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The player doesn't face the trainer when initiating a battle.
Isn't this as easy as just changing the sprite? :\ EDIT: I miss understood. Nevermind. The item sound. This probably wouldn't be overly difficult. I'm fairly sure that all we would have to do is implement something to check the item numbers in the current routine(?), which is not overly difficult. Pokémon Ability behaviours in the field. Such as..? But this shouldn't be overly difficult, depending on the ability. Battle Tower? I've never looked in to this. Berry behaviours. This would probably be the most annoying thing to do. |
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To make it happen I guess the only ways are either: Replacing the trainer view radius with a line of Script tiles to run simple movements + battle. Although this would mean a lot of scripts it doesn't have to take up a lot of space if you keep track of your pointers and reuse the movements. The other way would be editing the [!]-Walks up to player sequence which would require hacking the game engine directly I assume. ---------------------- With items having different sounds this is easy with a script using the additem command, as you can decide which fanfare to use depending on whether the item is a berry, pokéball-item or whatever. Having to use that command on PokéBall items however means more commands -> more bytes per script used as the 'giveitem' command does the equivalent in a much more simple form. ---------------------- Just realised I totally took this thread the wrong way :P I thought 'how can we implement these things in to hacks' rather than to improve the FireRed game itself XD which I'm guessing people don't want to go and rescript totally haha. (And yes I agree hacking the engine directly is better, because then by patching it means in the future people won't have to go through these above efforts :P) |
I'll give my two cents on this...
The player doesn't face the trainer when initiating a battle. I actually "solved" this problem earlier with the trainer flag hack, by allowing the script to be run like a normal script. There are commands to change the player facing, and the trainer position (and number) is kept on the routine that calls this behaviour. So, it's just a matter of changing my hack around. The item sound. In this one, I've got little to offer. I don't usually test with sound, so I never studied that area. Pokémon Ability behaviours in the field. I've been studying abilities lately, and this one, with a little asm, is quite feasable. For the egg hatching, It's on the same location of my walking scripts hack, and I've sucessfully made that change before. For other field abilities, I would need to know what they are before making any leaps, but it should be similar. An IV checker character. Also made this one earlier. Using the pokemon decrypt special + IV getter, you just need a looping script to find them all. Battle Tower? I'm yet to try this out, but I had plans to make something like this. What I thought of was to either have a pool of pokemon numbers or simply use the RNG to generate pokemon numbers, have a function to create a pokemon trainer dynamically on the RAM, and have the trainerbattle command call that trainer. At the end of the battle, clean that trainer flag and you're ready for the next one. Only problem would be the xp gain, but that could be neutralized by force-level all your party pokemon to level 100 (or similar code). Updated Berry behaviours. This last one is involved with Item editing. I've studied them and so far they seem pure assembly, but I thought battles were pure assembly as well... I've managed to create some items that do act on pokemon on the screen, so it's doable, but the process I have is still buggy. I'm not currently on my hacking computer, but I'm happy to give you the source code for the solutions to the problems I have solved. For the others, I can only offer my help. |
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Note: Almost all of these only occur if the Pokemon is in the lead slot. If it's not so, I'll mention it. Arena Trap - rate of wild battles is doubled Compoundeyes - rate of wild pokemon holding an item increases Cute Charm - rate of wild pokemon of opposite gender increases to 66.7% Flame Body - pokemon eggs hatch in half the time (can be anywhere in party) Hustle - rate of wild battles decreases Hyper Cutter - cut removes more grass than normal (can be anywhere in party) Intimidate - cuts rate of weaker (five levels under and lower) wild battles Keen Eye - cuts rate of weaker wild battles Lightningrod - receives more phone calls (Emerald) Magma Armor - see flame body (can be anywhere in party) Magnet Pull - rate of seeing wild Steel pokemon +50% Pressure - rate of wild battles is halved Sand Veil - rate of wild battles during Sandstorm is halved Static - see magnet pull but replace steel with electric (can be anywhere in party) Sticky Hold/Suction Cups - pokemon hooked by a rod are easier to catch (can be anywhere in party) Swarm - pokemon cries are heard more often (can be anywhere in party) Synchronize - pokemon with the same nature are 50% likelier to find Vital Spirit - rate of high leveled battles decreases White Smoke - see pressure Yup so that should be it. I don't know any stats about them, just what they do. |
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If you want a modern base, then why don't you use Emerald? It's the latest of the 3rd generation.
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Anyway, I've remade the ability list Vrai posted to add more detailed information (Vrai's list was missing Illuminate too). See also the notes below: Spoiler:
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Surely we could use some placeholder values, but after all we need the exact ones to properly emulate then, at some point. So I think we should get all the detailed info first, and then think about implementing and whatnot. I definitely agree on the Lightningrod ability. As for Pickup, I did not forget about Emerald's enhancements. Considering it works in a similar fashion already, IMHO we could even leave it as is. Now, here's the Flame Body/Magma Armor hack: Code:
On a side note, the sub-routine located at 0x3FBE8, used in the routine above, it's a powerful routine which can retrieve just any Pokémon info. The routine has two parameters, r0 being the Pokémon base address, and r1 being what I call "data index". As usual, the return value is written to r0. Here's the list I've collected so far: Code:
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I dunno about the percentages, though. Quote:
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It seems to me that it's correct and complete, although clearly I'm not the best at judging these things. :) |
another thing i think would be pretty cool is the animations from emerald.
this could be pretty tricky, but it would need a routine to check when a pokemon comes into battle, change the sprite, change it back again. also, volt tackle. emerald has it, why not firered? |
FireRed does have Volt Tackle actually, just not the breeding methods Emerald uses to get it.
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Ok! So if i wanted to insert the flame body hack i would use XSE and decompile that offset then replace it and recompile? This is going to be my first try so bear with me.
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I would like to add a suggestion if i may.
Gender differences (and gender based events). Not just for pokemon, but for player events. Its in ruby,sapphire and emerald. Heck its even in GenIV. I would go into it further, but its 5:45am here |
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I know about the checkgender command TYVM. But at 5am your brain tends to malfunction from time to time. |
I have something that I've been trying to firgure out for a while.
Would it be possible to implement something like in Diamond and Pearl? I'm not sure if Emerald has it too :/ Well, what I'm talking about is the Pokedex. The Pokedex only updates once you've actually caught a Pokemon, however in D/P/PT once you see the Pokemon all the information is available. I want to see this in Fire Red as well. I'm pretty sure it's possible because when you talk to Prof. Oak through the PC in the PokeCenter, he is able to recall how many you've seen (in other words battled) and how many you've caught. So the bottom line is, can we make it so that once we battle (not necessarily catch) we recieve the information we would have recieved if we caught it like size, location ect. I hope that someone can help out . |
Actually, D/P's Pokédex works the same way as the other games - to see the type, weight, height and description, you have to capture it. The only difference is that the 'Pokédex' value shown on the continue screen and trainer card is the number seen, not caught. HG/SS reverted to the old system, where you have to capture a Pokémon for it to count towards the total.
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Could you make FR have seasons, for example, or day specific events e.g. Christmas/Halloween?
I thought maybe because it's running off an Emulator, the ROM could get the time/date from the computer it's played on. |
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yes but seasons would be cool like you have a forest in the winter everything is snow covered and frozen
in autumn/fall all the leaves are orange red and brown in summer all the trees are green spring blossoms grow |
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I'd like it if the FireRed engine got modernized. I'm working on a FireRed hack now (by myself) and if you ask me (just my personal two cents on the matter), I'd say these would be nice implements: -Secret Base ( You can make them in caves, underwater, etc instead of just trees all the time. The bases in Emerald were far better than DPPt who had them underground all the time.) -PokeNav (IMO one of the best features. Upgrade the match call to make as well as give it the features fo the PokeWatch from DPPt) -Abilities (We need more abilities that come from 4th gen and all the ones from 3rd gen that have the same effects as in emerald) -Moves (needs to be heavily updated with moves from 4th and 5th gen) -Day/Night (a must for pokemon who need to evolve depending on the time of the day) And more on like with the tilesets and stuff. Edit - Also does anyone know how to fix AdvanceMapError(5)?? I cant edit anything in the event pane. |
I suggest just one thing for now, but maybe one of the best improvements possible: The 4th generation damage split (Physical Fire Punch, Special Shadow Ball, etc). It was already proven this is possible, since a lot of japanese FR and Emerald hacks (like the lastest release of FR Touhoumon, the 1.8x version) has it already implemented.
Just this one would make a huge improvement in the Advance games engine, and open a lot of options to the gameplay. |
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