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Please use more diplomatic language in the future. However, I agree that the type table is corrupted, but I copied the old type table over from a backup, and it works like a charm. Despite that, the battle system seems to work perfectly.
More importantly, there seems to be an error with the animation system in my game. I suspect it has something to do with the mass decapitalisation of Anti-Exploud, because it was already present before applying the Physical/Special split, Fairy-type and Pokédex Expansion. That said, I won't rule out one of those as a potential cause. The glitch happens when Pokémon are switched out, then Peck is used. The Pokémon does not have to be specific. Then, the Pokémon that used Peck will start stretching on horizontally. Here is a GIF (I changed the animation to that of Peck's): http://i.imgur.com/DhFTOt8.gif Sorry about the quality, I had to shrink it so it could be uploaded. However, this glitch, while minor, seems to be related to another similar bug in which, if a Pokémon uses any move that includes the Pokémon sprite moving forward, the sprite expands a few times, but is cut off beyond its 64x64 size. Entering the Bag and exiting seems to clear the issue. Can someone help me research into this? I'm not good at ASM... |
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"I also changed the type picture sprite as well." I applied this patch to an untouched rom and it doesn't update the type picture at all lol. This patch needs all sorts of lovin' or at least, he needs to rewrite what features are apart of it until he fixes it. |
I think you must have used an older version. Either that, or Advance Map may have repointed a map or Tileset and overwritten a part of the patch.
Examples: http://i.imgur.com/kegOQ9Q.png http://i.imgur.com/aP5rl14.png By the way, I've been working on an Emerald remake/expansion, and it seems that either there is something wrong with my Map editor, or it's an inherent bug in the game-Route 111 reverts to the original tile map after a battle or exiting a house on Route 111. Going into the PokéCenter and exiting seems to fix it. |
Had this in my notes and forgot about it :\
At offset 0x329D48 in Emerald is Deoxys Speed forme stats in the usual HP/ATK/DEF/SPD/SPATK/SPDEF format. Editing HP here doesn't seem to affect anything, but editing its Normal forme stats in G3HS/YAPE allows it to change. |
good work! ruby was my favorite game
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Okay guys, does anyone know the proper way of using hidebox2 in emerald? It seems like a fairly useful command, I got it to do this once:
http://i.snag.gy/9yI60.jpg but that ended up hiding the msgbox as well. |
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In the Emerald script dump I have, all instances of hidebox2 come under signpost events. Click here to get Emerald script dump |
What is the table in Emerald that is used to decide how the frames are flopped between each other? I changed Pidgey's sprite to the HGSS one so I want to change the rapid Frame 0/Frame 1 alternation of default Pidgey
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By the way, the offset for the move effects table is 0x2D86A8. Just plug this in instead of 0x1D65A8 in Itman's Creating new Move Effects tutorial. And Shiny Quagsire or maybe Chaos Rush, could you please post the offset of the table that decides how Pokemon's frames are interchanged in Emerald?
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Someone can help me with my problem? I have strange failure with Type Chart. I remade ??? To Fairy. And I have some trouble with it becouse when I use Fairy Type Move it allways afect as 1 point of damage <Even when supereffective> Someone know how to fix it?
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It's fairly easy to fix with a little ASM knowledge, but fundamentally the change you're making is a hex edit. I can't tell you where the byte(s) you'd need to change are as I never hacked Ruby or Emerald, so you'll need to find someone who either knows where the byte(s) are, or find them yourself using ASM research techniques. |
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Emerald Battle Backgrounds Alright! This is the Battle Backgrounds table for Emerald. The table has the same concept for each background as FireRed has. I dunno if anyone already posted this kind of research but let's just say that I made fine research. LOL Having this format of having five pointers for each background: Code:
The table begins at 31ABA8 and ends at 31AC6F. The table hasn't the background for Gym Leader battles, Hideout battles, Pokemon League battles, Battle Frontier battles (doesn't count the Smeargle cave underneath Battle Frontier), and the backgrounds for the Weather Trio battles isn't in the table too. I'm pretty sure that the table is somewhere else but they are located separatedly. Here is the documentation of each background and their offsets and pointers in the original table: Code:
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So Someone can told me from where to where is Safe Flags in Ruby?
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I feel that translating this to Emerald would open up a huge door as many moves and held items need this hack. While the regular ROM offsets are easy to translate (I'll post them when I have access to my HEX-editor), I can't seem to find the corresponding RAM-locations in Emerald.
How would I go about finding them? 0x0202298C and 0x0203C020. I've searched for pointers in the ROM without luck. Spoiler:
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So for reference: returntwo: .word 0x0814E6CD returnone: .word 0x0814E6D9 otherramloc: .word 0x02022E2C EDIT: This is a big assumption on my part, but 0x0203c020 seems to be free ram space. Under that assumption, I've found a place that'll hopefully work: 0x0203B200. I haven't found any references to this in the ROM, so hopefully this'll work. Please make a backup before testing this though. EDIT2: How does this look? http://snag.gy/kijp0.jpg |
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I was going to post my port, but you guys have beaten me there. |
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Anyway, I realized I should probably post how I ported this to EM. 1. Code:
2. Go to 0x14E6C2 in your hex editor and change FF 20 to 08 47. Then go to 0x14E6C8 and change the pointer to the location of your ASM routine +1. Using it is as simple as putting setword 0x203B200 0x8(location of your string) printstring 0x184 in your battle script. |
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That being said I don't know much about the Emerald ram. Much less than Fire Red anyway, so I'll trust your judgment for what is unused, and will probably change it. |
It was nice. But I wonder that it was possible to make Pokemon Evolving During Battle? Not like Mega Evolutions. But normally. For example. Torchic gained lvl 16 in the middle of battle and start evolving in that moment beafore rival sent next Pokemon. That feature make game more like Anime series.
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Chaos Rush or Shiny Quagsire, could you please post the tables that control how frames alternate between each other? Also, I would appreciate it if someone actually posts how to find limiters, I haven't seen a tutorial for this of all important things, as I intend to try and expand the animation table in Emerald and the Abilities table.
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Someone know where is Trainer Sprites showing Limiter on Pokemon Ruby?
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Anyone know an ASM code where I can name the player from the Overworld?
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callasm 0xE5075 |
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With TM expansion, the compatibility table can't be extended with a simple repoint, since the structure is limited to 8 bytes per mon. Luckily, I've found the routine that reads this table (and optimized it, actually), so expanding the structure to 16 bytes per mon, which should be more than enough, won't be hard. I also believe I've found the limiters for the TMs. The main problem I'm running into actually is item limiter problems, which I'm too lazy to fix at the moment. Once I force myself to work on this though, TM expansion should be a thing. Of course, there's bag space problems that'll probably show up as well. I'll probably just have people deposit their TMs in the PC or something, because screw memory allocation. Not going to find a solution to that. But yeah, that's basically the info I have on TM expansion. |
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Ok so im posting some title screen logs from emerald,so that someone better at tracing that me can do something with them.
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also 0xde03c8 -----Press Start Pallet Something I found odd about the log is that the only raw file is the Title screen image, is the entire title screen controlled by asm? Also upon editing the press start button's location and repointing this appeared in the log LZ77UnCompVram: 0x09000000,0x06004800 (VCOUNT=150) This offset is not going to be the same as yours since this is an edited rom. Upon going to it in gba graphics editor it looks like some raw file, but it isnt.. Its odd. When edited in anyway even reinserting it with the exact same image deletes the Pokemon logo. which is why i feel like its a raw file. It also has a pallet, which I forgot to write the offset down.... http://i.imgur.com/qa0dILy.png And here is the pallet location for the color of the flashing colors of the title screen BEFORE the whole image appears. 0x5dffb0 first 3 colors are the flashing colors. Rest unknown or maybe the colors for the emerald logo. Hopefully this information will come of use to someone. |
It was any possiblity to port GHOST battle system into Pokemon Emerald?
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By the way, does anyone have the offsets of the tables that need to be repointed to expand the number of Pokémon animations on Emerald? And also, how do they work? I want to change how the frames are flopped between each other.
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Hello,
How do attacks work? When an attack is chosen, is it load somewhere in ram in a defined address? And the foes, the attack's user, the type of the attack? Where does the stat changes (like after leer or growl) are stored? And confusion? And field effects (like after spikes)? |
Emerald Encounter MusicI don't know where should I post this. But then I guess I have found this thread that deals about every research done for R/S/E engine. Was this right? Well, let's just move on to the main topic... I have been using Unnamed Trainer Editor always for trainer editing. I also wondered why it doesn't list up which encounter music uses (being 0 to end being 0x1A0). I have research that on. And, guess what? Just like in FireRed, an assigned encounter music number plays a certain theme. Since UTE didn't listed up for Emerald so here it goes: Encounter Themes:
0xE until 0xF (14 until 255) plays the Bug Maniac encounter theme which music number is 0x1A7. Alright! That goes for a while. I still need to research them more since there are further information about them on how they work and how they are listed up. I will update this post as soon as I have gathered information. One important thing: If you have followed the tutorial of expanded Pokedex for Emerald, the ninth step messes up the load of 0x8 encounter music which I have discovered earlier. It seems that in the first twenty-nine 81 01 00 00-s, something related to encounter themes are there. To fix the 0x8 encounter music once again: go to 0xB1C30 then type 81 01 00 00. To conclude this, you can have no longer translating the Controlling/Extending Encounter Music which is only for FireRed. You can have fourteen kinds of encounter music in Emerald (than FireRed being three unless you have applied that hack) Alright! That concludes for a while. Hope this helps. Emerald Overworld and Battle TextboxesGetting lazy all the time screwing up with the unLZ and VBA's Logs? There are few people ask about that nowadays. Alright! For being fair, here are the data you need... again for Emerald: Emerald Overworld Textbox: 0x08DDD768 (uncompressed image) Emerald Overworld Textbox Palette: 0x08DDD728 (uncompressed palette) Emerald Battle Textbox: 0x08C00000 (compressed image) Emerald Battle Textbox Pal: 0x08C004E0 (compressed palette) I guess you know what compressed and uncompressed images and palettes are? Good! These things can be done in the latest version of NSE. Good luck! |
Not really that big of a deal but quite annoying, but pallet 12 for Emerald's sprites causes any sprite assigned to it to be frozen facing down. Good for store clerks or pokeballs, but not really for npcs.
So just a heads up for u peeps. EDIT: So it turns out any pallet with a pal register 4a000000 is effected with the freeze. Simply changing it to a safe pal register should fix it. I may get a list of safe ones made up soon. |
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Maybe a wrong argument is used or a bad address because every moves have a correct STAB, but the defense part won't work. I mean if I'm transformed in dark type, dark moves are neutral for exemple. Any clue ? EDIT : Nevermind I am a dumb, it works perfectly.. Except for a pokemon that is double type, scizor for exemple. If I use bullet punch and receive a fight move, it's supper effective And for the type list one, it a weird coincidence that it shares the same number of the ability (6A). It has something to do with the ability's number ou simple coincidence ? Not sure Don't forget to change .MoveData: .word 0x08E3E680 into your actual move data location. It took me one hour to figure out why it did not work x) EDIT 2 : Protean seems to work just one time Seems to be fixed if I change 6A to the number of my ability in my typelistone |
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But a thing to note : You can edit almost all the move that deal damage at once : Spoiler:
You just have to repoint all the 2D8A00 pointer on A207A0 (in my example), but there's some move that need an individual editing like earthquake (a pain to me) or hyper beam (perhaps other, I'll edit). So, the effect for : Absorb, hyperbeam earthquake, fly/bounce/dig/dive, multi-hit moves, return, magnitude and doom desire have to be edited individually, the rest is handled by the first script EDIT : There you can fix earthquake : Spoiler:
Don't use dynamic offset with bsp with a script that long, it doesn't compile correctly Earthquake works perfectly now ! EDIT : Tried this way for multi hit move : Spoiler:
My poke's type changes indeed and I have a beautiful freeze I tried million times, can't figure out I have one version that allow the poke to change type, hit the foe but then it freeze Here is one cool, don't know why, it display a weird message instead of "hit X times" Spoiler:
Think I get confuse but anyway, it could gives an idea to someone skilled x) : Spoiler:
Ok you know what is a dumb ? No you cannot because you don't know me. Anyway I get tired I guess, so if you still want a working script : Spoiler:
I think you can do the same for every "special effect" like fly and so. I'll edit Works for Fly and the other. Only hidden power remains normal type, as Tlatchli said. |
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