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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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