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Is this for an existing save? It adds some extra save data so that might be expected. I had a brief look, decorations seemed fine for me in the player house on a new save, and the name rater show played correctly. Cant test the mauville old man though. Feel free to DM me more specific...
Thanks for raising. I actually noticed this a couple days ago too but I had no idea how to tackle it until you posted.
I added a check for a new var before calling UpdateBobbingEffect. The var is set only when setting up surf, to stop it updating when jumping on the surf mon.
It's in this commit...
Apologies for the double-post. I didnt account for the new palette files being wiped with `make clean`, repointed palettes directly to the follower overworlds for the new mons. This makes it much easier to upkeep. I've now also added up to Basculin, the rest of the sprites barring regional forms...
Haven't been active here in a long time but I ported your branch to the Expansion 1.9.4, so it uses the expansion's (merrp's?) dynamic pals. I added the missing overworlds, polished up the older ones, and fixed all the swapping bugs.
My surfing branch inherited a bunch of my other stuff but it's...
Would this work if the destination was updated dynamically? I.e. An overworld Pokémon chasing a player (à la the wild area), where the player would be changing postion as the NPC navigates.
So I started a full time job two days after my original reply and er... A week was a bit optimistic 😅. As for posting it, it depends entirely on how much I get back into rom hacking. I haven't used git and decomps in a while and was barely getting familiar with it to begin with so I am planning...
I think most of these points have been touched upon already but I'm a big advocate of Flow Theory and Dynamic Difficulty Adjustment. One of the driving forces behind my rom hack is that I want experiment with how you could implement DDA into Pokemon (And hopefully, later, Open Worlds). One thing...
I actually got all of Gen 1 and 2 done with a few others but then I got fixated on another personal project. I've been looking for something easy but productive to do so I'll probably finish gens 3 and 4 over the week.
This is great! I couldn't understand how the animations worked. I look forward to the wild grass tutorial. I've been trying to add wild flowers but there seems to be a lot of associated files.
Removing Badge Checks for HMs
As it says, it's just a quick way to disable badge checks so HM moves can be used without gym badges. For now, I've only commented out the code in case I need to undo it later, however, you could simply delete the commented code if you wished.
In...
I've been learning C over the past week but I'm getting a bit lost in the code. I'm using Paccy's port of the Soaring mechanics but I'm trying to adapt its functionality for my hack. Ideally, I'd like to map Soaring to Fly instead of the Eon Flute, then check for the Pokemon Species before...
I was just looking at this the day before you posted! Great Work! Are you planning to polish this up further? If you planned to replace the default region map background, I wouldn't mind doing some art.
I'm planning on using this function for my hack so I will be working through all the overworlds as quickly as possible. Do the sprites need to be indexed for the engine? And if so am I right in assuming the first colour will be the transparent background colour still (it's been a few years since...