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-   -   Ruby [Hack of the Year 2012] POKéMON LIGHT PLATINUM (https://www.pokecommunity.com/showthread.php?t=158324)

lukasz050 August 8th, 2013 2:23 AM

how many Pokemon is in pokedex ?. my pokedex ends with number 192

Pokenoob666 August 8th, 2013 8:06 PM

I'm still playing this to the end, but this game has HORRIBLE reviews.

Cyclone August 8th, 2013 8:28 PM

Quote:

Originally Posted by Pokenoob666 (Post 7775097)
I'm still playing this to the end, but this game has HORRIBLE reviews.

Which explains why it's the Hack of the Year right now?

Pokenoob666 August 8th, 2013 9:48 PM

i'm only repeating what I've read online. I'm not far enough into the game to say anything else.

RukiaChambers August 8th, 2013 10:41 PM

I put this on my PSP using the HBL emulator with the mh gpspkai thing..And wondering will it all work out fine..So far it has, aside from a few grammar errors, pokemon growls, their info in the pokedex..And a crash from giving Feebas a water stone.

Do I need to patch with the ruby rom to fix these things?

Satoshi Ookami August 9th, 2013 12:34 AM

Quote:

Originally Posted by RukiaChambers (Post 7775314)
I put this on my PSP using the HBL emulator with the mh gpspkai thing..And wondering will it all work out fine..So far it has, aside from a few grammar errors, pokemon growls, their info in the pokedex..And a crash from giving Feebas a water stone.

Do I need to patch with the ruby rom to fix these things?

Either it's PSP's emulator problem or you have wrong version or you patched it incorrectly...

Quote:

Originally Posted by CycloneGU (Post 7775129)
Which explains why it's the Hack of the Year right now?

Well... that only shows how people actually wanted to put LP out of other competitions =D
Not to mention the lack of new hacks that could compete with it...

Quote:

Originally Posted by Pokenoob666 (Post 7775097)
I'm still playing this to the end, but this game has HORRIBLE reviews.

That happens every time something popular gets over-hyped.

Quote:

Originally Posted by lukasz050 (Post 7773288)
how many Pokemon is in pokedex ?. my pokedex ends with number 192

I'm not sure when you get National Dex so you probably have to live with that for a while...

lukasz050 August 9th, 2013 7:26 AM

I just finished the game. Now I want to catch the legendary pokemon :)

When I want to go to catch mewtwoo " TEAM STEAM BASE" I can not go inside: c

What can I do to unlock the path? I already won the championship,


screen : zapodaj.net/images/c431789fd77e7.png

dsgamer1993 August 9th, 2013 7:51 AM

Wondering if I could get this to work on my EZ-Flash IV? I tried playing on VisualBoy Advance and got the white screen. I know how to fix it on that, but wondering how to for my EZ-Flash IV?

RukiaChambers August 9th, 2013 8:26 AM

Alright, I think it was that I didn't patch right..Just not sure if I copy the .gba into the .isp aswell, or just everything before .gba but I'm going to try with it all first

[EDIT] Meinfoo still showed up with Natu's pokedex entry, trying this time without the .gba in the translation file

TheHa August 9th, 2013 9:33 AM

I am have trouble with the game. It freezes when i says " Made by WesleyFG "
So i need help plz

the last post is suppose to be " it " not i

Satoshi Ookami August 10th, 2013 12:01 AM

Quote:

Originally Posted by lukasz050 (Post 7775877)
I just finished the game. Now I want to catch the legendary pokemon :)

When I want to go to catch mewtwoo " TEAM STEAM BASE" I can not go inside: c

What can I do to unlock the path? I already won the championship,


screen : zapodaj.net/images/c431789fd77e7.png

Yeah... flag reset.
It happens.
Save somewhere in PokeCenter and use Advanced Map to move one of the blocking Steam Admins.

lukasz050 August 10th, 2013 4:37 AM

the same is when I want to go into the cave to pick up a plane ticket
in some places the legendary Pokemon do not appear :c

I think that I can not collect all the Pokemon, luckily I caught Arceus




zapodaj.net/images/0abe16fcf313e.png

Pokenoob666 August 10th, 2013 5:03 AM

okay, when i talked to the super rod guy he acted like i already got the super rod. any help? if i have to cheat to get the super rod so be it.

Cyclone August 10th, 2013 5:52 AM

Quote:

Originally Posted by Ash493 (Post 7777687)
Yeah... flag reset.
It happens.
Save somewhere in PokeCenter and use Advanced Map to move one of the blocking Steam Admins.

Just an idea here Ash; later scripts should have updates ensuring all of the flags that might potentially look out of place (if reset) or might break the game (if reset or not cleared in the first place, like some brought up here) are all cleared. This applies in some Gyms too, like the Serenity Gym, where the console furthest in could also unlock the gates further back in the building. Having another console right near the leader would also allow escape after saving and quitting in error. But more importantly, it ensures that Ash (the in-game Ash, obviously) doesn't reappear in Dardusk Woods blocking the way and refuse to move until you approach from the Dardusk side to talk to Bagon again...or somesuch.

Satoshi Ookami August 10th, 2013 7:42 AM

Quote:

Originally Posted by lukasz050 (Post 7777933)
the same is when I want to go into the cave to pick up a plane ticket
in some places the legendary Pokemon do not appear :c

You don't need to point out the same kind of bug.
I already told you the solution ;)

Quote:

Originally Posted by CycloneGU (Post 7778040)
Just an idea here Ash; later scripts should have updates ensuring all of the flags that might potentially look out of place (if reset) or might break the game (if reset or not cleared in the first place, like some brought up here) are all cleared. This applies in some Gyms too, like the Serenity Gym, where the console furthest in could also unlock the gates further back in the building. Having another console right near the leader would also allow escape after saving and quitting in error.

I know... but as I already told you, this would require check of all scripts + all item scripts to prevent flag collision...

Quote:

Originally Posted by CycloneGU (Post 7778040)
But more importantly, it ensures that Ash (the in-game Ash, obviously) doesn't reappear in Dardusk Woods blocking the way and refuse to move until you approach from the Dardusk side to talk to Bagon again...or somesuch.

That's Red :P

Akenofap August 10th, 2013 9:34 AM

So Rayner just doesn't exist. He's nowhere to be found in the power plant.

Cyclone August 10th, 2013 10:19 AM

Quote:

Originally Posted by Ash493 (Post 7778392)
I know... but as I already told you, this would require check of all scripts + all item scripts to prevent flag collision...

If we know the script event that needs to be false, we can just indicate the script event and trigger it to false again in each later script, can we not? For instance, see the following (spoilered) script from Dardusk Woods.

Spoiler:
Solana's script:
Quote:

'---------------
#org 0xA54817
applymovement 0x1 0x8A54A40
waitmovement 0x0
pause 0x80
applymovement 0x1 0x8A54A39
waitmovement 0x0
msgbox 0x8A5498E MSG_NORMAL '"SOLANA: Wow, it's been a a while\n..."
trainerbattle 0x3 0x83 0x0 0x8A5492E
msgbox 0x8A5486E MSG_NORMAL '"SOLANA: I'm already very strong, b..."
applymovement 0x1 0x8A5485F
waitmovement 0x0
hidesprite 0x1
setvar 0x4050 0x26
setflag 0x2085
end


'---------
' Strings
'---------
#org 0xA5498E
= SOLANA: Wow, it's been a a while\nsince our last meeting, [player]!\lI hope you've trained hard. I have,\land now my POKéMON team is strong!

#org 0xA5492E
= I guess I have to train a bit more.

#org 0xA5486E
= SOLANA: I'm already very strong, but\nthere are still four more gyms\lto beat in ZHERY. I'll go after\lthese badges as soon as I can.


'-----------
' Movements
'-----------
#org 0xA54A40
#raw 0x0 'Face Down
#raw 0x0 'Face Down
#raw 0x0 'Face Down
#raw 0x0 'Face Down
#raw 0x0 'Face Down
#raw 0x0 'Face Down
#raw 0x1 'Face Up
#raw 0x1 'Face Up
#raw 0x1 'Face Up
#raw 0x1 'Face Up
#raw 0x1 'Face Up
#raw 0x1 'Face Up
#raw 0x1 'Face Up
#raw 0x1 'Face Up
#raw 0x2 'Face Left
#raw 0x2 'Face Left
#raw 0x2 'Face Left
#raw 0x2 'Face Left
#raw 0x3 'Face Right
#raw 0x3 'Face Right
#raw 0x3 'Face Right
#raw 0x3 'Face Right
#raw 0x56 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0xA54A39
#raw 0x7 'Step Right (Slow)
#raw 0x4 'Step Down (Slow)
#raw 0x4 'Step Down (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0xFE 'End of Movements

#org 0xA5485F
#raw 0x6 'Step Left (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x5 'Step Up (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x4 'Step Down (Slow)
#raw 0x4 'Step Down (Slow)
#raw 0x4 'Step Down (Slow)
#raw 0x4 'Step Down (Slow)
#raw 0xFE 'End of Movements


Interestingly, this script only triggers once. The script flag then remains off, and if you walk up to her after she's reappeared, she'll just say "...". This isn't in the above script; it's what happens when you instead talk directly to her. However, the flag that shows her (I presume this is "0xA54817" {EDIT: maybe not, I found "0xA545D7" in the other tile} since movement "0xA54A40" is applied to that) somehow turned back on later in my game. It needs to somehow be turned off.

Then there's As-...Red. This is triggered when you speak to Bagon, though the one of the most interest is when you speak to it from its right side, which I've bolded as I recognize the movement set from earlier play.

Spoiler:
Quote:

'---------------
#org 0xA53544
compare PLAYERFACING 0x2
if 0x1 call 0x8A54A59
compare PLAYERFACING 0x1
if 0x1 call 0x8A54A59
compare PLAYERFACING 0x3
if 0x1 call 0x8A54AE9
compare PLAYERFACING 0x4
if 0x1 call 0x8A54A86
release
end

'---------------
#org 0xA54A59
applymovement 0x3 0x8A54DBA
waitmovement 0x0
pause 0x20
cry 0x18B 0x2
pause 0x28
waitcry
applymovement 0xF 0x8A54DB3
waitmovement 0x0
applymovement 0x3 0x8A54DB7
waitmovement 0x0
release
end

'---------------
#org 0xA54AE9
applymovement 0x3 0x8A54DAB
waitmovement 0x0
pause 0x20
cry 0x18B 0x2
pause 0x28
waitcry
applymovement 0x3 0x8A54DA5
waitmovement 0x0
applymovement MOVE_PLAYER 0x8A54D41
waitmovement 0x0
msgbox 0x8A54D48 MSG_NORMAL '"RED: Finally, my BAGON's chilled\n..."
special 0x13D
hidesprite 0x3
applymovement 0x4 0x8A54D44
waitmovement 0x0
pause 0x20
hidesprite 0x4
applymovement 0x2 0x8A54D3A
waitmovement 0x0
msgbox 0x8A54C6D MSG_NORMAL '"RED: Hey, [player]!\nThanks for he..."
trainerbattle 0x3 0x84 0x0 0x8A54C11
msgbox 0x8A54B72 MSG_NORMAL '"RED: You know, I think you're gett..."
applymovement 0x2 0x8A54B68
waitmovement 0x0
hidesprite 0x2
setflag 0x2086
release
end

'---------------
#org 0xA54A86
applymovement 0x3 0x8A54DAF
waitmovement 0x0
pause 0x20
cry 0x18B 0x2
pause 0x28
waitcry
applymovement 0xF 0x8A54DB3
waitmovement 0x0
applymovement 0x3 0x8A54DB7
waitmovement 0x0
release
end


'---------
' Strings
'---------
#org 0xA54D48
= RED: Finally, my BAGON's chilled\nout. Now I can put it back\lin its POKéBALL.

#org 0xA54C6D
= RED: Hey, [player]!\nThanks for helping me calm my BAGON\ldown. He's been really nervous lately.\lI think he might evolve soon.\lWe still have many battles ahead!

#org 0xA54C11
= RED: ... ... ... ... ... ...\n... ... ... ... ... ... ... ...\l... ... ... ... ... ... ...

#org 0xA54B72
= RED: You know, I think you're getting\nlucky when battling, but I can\lalso see that you're a lot stronger\lthan you were before.\lYou've beaten tough foes.


'-----------
' Movements
'-----------
#org 0xA54DBA
#raw 0x0 'Face Down
#raw 0x56 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0xA54DB3
#raw 0x44 'Jump Left
#raw 0x44 'Jump Left
#raw 0xFE 'End of Movements

#org 0xA54DB7
#raw 0x1 'Face Up
#raw 0xFE 'End of Movements

#org 0xA54DAB
#raw 0x3 'Face Right
#raw 0x56 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0xA54DA5
#raw 0x4 'Step Down (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0xFE 'End of Movements


#org 0xA54D41
#raw 0x0 'Face Down
#raw 0xFE 'End of Movements

#org 0xA54D44
#raw 0x6 'Step Left (Slow)
#raw 0x55 'Show
#raw 0xFE 'End of Movements

#org 0xA54D3A
#raw 0x6 'Step Left (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x6 'Step Left (Slow)
#raw 0x1 'Face Up
#raw 0x56 'Exclamation Mark (!)
#raw 0xFE 'End of Movements

#org 0xA54B68
#raw 0x7 'Step Right (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0x7 'Step Right (Slow)
#raw 0xFE 'End of Movements

#org 0xA54DAF
#raw 0x2 'Face Left
#raw 0x56 'Exclamation Mark (!)
#raw 0xFE 'End of Movements


I'm assuming Bagon is code "0xA53544" and that Red to the right, on a quick cursive glance, is "0xA02871". Once again, in a later script, can these not be programmed to be off again and thus, if they do temporarily reappear, later play makes them vanish again? As is, right now, players can do the battle with Red's team in Dardusk Woods a second time, and possibly more!

RukiaChambers August 10th, 2013 10:43 AM

Does anyone else use this on their PSP? If so, have you had any problems with it

Satoshi Ookami August 10th, 2013 10:43 AM

@Cyclone: That's Wesley's good idea of re-using same movements...
The bolded part is just movement... no flags there...

"setflag" and "clearflag" are the commands that "mess up" events...
It's most likely something like this...

Steam Base scripts activates flag number... let's say 666B...
Some other scripts occur...
Somehow "clearflag 0x666B" appears which causes ROM to think that Steam Base ROM did not occur.

Cyclone August 10th, 2013 2:28 PM

I am aware the bolded part is only movement and not flags; my apologies if I was not clear. That's pretty much one of the only things I know, that those types of commands and scriptsets are movements. What is harder for me to figure out, since I'm a complete novice, is what the actual flags are; if Solana in Dardusk Woods is flag 0x777A, for example, I would think "setflag 0x777A" would be able to be used multiple times, causing her to be able to be turned off again even all the way up in Ironnem City.

Since Wesley has it completely programmed to turn on the next flagged set for the next mission after the preceding Gym is completed - which I'll explain in a moment how I know that - I would think that, with a full set of the flags, we should be able to just change to show the correct sets on after each Gym victory. Just a quick review that clears all the flags, then re-sets them to the position they should be in at that exact moment. The hard part is listing the flags. If we assume that "on" means that a character appears and/or a script occurs, then we would clear all of those flags (which I believe turns them off) and then turn on the ones that need to be on for the next section. I'm certain he tries to do it like this, and here's why: when I was making my maps of each Route in Zhery, I stopped at Serenity City and plowed through a hacked set of move permissions into Drakebreath City by going through the trees, the nursery (which looked funny against the map edge and caused me to add a row to every set of maps in that line to make it look right, and a similar change to Route 416 at the bottom), some more trees, to the top of the cliff, and in. The Gym was blocked, as it should be (meaning that the default for that flag is clearly "on"), as was the cave (same), and I went to Route 416 to Surf to the north, passing the blocked-off Steam HQ (all characters appeared, the script would not trigger, and they were themselves speechless if approached). I hopped into the 415 intersection, went right through the script flags (which also did not trigger) at the northwest of 416, through more untriggered script flags at 415 (where you're normally blocked from 416 if you have not completed the Snowce Gym; again, the flags were not triggering the blockade), and then south into Snowce City and on into Route 414. Keep in mind I had yet to complete Mt. Icestorm, and only after completing those events does that boss battle-winning script trigger all of the flags (up to the end of Route 415, but not Route 416) to be on.

This is the type of location where a "flag review" can take place and make sure all flags that might be turning on or off in error are in the correct position. If done correctly, whammo, no bugs. My point is that somehow, between Enermy City and Snowce City, the Dardusk Woods flags turned back on (which I discovered when I flew to Central City and tried to cut through Dardusk Woods to Route 410) and those characters are reappearing.

Since most would not be back in this area, I might be the first person finding this bug, in fact.

RukiaChambers August 10th, 2013 4:28 PM

One quick and possibly stupid question, I am meant to patch the light platinum isp into the light platinum rom?

Cyclone August 10th, 2013 5:31 PM

No. Patch it to a clean Ruby 1.0 ROM.

RukiaChambers August 10th, 2013 9:57 PM

Played with the patch ruby 1.0 rom, and it still goes to a perma black screen after beating a trainer..This thing hates me

So its my emulator thats messing it up..I really don't want to put CFW on my psp to run this =(

Satoshi Ookami August 11th, 2013 12:08 AM

@Cyclone: Each separate event has its own flag.
That means scripts that trigger the same event have the same flag but that doesn't matter as it's taken care of through vars...
Don't care about content of script, don't care about OWs that are used in script.
That doesn't matter at all. All that matters are flag numbers.

Cyclone August 11th, 2013 5:52 AM

So what flag is turning Red, Bagon, and Solana back on at Dardusk Woods? Something clearly uses the same flags as the two events there!


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