Thanks. :)

    Here's the Looker OW:

    Okay, I found the correct link and was able to DL it... But, where's the patch? All I see is a folder full of files and stuff, no game.
    I tried to download it, but the link doesn't work. :(

    I made a Looker OW sprite if you want to use it. Mateo's using it in his Red++.
    Looker was sort of expected (liked that they pretty much confirmed that he was the Global Police Agent on the SS Anne), but I'm pretty surprised that they centered an episode around Gabby & Ty. Rare that you see such minor, sort-of forgotten NPCs get any kind of attention like that.

    After how much Generations disappointed me, I look forward to your story. :) I think characters like Kris, May, and Dawn also deserve better than what the anime gave them, writing them all as bimbos who were more into contests, boys, and playing dress up than battling. (May and Dawn also had to spend entire sagas playing girlfriend to a perpetual 10 year old loser with a yellow rat.)

    How's your Tri-Color Nostalgia hack going?
    M
    Typing git grep PALLET_TOWN into Cygwin will show you every instance of that, so you'll know what all you need to change if you replace that constant with LITTLEROOT_TOWN for example.
    M
    Wait, what? The way you make it sound, you'd think you were wanting to just code a new game from scratch. lol.

    Just work on it a little at the time. Say, rename PALLET_TOWN 's constant to LITTLEROOT_TOWN, and then replace every reference to it. Then move on to the next area. Or like, replace the Bulbasaur family with the Treeko family, and move on down the line.
    M
    Anyway, I noticed you don't seem to have a repository for the Hoenn Gen 1 project on github
    That makes it kind of hard for it to be a community project :p What was your plan on that? If yiu don't actually have one started, I was thinking I could go ahead and start one and do a bit on it later. I had a few behind-the-scenes improvements I could add that would help out but not change the Gen 1 gameplay. Stuff like removing this weird partial duplicate list of trainer class names, making it do trainer sprites can be in any bank (since we'll need several classes of course) and other stuff. Who knows, might even map the first town and route, because I've been thinking about a good way to make the bag script work for selecting a starter and saving Prof Birch. Anyway just let me know what the story is.
    M
    We just moved it into one of the other files with battle effects. I forget the exact commit where it was moved but it was recent, and not difficult.
    M
    Oh then all you need to do for that is assign it the SWIFT_EFFECT same as swift. As for the an8mations, however, I think we'll need to get creative.
    M
    I forget, what is Shock Wave's effect?
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