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I apologize for the broken shiny sprites! Adding shiny sprites was low on the priority list when it came time to release the new alpha in order to meet my usual "publishing" schedule, but I promise that working shiny sprites for team members will be coded in by the next patch release (I will...
Just for fun! I wanted something that would overwrite the original Ruby intro, and there's several different patches you can apply to your ROM that will replace the game's opening cutscene with something else (I have neither the ASM skills to replace it with something entirely of my own...
As most of the work I've done on Super Rising Thunder! lately has been on the engine rather than progressing the actual game itself, I'm forced to acknowledge that even this close to the end of the year, and even this close to my normal beta release schedule, that I have virtually nothing to...
The puzzles were meant to be difficult but not frustratingly obtuse - that certainly wasn't my aim, and I wouldn't want it to be a problem that hampers with people's fun. :( What I think my problem is is that the puzzles got too difficult too quickly, without much of a learning curve, and that's...
I just repeated your steps (inside Elder Rega's house, where the Spearow guard had been blocking) and what you described did happen. The reason it happened is that Ruby version has a strange behavior quirk, in that there are two different "look down" commands for sprite positions inside Advance...
Did you patch the .ups file inside the zip over a ROM? If you haven't, you'd have to do that before trying anything else, since the patch itself can't be read by an emulator - it's just a file that contains the changes I made to the base Ruby ROM. Google "apply UPS patch" if you need steps on...
I tried porting this Dragon Pulse to Ruby, and the game resets when the move is used without even attempting to play any of the animation. To try and check where the error might have been coming from, I tried using the code exactly as you'd typed it (adding in pointers in place of all the xx yy...
Apologies for not getting to this far, far sooner; but here is a bugfix for the bugfix - with the extension for the file inside the .zip archive possessing the .ups extension. No need to fiddle around and change it manually, all you have to do is unzip and patch now :) Again, this is a .ups and...
Some Ruby ports for those of us who eschew Fire Red:
Post has gotten too large, so click spoiler to view!
Hammer Arm (original by dreamengine)
Earth Power (original by DoesntKnowHowToPlay)
U-Turn (original by 11bayerf1)
Power Gem (original by dreamengine)
Bullet Punch (original by...
I used Body Slam for now so there would be SOMETHING going on when I went to take screenshots, but I'll probably experiment and see if I can find something that looks better go to with it later. :)
Some supplemental information to this tutorial for Ruby hackers:
Offsets:
0x1FB12C = Attack Data (0x1FB130 for PP pointers)
0x1F8320 = Attack Names
0x1C7168 = Attack Animation Table
0x1D6BBC = Move Effect Table
0x3CF594 = Contest Data. This must be repointed along with the rest of the above...
Minor update time!
Firstly, I've uploaded a new video. :) It's nothing terribly exciting, but it's a big deal for me, after all the setbacks and annoyances it took to get the thing to work in the first place. A new song! And not just any new song - it's a custom song, written by a dear friend...
(No pretty awards for the Best Storyline winners? D: )
Anyway, congrats to all the winners! (And you're all winners. :) ). I think that's the closest HotY voting I've yet seen. XD