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-Delete- Problem has been solved
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Hey, JPAN.
I still love your hacked engine, however I was wondering the following... I need a normal wild battle, just like special 0x97 you made. However, I need the encounter rate to be separate from the map I use the special on. I was wondering if you could make it so you can set a var to the encounter rate you want (with special 0x97) and if you set that var to 0x0 it'll just use the encounter rate of the map you're on. Alright, that's kinda vague, so I'll give an example... If you use special 0x97 while on route 1, you have a 7% chance of fighting a pokémon. However, with my idea, you can set a var (let's say 0x8004) to whatever amount you want, but the normal grass keeps it's 7% encounter rate. So I'll set var 0x8004 to 0x80 so the encounter rate becomes 50%. (I'm useing a-map's encounter ratio here) Anyway, thanks in advance and keep up the great work. |
I've written a tutorial on how to add new OWs with JPAN's hacked engine here:
http://www.pokecommunity.com/showthread.php?t=211535 Thanks to JPAN for his help in figuring out how to do it correctly. Any comments would be appreciated. :) |
Wow! I are amazed-zors just by the description. Just think of what you can do! All the Ow's you'll need, changing tile behaviors, <3. I do have a preliminary question before I start using this though, if I apply this to my hack, which is already pretty far on its way, can I still patch this to it and keep all my work, and still have all these great features?
Nvm, i are stupid to not look on the first page ;D |
O.o?? u just now found this place?
jpan--did you use XSE/PKSV in removing all the scripts, or did you use some other sort of method that i don't know of..? hm...i guess making a tool to do that (remove all scripts found in a game) wouldn't be hard...load the map header, load the maps, scan for scripts, remove scripts and continue. Granted the program would take ages to run, and a good while to code i think. Just kinda curious...(cuz the removal of scripts is the main thing i like about the patch, as i've not used much of the other features yet...) |
Open up the offset of the script in a hex editor, and change the bytes to FF's.
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That sounds long and tedious...
--Thats why i asked him; you might be right, but there might be another way he did it...that is more effiicient |
JPAN also made a patch that removes all scripts from the game and nothing else. You'll have to look for it, but it's out there.
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yea, i know about that patch :P check my signature under "recommended patches"...
i was just curious about how he did it -.-?? |
I saw some post about saying that var 0x800C (Where the player is facing) is usable anymore. Is that true? Because I want to make a script and it needs the use of that variable.
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I highly doubt that, but even if it is, just use a copy byte, and copy the facing into a different temporary var.
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Thanks about that, now my script should work =D.
EDIT: Well my script didn't work. I'm using PokéScript. Code:
The scripts stops right before he checks the player facing location. |
I have a suggestion for this engine.
Why not make a tile-attribute hack, much like the other one, but this time, with walk-into scripts? |
Huh.
Is it just me, or does this remove everything from Pallet Town, including the Fly Spot? I tried it on a clean ROM and it does the same thing... |
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DONT USE POKESCRIPT! XSE, and PKSV are much better and updated, plus there is (that i know of) lots more support available. |
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And this is on a clean ROM. |
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ok, i did everything you said for new pallettes, but all it did was change the hero's pallette, and only in vba.
how do i fix that? |
I'm trying to use the special 0x58, but not how to use the variable 0x8006 to load the pointer...
Someone can give me an example of how to use all special so I can understand? I managed to use the special 0x56 to swarm-roam pokemon, but I could not with this ... |
I found a rather annoying problem in the application.
When you open the character hack or overworld hack, you can't close the dialog window. It is annoying if you pushed it by accident. |
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and i also didnt understand the overworld tutorial very well so can you explain it to me? |
I have a quick question regarding special 0x18B, the "Show uncompressed picture" special. For the most part, I get how it works. However, I'm a bit confused about the first part of the table, the fossil pointer. It says it is a
"pointer to a section of data that has the needed information for the function to work," but I'm not sure what this means, or what the needed information would be. If anyone can help me understand this, it would be greatly appreciated! |
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