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Going into this guide I will assume you already know how to compile pokeemerald and you have a 256x160 png of your region that you wish to insert into the game. Sorry for the terrible formatting.
PREREQUISITES
We will be needing:
Asesprite, GraphicsGale, GIMP, or any other software you are...
Managed to get it to work!
While you have to make sure the palette in the region_map.png starts at index 112 (using GIMP), the region_map.pal should have the colors start from its intended positions.
So all you have to do is export the old palette (or edit the new palette and cut the values and...
I moved the palette to start from index 112 using GIMP (Windows -> Dockable Dialogs -> Colormap, and then right click on a color and select Rearrange Colormap)
But when I open up the game the region map is completely black, meaning the palette change didn't work at all.
Here's my rearranged...
According to the PoryMap documentation and this previous thread, the region map only uses the 32 colors beginning at index 112 in the palette.
How can I move my palette from its current index to index 112?
I saw somewhere that it had been done with GIMP but I can't seem to find it anymore.
I was...
I'd like to point out that sub_81221EC is now called MenuHelpers_CallLinkSomething()
(this change was in https://github.com/pret/pokeemerald/commit/74edaed4265cc7e964a5383c3e0fb8ef256f2bf8)
and SE_HAZURE is now called SE_FAILURE
and 2 instances of schedule_bg_copy_tilemap_to_vram should be...
PokemonCrazy and I have been working on porting over the daycare mechanics from the newer games. Some of them work, some of them don't. Some of them work but with some caveats.
Porting over these changes needed the DizzyEgg engine(s), but can be used on vanilla pokeemerald by replacing Destiny...
Destiny Knot IV Inheritance Implementation[Em]
This should work with DizzyEgg's item_expansion repo, and should also work as long as you have ITEM_DESTINY_KNOT
All you need to edit is include/constants/daycare.h and have:
#define DESTINY_KNOT_INHERITED_IV_COUNT 5
And next, go to src/daycare.c...
I'd change it to
DrawOptionMenuChoice(gText_ButtonTypeLR, GetStringRightAlignXOffset(1, gText_ButtonTypeLR, 198), YPOS_BUTTONMODE, styles[1]);
So that it is aligned at the right side of the screen like the rest of the options
With disassembly i know most everything is possible, but how would one go about making Cut trees permanently cut, or Rock Smash rocks permanently smashed?
I just started using disassembly and the most I've done by myself is change the nature inheritance, so not sure where to start with this.
[EM] Always inherit nature when holding an Everstone
That's because in vanilla code Emerald checks only if female parents or Dittos to hold everstones.
static u8 GetParentToInheritNature(struct DayCare *daycare)
{
u16 motherItem = GetBoxMonData(&daycare->mons[0].mon, MON_DATA_HELD_ITEM)...
Not only are those sprites noticably worse, but since its in firered they don't even move like they do in sigma emerald. The sprites are fine as is.
Not to mention its absolutely unreasonable to ask someone to redo the entire sprite list all over again just because of a preference of platinum...