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I still struggle with sprite priority though...
The player is always drawn in front of everything except when I walk under a bridge.
(Always as in: it doesn't matter what layer type I put in, the player isn't covered by any tile,that also goes for weather effects)
If anyone can help me with...
also...
These started to appear in my compiler again:
The weird thing is that they didn't appear when I compiled the game twice yesterday... I didn't change anything since than besides working on a map in Porymap and save the changes.
Tbh I don't even know what exactly happens here... I'm just...
EDIT:
Okay so now this is a bit embarrassing...
Seemingly the only problem was that I had the whole plane set on 'Elevation Level 4' (where Level 3 would be the standard).
After changing everything to Level 3 again every tile worked fine again.
So I guess the weather effect looks exactly how it...
Thx so much for sharing!
I don't know if I'm gonna get to trying this out soon, for now I'm working on other stuff than TMs (and left the Item-Expansion out). I gotta admit I was getting a bit frustrated...
But...after all I'd still love to add this in my rom so...I'll post my progress when I...
I'd be glad if I could get this working yeah ^^'
I don't know...since I added the Item Expansion I get errors when I do stuff like adding maps too... (and I do it the same way I used to)
I think I'll roll back to a version without it for now.
Well for now I'll put this problem away and work on some other stuff I wanted to do with my hack...I'll be returning to it once in a while and see if I can get it to work.
Really looking forward to a fix. It'd be so nice to have 100 TM instead of only 50.
Thats interesting... so would they work correctly if I change all new TMs IDs (from 51 on upwards) starting with the ones from 87?
87 would be '568'
So I'd be going like this:
EDIT: Now that I think about it... What I said doesn't make much sense... As there are other item ids after the tm...
Zafnok did mention that and I tried it myself aswell.
The problem is that if I change the tm/hm numbers I run against another wall and get errors coming from the "tmhm_learnset.h" file for which I haven't yet found a solution aswell.
There must be some file/change I'm missing cause otherwise it...
Hmn...could you repoint the TM Table somehow to get rid of that problem?
I remember doing stuff like this on vanilla firered through hex editing but I'm still very new to Decomps/Pokeemerald...