• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

Recent content by Yknr

  1. Yknr

    [Pokeemerald] Following Pokémon

    looks like it was just a me problem. I had forgotten to run "make clean" after swapping branches. it builds fine for me now.
  2. Yknr

    [Pokeemerald] Following Pokémon

    when I tried to build after fetching the FollowingPokemon_Gen1-3 branch to a new local branch of an existing repo, I got "bad instruction" errors in a huge amount of map scripts. I won't post a log, as it's an absurd amount of text for that. but I do have a screenshot: at a glance all the...
  3. Yknr

    [Tutorial] How to build Pokeruby/Pokeemerald using devkitPro's MSys2

    I fixed my issue and everything is working now. problem ended up being the signature for "David macek" was broken. I stared by wiping my setup from yesterday and doing a fresh install via the devkitpro installer then I refreshed all the keyrings using the process mentioned here (github issues...
  4. Yknr

    [Tutorial] How to build Pokeruby/Pokeemerald using devkitPro's MSys2

    Coming back to decomp stuffs and wanted a fresh install. been sat here for 3hrs at this point and haven't even gotten agbcc built yet. first I encountered an issue when using the devkitpro installer. when I used that I ended up with 403(forbidden) errors on some packages when running "pacman...
  5. Yknr

    [Script] Is it safe to edit the game's metadata?

    in the Makefile for pokeemerald there is a set of defines at the beginning that set the games metadata: TITLE := POKEMON EMER GAME_CODE := BPEE MAKER_CODE := 01 REVISION := 0 MODERN ?= 0 I was wondering what all this meant and if it was used anywhere. I looked some stuff up and...
  6. Yknr

    Emerald hack: Altered Emerald (386+ patch with new maps and 7th gen battle engine/evos)

    Can also confirm this with Surskit. tried leveling to 22 with it as both the active pokemon and not the active pokemon in both trainer battles and wild. (did not try catch exp). no evolution triggered with any of them. I have not leveled it further, so idk if it evolves later at all.
  7. Yknr

    Emerald hack: Altered Emerald (386+ patch with new maps and 7th gen battle engine/evos)

    Are you sure you patched to rom correctly Becnabor? It needs to be patched onto a clean rom of emerald (us version). I've been having a few bugs here and there. Surskit not evolving properly at lv 22 for example. But nothing gamebreaking. Also the extra pokemart in oldale sells special...
  8. Yknr

    Emerald hack: Altered Emerald (386+ patch with new maps and 7th gen battle engine/evos)

    this is by far my favorite hack. there are many reasons for this, but a big one is how easy it is to get a catching team early game. like: on route 103 there is zigzagoon with aimAssist; in petalburg woods there is scyther with falseSwipe, slakoth with yawn, and smeargle. this means before...
  9. Yknr

    help with AGBprint functions

    from \include\config.h #define NDEBUG // To enable print debugging, comment out "#define NDEBUG". This allows // the various AGBPrint functions to be used. (See include/gba/isagbprint.h). // Some emulators support a debug console window: uncomment NoCashGBAPrint() // and NoCashGBAPrintf() in...
  10. Yknr

    Emerald hack: Altered Emerald (386+ patch with new maps and 7th gen battle engine/evos)

    I spent some time looking through the games encounter zones and made a list of all the random encounters and their rates. thought it should be posted on this thread, so here it is: github link I did this cause I found that the list provided with the game says there is togepi in rusturf tunnel...
  11. Yknr

    Does anyone know how to make a Debug Log?

    I found that there is a print function for gba games in VBAm. on the downside, it currently fails to print to the emulator's log. upon further investigation I found that the emulator devs never fully implemented the debug functions it relies on. they have it as a to do before the next big...
  12. Yknr

    Does anyone know how to make a Debug Log?

    so I'm using a bit of math to calculate the approximate difficulty of a trainer battle before it starts. issue I am having is it's going to be a royal pain to debug and fine tune if I don't have some print out that's showing the calculations as they happen. seeing as otherwise my only...
  13. Yknr

    Create a debug menu

    how to you make a build without the debug menu once you implement it? I tried just plain make, added an else clause to debug in the makefile that sets the flags to 0 if no param is sent. each time the compiler just either said "nothing to do for 'rom'", or it copied cached data from...
  14. Yknr

    [Pokeemerald] Battle Engine Upgrade

    I noticed that there is a debug menu included with the engine. how would I go about using it? I assume I can open it as USE_BATTLE_DEBUG is forced true in battle_debug.h, I'm just confused as to how.
  15. Yknr

    Converting Field Moves to Hold Items

    NOTICE: OUTDATED (will edit when I have the time/energy just getting back into working with decomp gen 3. been out a few months, so I will be rusty.) Since even game freak have stepped away from HMs I thought it a bad idea to include them in my hack, especially with hoenn having 8 of them...
Back
Top