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First of all, thanks for all your time and info! I took way too long getting back to this as I had updated RGBDS a year or so ago for compiling pokegold, and had no idea what version I needed to compile my pokered code again. Luckily I figured that out, and tried your water tile fix. Everything...
I wanted to try this, but got turned off by the spelling and grammar mistakes. You can actually see them in the screenshots in first post "SEAFOM ISLANDS" "ESC" "CATCHPOKEMON". And it seems like there's more than just that. HalfShadow have you thought about having someone proofread your script...
It has been a while! I didn't post that I tried your updated ScrollCreditsMonLeft code before your edit and it actually seemed to solve the issue for me! And thanks for looking into the water tile thing too. I never got around to troubleshooting it myself since I didn't have a reliable way of...
Mmm. I'm not sure how much the vram viewer would help since the bug shows up pretty rarely, plus I don't think I'd be able to follow the info it would give me. I'm thinking I'll just try to copy your commit from scratch again and see if I can pinpoint what I did. Can you point me to a vanilla...
I've been trying this out on my almost-vanilla blue rom (the only change was adding the GS beta backsprites) and I got it to work, but have noticed a few graphical glitches. These could totally be because I messed up with copying your code, since there were lines I left out (mainly dealing with...
I want to compile my own pokemon red Rom, but I need larger back sprites. Does anyone know how I can copy dannye's code over to the vanilla red disassembly?
Hi pokecommunity,
I was wondering if there was a way to hack the 6x6 spaceworld 97" demo back sprites (and only backsprites) into pokemon red. I know there's pokemon redstar/bluestar, but that hack changes a lot of gameplay/difficulty as well that I'd like to remain untouched. And yes I've...