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-   -   Code Mega Evolutions and Primal Reversion (https://www.pokecommunity.com/showthread.php?t=348182)

iBlank August 26th, 2016 2:03 PM

1 Attachment(s)
Here's my Python folder.

Bulbadon August 26th, 2016 2:03 PM

Quote:

Originally Posted by iBlank (Post 9383192)
I don't know, can you tell me how pls?

I just uninstall Python and reinstall it again and when the installation box pops up.
The one below:


I check the box that says "Add Python to PATH."

There's another way to do it without uninstalling and reinstalling but I don't know how to do it that way.

iBlank August 26th, 2016 2:13 PM

Quote:

Originally Posted by Bulbadon (Post 9383199)
I just uninstall Python and reinstall it again and when the installation box pops up.
The one below:


I check the box that says "Add Python to PATH."

There's another way to do it without uninstalling and reinstalling but I don't know how to do it that way.

same error :/

Bulbadon August 26th, 2016 2:15 PM

Quote:

Originally Posted by iBlank (Post 9383211)
same error :/

Do you have this devitkpro?
devitkpro link

iBlank August 26th, 2016 2:18 PM

Quote:

Originally Posted by Bulbadon (Post 9383212)
Do you have this devitkpro?
devitkpro link

All file that has in the tutorial, I've been downloaded it all already.

iBlank August 26th, 2016 2:33 PM

Quote:

Originally Posted by Bulbadon (Post 9383212)
Do you have this devitkpro?
devitkpro link

Sir? Kindly upload the Test.gba for me please ?

Bulbadon August 26th, 2016 2:39 PM

Quote:

Originally Posted by iBlank (Post 9383234)
Sir? Kindly upload the Test.gba for me please ?

I sent you a VM trying to sort out your problem.

I would give you the test.gba file but I don't have python and devitk on my pc at the moment and don't want to install them again right now.

iBlank August 26th, 2016 2:40 PM

Quote:

Originally Posted by Bulbadon (Post 9383242)
I sent you a VM trying to sort out your problem.

I would give you the test.gba file but I don't have python and devitk on my pc at the moment and don't want to install them again right now.

Ok sir thanks a lot :D

OtaKun August 28th, 2016 12:28 PM

great work guys
i'm looking forward to this
thanks :D

Agustin23 August 28th, 2016 3:54 PM

Is this compatible with MrDollSteak's Rombase? If not, is there a way to make it compatible with it?

Edit: Is this also compatible with JPan's patch?

Edit #2: Never mind, after applying I found out that JPan's doesn't work but MrDollSteak's does.

Froosty August 31st, 2016 11:56 PM

Quote:

Originally Posted by Touched (Post 8732477)
It would be nice to see it anyway. Or could you give us a patch?

UPDATE:
Anyway, this hack seems to be moving smoothly. I have it loading from the evolution table. The downside is that you need to define the evolution twice so that the reversion works. The revert to their normal forms when you exit a battle or they faint so long as you have this extra entry - otherwise it's permanent.

Next up is making Primal Reversion and AI Mega Evolution!

I found it that the github folder contains less files than the files as shown in screenshots in the inserting tutorial.
The one I remember is "test.__" (I forgot the extension)
but There are possibly 2 or 3 files missing :(

Froosty September 1st, 2016 12:07 AM

http://www.pokecommunity.com/album.php?albumid=10105&pictureid=82978
here is the error I get when I type "make"

Meticulous September 4th, 2016 9:26 PM

I am new to this thread but I would like to know if the megas are working during link battles right now. Sorry for reviving a 4 day old thread but i just had to ask and this is important for Gen 3 hackerse so apologies in advance.

ElijahCabugao September 12th, 2016 1:14 AM

Oh my God... After all so many tries, I finally made it!!!

http://i.imgur.com/33Zes3R.pnghttp://i.imgur.com/b1t9FSe.png
http://i.imgur.com/rnYKx57.png

Lunos September 23rd, 2016 10:02 AM

So.. does anyone know how you can change the Curse Animation when the Mega Evolution happens?

victo September 28th, 2016 10:27 AM

was good to know if you can put the indicator and the mega trigger in the routine of emerald

garrett September 28th, 2016 1:54 PM

does anyone have a mega routine that activates abilities that trigger on switch in (like intimidate and drought) when a pokemon megas?

pokefreak890 September 29th, 2016 11:49 AM

I wonder when primal reversion will be available for fire red and the megas working in link battles

GlaceStar October 8th, 2016 10:20 AM

hello there,
i have succeed to implement mega evolutions on my own on a ROM(Fire Red) with this awesome code that Touched kindly shared to us, so long i have done many things to my base, and i have completed it technically (just aesthetics...)

but thing is, it really annoys me to have the curse animation on the mega evolution and sadly i don't really have idea of how actually change that... i know how to insert particles (thanks to Mrdollsteak), so please don't redirect me to that,
i already have the original particles from MrDollSteak too, and i actually have inserted them on my game too, and i know where they are, i just don't know how to actually make them appear on the animation

i hope someone can help me, i even made an account just to ask this .-.
thanks in advance :3

Touched October 9th, 2016 12:32 AM

Quote:

Originally Posted by GlaceStar (Post 9440928)
hello there,
i have succeed to implement mega evolutions on my own on a ROM(Fire Red) with this awesome code that Touched kindly shared to us, so long i have done many things to my base, and i have completed it technically (just aesthetics...)

but thing is, it really annoys me to have the curse animation on the mega evolution and sadly i don't really have idea of how actually change that... i know how to insert particles (thanks to Mrdollsteak), so please don't redirect me to that,
i already have the original particles from MrDollSteak too, and i actually have inserted them on my game too, and i know where they are, i just don't know how to actually make them appear on the animation

i hope someone can help me, i even made an account just to ask this .-.
thanks in advance :3

DId you change the particle indices here to match the indices of your new particles in your repointed table? I think those must be the particle index + 0x2700. The particles should be listed in the order they appear in the animation.

GlaceStar October 9th, 2016 7:26 PM

Quote:

Originally Posted by Touched (Post 9441888)
DId you change the particle indices "link" to match the indices of your new particles in your repointed table? I think those must be the particle index + 0x2700. The particles should be listed in the order they appear in the animation.

https://scontent-lax3-1.xx.fbcdn.net/v/t34.0-12/14620144_569843839872104_1928327213_n.png?oh=8a31d6aa38e49a643346bd0999deda7b&oe=57FDFF7Dhttps://scontent-lax3-1.xx.fbcdn.net/v/t34.0-12/14627810_569843843205437_1550323924_n.png?oh=b84c42c6b154212ed0e251c5009856e2&oe=57FD4432

OMG... i can't believe it was the order, i feel so silly now...
thank you so much Touched!~ <3
i'll make sure to thank you if i end making a project! :3

MonopolyRubix October 13th, 2016 1:12 PM

Just got Mega Evolution working in my hack! Thanks so much, Touched, for the development and thanks PokeMew for the tutorial!

I am having an issue, though. Does Mega Evolution work in double battles? My pokemon has the icon for it but nothing happens when I press start.

EDIT:
So, I poked around on github and found this under "Issues": https://github.com/Touched/MegaEvolution/issues/24
Supposedly, the bug is "isolated [to] c88a5db". What does this mean, exactly, in layman's terms? Is there a file I can edit to resolve this?

Froosty October 18th, 2016 9:51 PM

Quote:

Originally Posted by Touched (Post 9441888)
DId you change the particle indices here to match the indices of your new particles in your repointed table? I think those must be the particle index + 0x2700. The particles should be listed in the order they appear in the animation.

can you tell me if I should replace the first particle only to the mega logo or should I need to replace all the indices,
and one more thing...
the mega trigger image, will there be any problem if i edit it with the ms-paint, any problem with the palette??
and do i have to set it to 16 colour mode???

Quote:

Originally Posted by PokéMew (Post 8825585)
.


I did all the things stated in this tutorial,
but I got some different codes when I typed "make"
http://i.imgur.com/Kcmo4m0.png

also when I type "insert.py" after that it asks to open that file instead.... but since I had selected to open ".py" files with notepad it opens in notepad :(
whats the problem in it, can anyone tell me :::::::::


EDIT: its the error I get everytime
Spoiler:
C:\Users\santosh\Desktop\test>make && insert.py
arm-none-eabi-gcc -mthumb -mno-thumb-interwork -mcpu=arm7tdmi -fno-inline -mlong
-calls -march=armv4t -Wall -O2 -DBPRE -DSOFTWARE_VERSION=0 -c src/bs_command.c
-o build/bs_command.o
arm-none-eabi-as -c src/move_exec_hook.s -o build/move_exec_hook.o
arm-none-eabi-gcc -mthumb -mno-thumb-interwork -mcpu=arm7tdmi -fno-inline -mlong
-calls -march=armv4t -Wall -O2 -DBPRE -DSOFTWARE_VERSION=0 -c src/button.c -o b
uild/button.o
arm-none-eabi-as -c src/anim.s -o build/anim.o
arm-none-eabi-as -c src/animscript.s -o build/animscript.o
arm-none-eabi-gcc -mthumb -mno-thumb-interwork -mcpu=arm7tdmi -fno-inline -mlong
-calls -march=armv4t -Wall -O2 -DBPRE -DSOFTWARE_VERSION=0 -c src/anim_script.c
-o build/anim_script.o
arm-none-eabi-gcc -mthumb -mno-thumb-interwork -mcpu=arm7tdmi -fno-inline -mlong
-calls -march=armv4t -Wall -O2 -DBPRE -DSOFTWARE_VERSION=0 -c src/strings.c -o
build/strings.o
arm-none-eabi-gcc -mthumb -mno-thumb-interwork -mcpu=arm7tdmi -fno-inline -mlong
-calls -march=armv4t -Wall -O2 -DBPRE -DSOFTWARE_VERSION=0 -c src/mega.c -o bui
ld/mega.o
arm-none-eabi-as -c src/move_menu_hook.s -o build/move_menu_hook.o
arm-none-eabi-as -c src/exit_battle_hook.s -o build/exit_battle_hook.o
arm-none-eabi-as -c src/faint_hook.s -o build/faint_hook.o
arm-none-eabi-as -c src/healthbar_hooks.s -o build/healthbar_hooks.o
arm-none-eabi-gcc -mthumb -mno-thumb-interwork -mcpu=arm7tdmi -fno-inline -mlong
-calls -march=armv4t -Wall -O2 -DBPRE -DSOFTWARE_VERSION=0 -c src/healthbar.c -
o build/healthbar.o
arm-none-eabi-as -c src/level_string_hook.s -o build/level_string_hook.o
grit assets/indicators.png -gzl -gB 4 -ftc -fh -pe16 -pT4 -gu8 -o src/images/ind
icators.c
grit assets/mega_trigger.png -gzl -gB 4 -ftc -fh -pe16 -pT9 -gu8 -o src/images/m
ega_trigger.c
arm-none-eabi-gcc -mthumb -mno-thumb-interwork -mcpu=arm7tdmi -fno-inline -mlong
-calls -march=armv4t -Wall -O2 -DBPRE -DSOFTWARE_VERSION=0 -c src/images/indica
tors.c -o build/images_indicators.o
arm-none-eabi-gcc -mthumb -mno-thumb-interwork -mcpu=arm7tdmi -fno-inline -mlong
-calls -march=armv4t -Wall -O2 -DBPRE -DSOFTWARE_VERSION=0 -c src/images/mega_t
rigger.c -o build/images_mega_trigger.o
arm-none-eabi-as -c src/healthbar_shaker_hooks.s -o build/healthbar_shaker_hook
s.o
arm-none-eabi-as -c src/ai_trigger.s -o build/ai_trigger.o
arm-none-eabi-ld -z muldefs -T linker.lsc -T BPRE.sym -o build/linked.o build/bs
_command.o build/anim.o build/anim_script.o build/animscript.o build/move_exec_h
ook.o build/strings.o build/mega.o build/move_menu_hook.o build/button.o build/e
xit_battle_hook.o build/faint_hook.o build/healthbar.o build/healthbar_hooks.o b
uild/images_indicators.o build/images_mega_trigger.o build/level_string_hook.o b
uild/healthbar_shaker_hooks.o build/ai_trigger.o
arm-none-eabi-objcopy -O binary build/linked.o build/output.bin
Access is denied.

C:\Users\santosh\Desktop\test>

Touched October 20th, 2016 3:12 AM

Quote:

Originally Posted by The_learner (Post 9455738)
can you tell me if I should replace the first particle only to the mega logo or should I need to replace all the indices,
and one more thing...
the mega trigger image, will there be any problem if i edit it with the ms-paint, any problem with the palette??
and do i have to set it to 16 colour mode???
[/SPOILER]

You should try index it yourself, but it might work if you don't. Just try it out in game.

As for your error, I have no idea why you might get an Access Denied error, try deleting everything in the build folder and try again.

Froosty October 20th, 2016 3:34 AM

Quote:

Originally Posted by Touched (Post 9457004)
You should try index it yourself, but it might work if you don't. Just try it out in game.

As for your error, I have no idea why you might get an Access Denied error, try deleting everything in the build folder and try again.

the access denied error is something else though... I did something with open with to that file... but previously when I typed make.... it gave me different codes that in the screenshots..
and when i typed insert.py it asked me to select a tool to open it....
thats the main problem though. :(

Touched October 20th, 2016 3:49 AM

Quote:

Originally Posted by The_learner (Post 9457017)
the access denied error is something else though... I did something with open with to that file... but previously when I typed make.... it gave me different codes that in the screenshots..
and when i typed insert.py it asked me to select a tool to open it....
thats the main problem though. :(

That's the expected output. The screenshots in the tutorial are from an earlier version.

Froosty October 20th, 2016 4:09 AM

Quote:

Originally Posted by Touched (Post 9457032)
That's the expected output. The screenshots in the tutorial are from an earlier version.

So do you mean that the codes from the spoiler in my post earlier are the ones???
If so then i am gonna give it a final try

Touched October 20th, 2016 6:09 AM

Quote:

Originally Posted by The_learner (Post 9457053)
So do you mean that the codes from the spoiler in my post earlier are the ones???
If so then i am gonna give it a final try

Don't pay attention the output unless it says there was an error. Check if you have the test.gba ROM to see if it worked.

Froosty October 20th, 2016 7:09 AM

Quote:

Originally Posted by Touched (Post 9457152)
Don't pay attention the output unless it says there was an error. Check if you have the test.gba ROM to see if it worked.

Actually i never get that output.
It gives some codes after typing make but after typing insert.py it gives an option to open the file.... and no more codes :(

lee s.b. October 20th, 2016 7:56 AM

How do I add the mega evolution option in the ini for g3t ?
Help plz

I don't no how to edit ini files at all

Aryan 10 November 3rd, 2016 9:54 PM

Can you make a patch for it......
Its really looking great.....🖒

MrDollSteak November 4th, 2016 12:20 AM

Quote:

Originally Posted by Aryan 10 (Post 9475028)
Can you make a patch for it......
Its really looking great.....🖒

Dude. This is like far better than a patch. It even has incredibly detailed and easy instructions. Don't be lazy.

pokefreak890 November 4th, 2016 4:58 AM

Quote:

Originally Posted by MrDollSteak (Post 9475100)
Dude. This is like far better than a patch. It even has incredibly detailed and easy instructions. Don't be lazy.

The day when mega evolution works in link battles I really can't wait for that

MrDollSteak November 4th, 2016 5:10 AM

Quote:

Originally Posted by pokefreak890 (Post 9475307)
The day when mega evolution works in link battles I really can't wait for that

Yeah a patch isn't going to fix that though. This build will, once the code is written, and the insert instructions won't change.

Froosty November 5th, 2016 8:25 PM

Quote:

Originally Posted by MrDollSteak (Post 9475317)
Yeah a patch isn't going to fix that though. This build will, once the code is written, and the insert instructions won't change.

can you tell me how to insert that icon when one pokemon mega evolevs...
I have expanded the particle table and I know all that but the particle for mega evolution linked with the github of touched is far lager.... and i cant insert it with Nse or Unlz... so how would imanually insert that particle..
i am talking of the particle to change instead of the curse animation :)

Diego98 November 7th, 2016 9:11 AM

Quote:

Originally Posted by ElijahCabugao (Post 9405250)
Oh my God... After all so many tries, I finally made it!!!


Hi how do you changed the "sphere" of megaevolution animation, if it's not too much to ask, can you send me a ips patch??

PRAVIN772846 November 11th, 2016 12:06 AM

Quote:

Originally Posted by The_learner (Post 9455738)
can you tell me if I should replace the first particle only to the mega logo or should I need to replace all the indices,
and one more thing...
the mega trigger image, will there be any problem if i edit it with the ms-paint, any problem with the palette??
and do i have to set it to 16 colour mode???




I did all the things stated in this tutorial,
but I got some different codes when I typed "make"
http://i.imgur.com/Kcmo4m0.png

also when I type "insert.py" after that it asks to open that file instead.... but since I had selected to open ".py" files with notepad it opens in notepad :(
whats the problem in it, can anyone tell me :::::::::


EDIT: its the error I get everytime
Spoiler:
C:\Users\santosh\Desktop\test>make && insert.py
arm-none-eabi-gcc -mthumb -mno-thumb-interwork -mcpu=arm7tdmi -fno-inline -mlong
-calls -march=armv4t -Wall -O2 -DBPRE -DSOFTWARE_VERSION=0 -c src/bs_command.c
-o build/bs_command.o
arm-none-eabi-as -c src/move_exec_hook.s -o build/move_exec_hook.o
arm-none-eabi-gcc -mthumb -mno-thumb-interwork -mcpu=arm7tdmi -fno-inline -mlong
-calls -march=armv4t -Wall -O2 -DBPRE -DSOFTWARE_VERSION=0 -c src/button.c -o b
uild/button.o
arm-none-eabi-as -c src/anim.s -o build/anim.o
arm-none-eabi-as -c src/animscript.s -o build/animscript.o
arm-none-eabi-gcc -mthumb -mno-thumb-interwork -mcpu=arm7tdmi -fno-inline -mlong
-calls -march=armv4t -Wall -O2 -DBPRE -DSOFTWARE_VERSION=0 -c src/anim_script.c
-o build/anim_script.o
arm-none-eabi-gcc -mthumb -mno-thumb-interwork -mcpu=arm7tdmi -fno-inline -mlong
-calls -march=armv4t -Wall -O2 -DBPRE -DSOFTWARE_VERSION=0 -c src/strings.c -o
build/strings.o
arm-none-eabi-gcc -mthumb -mno-thumb-interwork -mcpu=arm7tdmi -fno-inline -mlong
-calls -march=armv4t -Wall -O2 -DBPRE -DSOFTWARE_VERSION=0 -c src/mega.c -o bui
ld/mega.o
arm-none-eabi-as -c src/move_menu_hook.s -o build/move_menu_hook.o
arm-none-eabi-as -c src/exit_battle_hook.s -o build/exit_battle_hook.o
arm-none-eabi-as -c src/faint_hook.s -o build/faint_hook.o
arm-none-eabi-as -c src/healthbar_hooks.s -o build/healthbar_hooks.o
arm-none-eabi-gcc -mthumb -mno-thumb-interwork -mcpu=arm7tdmi -fno-inline -mlong
-calls -march=armv4t -Wall -O2 -DBPRE -DSOFTWARE_VERSION=0 -c src/healthbar.c -
o build/healthbar.o
arm-none-eabi-as -c src/level_string_hook.s -o build/level_string_hook.o
grit assets/indicators.png -gzl -gB 4 -ftc -fh -pe16 -pT4 -gu8 -o src/images/ind
icators.c
grit assets/mega_trigger.png -gzl -gB 4 -ftc -fh -pe16 -pT9 -gu8 -o src/images/m
ega_trigger.c
arm-none-eabi-gcc -mthumb -mno-thumb-interwork -mcpu=arm7tdmi -fno-inline -mlong
-calls -march=armv4t -Wall -O2 -DBPRE -DSOFTWARE_VERSION=0 -c src/images/indica
tors.c -o build/images_indicators.o
arm-none-eabi-gcc -mthumb -mno-thumb-interwork -mcpu=arm7tdmi -fno-inline -mlong
-calls -march=armv4t -Wall -O2 -DBPRE -DSOFTWARE_VERSION=0 -c src/images/mega_t
rigger.c -o build/images_mega_trigger.o
arm-none-eabi-as -c src/healthbar_shaker_hooks.s -o build/healthbar_shaker_hook
s.o
arm-none-eabi-as -c src/ai_trigger.s -o build/ai_trigger.o
arm-none-eabi-ld -z muldefs -T linker.lsc -T BPRE.sym -o build/linked.o build/bs
_command.o build/anim.o build/anim_script.o build/animscript.o build/move_exec_h
ook.o build/strings.o build/mega.o build/move_menu_hook.o build/button.o build/e
xit_battle_hook.o build/faint_hook.o build/healthbar.o build/healthbar_hooks.o b
uild/images_indicators.o build/images_mega_trigger.o build/level_string_hook.o b
uild/healthbar_shaker_hooks.o build/ai_trigger.o
arm-none-eabi-objcopy -O binary build/linked.o build/output.bin
Access is denied.

C:\Users\santosh\Desktop\test>

Copy your test folder, or extract new file to other drive of your Laptop or PC, other than C:\.

Sorri for my bad english

Froosty November 11th, 2016 5:41 AM

well finally succeded in adding the mega evolution...
but one more problem about the curse animation at the beginning..
.
Well I noticed one of Sir touched's post telling to change the particle index,
but what about the particle..
should I have to expand the particle table using MrDS tutorial and insert the image all by myself??
or should I only edit the particle index and it will work??
.
If I have to insert it myself, i tried it, but first thing its too large (the one in Touched's github) and secondly its not in dimension of multiple of 8..
and the last thing the tools (both unlz and nse crash when i try to insert that image)
.
.
so pls help me... :)
thanks in advance :)

Lance32497 November 14th, 2016 10:49 PM

Quote:

Originally Posted by The_learner (Post 9483259)
well finally succeded in adding the mega evolution...
but one more problem about the curse animation at the beginning..
.
Well I noticed one of Sir touched's post telling to change the particle index,
but what about the particle..
should I have to expand the particle table using MrDS tutorial and insert the image all by myself??
or should I only edit the particle index and it will work??
.
If I have to insert it myself, i tried it, but first thing its too large (the one in Touched's github) and secondly its not in dimension of multiple of 8..
and the last thing the tools (both unlz and nse crash when i try to insert that image)
.
.
so pls help me... :)
thanks in advance :)

As far as I know, he's referring to the Animation that Mrdollsteak created and posted somewhere in this thread. You still have to expand animations.

Froosty November 14th, 2016 11:53 PM

Quote:

Originally Posted by Lance32497 (Post 9487807)
As far as I know, he's referring to the Animation that Mrdollsteak created and posted somewhere in this thread. You still have to expand animations.

well thanks for the reply

but my main question remains un-answered..

Do I need to insert the particle by myself, or will following the processes does this itself??

and

If I need to insert it myself, it isnt the proper one(One linked in the github)

Touched November 15th, 2016 8:48 AM

Quote:

Originally Posted by The_learner (Post 9487872)
well thanks for the reply

but my main question remains un-answered..

Do I need to insert the particle by myself, or will following the processes does this itself??

and

If I need to insert it myself, it isnt the proper one(One linked in the github)

Well since you've inserted Mega Evolutions and the animation doesn't have the correct particles that obviously means that the process did not insert the particles.

So yes, expand your particle table, insert the images and change the particle indices to match your new table.

Also, I don't know what link on GitHub you're talking about. The only images on the GitHub are for the button and indicator icons. The particle images you need are in this thread somewhere.

Lance32497 November 15th, 2016 1:49 PM

Quote:

Originally Posted by Touched (Post 9488185)
....

Hello.... I just want to ask if it is possible to mega evolve two pokémon in 2v2 battle and if so how to do it? It is okay if the player can mega evolve 2 Pokemon but it will be great if the player can mega evolve one of his Pokémon only. Another, is it possible to mega evolve wild Pokémon(using wild battlle command only) and how?

Froosty November 15th, 2016 8:52 PM

Quote:

Originally Posted by Touched (Post 9488185)
Well since you've inserted Mega Evolutions and the animation doesn't have the correct particles that obviously means that the process did not insert the particles.

So yes, expand your particle table, insert the images and change the particle indices to match your new table.

Also, I don't know what link on GitHub you're talking about. The only images on the GitHub are for the button and indicator icons. The particle images you need are in this thread somewhere.

Well thanks for the reply....
I actually searched from the beginning and found the particle image....
About the github link i was talking about the image (the one just like the particle in you github..)

Well good thing is I did it :)
Thanks to you :)

Quote:

Originally Posted by Lance32497 (Post 9488439)
Hello.... I just want to ask if it is possible to mega evolve two pokémon in 2v2 battle and if so how to do it? It is okay if the player can mega evolve 2 Pokemon but it will be great if the player can mega evolve one of his Pokémon only. Another, is it possible to mega evolve wild Pokémon(using wild battlle command only) and how?

Well its good if you are asking this question,

But my thing is mega evolution occours with bond between pokemon and trainer...
So wild mega evolution sounds off to me...
But if touched can help you with this its upto him and you :)

Touched November 16th, 2016 1:39 AM

Quote:

Originally Posted by Lance32497 (Post 9488439)
Hello.... I just want to ask if it is possible to mega evolve two pokémon in 2v2 battle and if so how to do it? It is okay if the player can mega evolve 2 Pokemon but it will be great if the player can mega evolve one of his Pokémon only. Another, is it possible to mega evolve wild Pokémon(using wild battlle command only) and how?

You can't Mega Evolve more than one Pokemon per battle, you'd have to change the code if you wanted this feature.

Wild Pokemon can't Mega Evolve because they need a keystone. You could try giving a wild Pokemon a Mega stone to hold and seeing what happens but the message displayed would be incorrect if that worked. You'd have to change the code to get this functionality.

Lance32497 November 16th, 2016 3:51 AM

Quote:

Originally Posted by Touched (Post 9489069)
You can't Mega Evolve more than one Pokemon per battle, you'd have to change the code if you wanted this feature.

Wild Pokemon can't Mega Evolve because they need a keystone. You could try giving a wild Pokemon a Mega stone to hold and seeing what happens but the message displayed would be incorrect if that worked. You'd have to change the code to get this functionality.

Yeah I thought about that too. Recoding is hard for me, well I'd just tried if possible, yeah possible, but difficult

Absolite4229 November 29th, 2016 5:48 PM

touched can you make this into an .ips file and then put in your the rom?

dhirennjaypal December 1st, 2016 2:44 AM

please upload tutorial for adding mega evolution in Pokémon Emerald.

[Sorry for my bad English.]

Logan December 1st, 2016 3:05 AM

Quote:

Originally Posted by dhirennjaypal (Post 9503868)
please upload tutorial for adding mega evolution in Pokémon Emerald.

[Sorry for my bad English.]

Probably just better off using this: https://www.pokecommunity.com/showthread.php?t=374338

GamerKid303 December 1st, 2016 8:11 PM

Now I have a new problem...
It never shows the mega symbol when my Pokemon is holding the right item, and I have the Gold teeth. But if I put in the revert evolution table, it goes back to that Pokemon.
Does someone know a solution to this problem?

mbcn10ww December 4th, 2016 7:32 AM

I made a patch for someone who wants, it have Touched's Mega Evolution System working fine.
https://www.pokecommunity.com/showpost.php?p=9504213

mbcn10ww December 4th, 2016 7:33 AM

Quote:

Originally Posted by GamerKid303 (Post 9504660)
Now I have a new problem...
It never shows the mega symbol when my Pokemon is holding the right item, and I have the Gold teeth. But if I put in the revert evolution table, it goes back to that Pokemon.
Does someone know a solution to this problem?

Have you enabled the vars to be able to do Mega Evolution?
setvar 0x40XX 0x161
setvar 0x40YY 0x161

GamerKid303 December 4th, 2016 8:23 AM

Quote:

Originally Posted by mbcn10ww (Post 9507495)
Have you enabled the vars to be able to do Mega Evolution?
setvar 0x40FF 0x161
setvar 0x40EF 0x161

I'm sorry, I'm new at this, how do you enable the vars?

mbcn10ww December 4th, 2016 8:48 AM

Quote:

Originally Posted by GamerKid303 (Post 9507544)
I'm sorry, I'm new at this, how do you enable the vars?

simply inserting those two lines I've sent into a script.

GamerKid303 December 4th, 2016 9:25 AM

Quote:

Originally Posted by mbcn10ww (Post 9507576)
simply inserting those two lines I've sent into a script.

Do I make a new script or insert it into an existing one? (I'm a noob at scripting stuff, I tend to follow step-by-step instructions and guides, sorry)

mbcn10ww December 4th, 2016 9:36 AM

Quote:

Originally Posted by GamerKid303 (Post 9507613)
Do I make a new script or insert it into an existing one? (I'm a noob at scripting stuff, I tend to follow step-by-step instructions and guides, sorry)

It's your choice, some people places a new script at the first sign on route 1, but I've decided to place it on an existing script like the national pokédex unlock.

GamerKid303 December 4th, 2016 10:32 AM

Quote:

Originally Posted by mbcn10ww (Post 9507623)
It's your choice, some people places a new script at the first sign on route 1, but I've decided to place it on an existing script like the national pokédex unlock.

Thank you so much! I finally got it working!

mbcn10ww December 8th, 2016 7:58 PM

Quote:

Originally Posted by Touched (Post 8729083)
Spoiler:
For Emerald see this post by kleenexfeu.

A while back, some hacker posted a thread here on the same topic - however they refused to release the source and instead used the thread to advertise their hack/brag. This isn't that. As far as I'm concerned Mega Evolution should function exactly like Gen 6 or it shouldn't be implemented at all. Despite this, Mega Evolution remains a popular "feature" in many hacks - hackers resort to using true evolutions instead of implementing them properly.

So before this becomes tl;dr, here is a video sample. Thanks to SphericalIce for letting me use the video from his hack, Pokémon Gaia.



This code works by hacking the existing evolution table. I added a custom evolution type (0xFE) that allows you to do Mega Evolutions. The variants (Wishing, standard Mega Evolution and Primals) are controlled by a unused halfword at the end of each evolution entry. The level argument is either an item (Mega Stone/Orb) or a move depending on this variant. Because I'm using the evolution table, it should be really easy to modify existing tools to edit these Megas.

I've also made it possible to use any item index as the Mega Accessory (it displays the Standard Mega evolution message) for aesthetic purposes.

This code is open source and available on my GitHub. I will port to Emerald when it's completed.

Right now, Mega Evolution is triggered by pressing Start when selecting an attack, which is reflected in the button. The button image is pretty simple to change, however the alternate palettes (for enabled and unusable) are determined by the code.

There are still a few bugs, and it doesn't work with link battles, so stay tuned for updates.

Documentation:

Configuration:

See the file src/config.h when doing the insertion step. There are a number of variable indices and item indices you can change there.

Code:

#define KEYSTONE_PLAYER_VAR 0x4001 /* Variable that holds item index for player keystone */
#define KEYSTONE_OPPONENT_VAR 0x4002 /* Same as above but for partner */
#define KEYSTONE_DEFAULT 0x161    /* Default Key Stone item index */


Where it says "#define XXX 0xSOMEHEXNUMBER" Change ONLY 0xSOMEHEXNUMBER and leave the rest the same so that the code can find your changes. KEYSTONE_PLAYER_VAR is the variable used to store the item index for the player's keystone and KEYSTONE_OPPONENT_VAR is the same, but for the opponent (see Usage below). If, for some reason, you set the variable for KEYSTONE_OPPONENT_VAR to 0, then the message for mega evolution will default to using whatever item index whatever you have in KEYSTONE_DEFAULT. By default this is configured to "Gold Teeth" so you'll probably want to change it (despite their awesome power). These variables help you with tiny story-telling details that are probably insignificant, but I judged them to be important in my perfectionism.

The remaining configuration options are for controlling the colours that are changed in the Mega Evolution healthbox addition in it's various states. You can change the sprite just by replacing the file in the "assets" folder. You then will probably need to change the colours here (and the number of colours you ignore) in these options. The code changes parts of the palette to a lighter variant or desaturates them entirely, so you need to set these correctly lest your sprite look funny. If you have changed your HP box at all, this might be necessary to change. I will add options for changing the relative X and Y position of this sprite if it becomes an issue.

Inserting (window users): See this post

Usage:

Mega evolutions are made using the evolution table data. It is preferable to hex edit these until tool support is adequate (see this guide for how to do this with G3T). Megas have evolution type 0xFE, so that they remain separate from regular evolution types. The unknown hword in this structure should stay 0 for Mega Evolution. Types 1 and 2 are reserved for Primal Reversion and Rayquaza's (move based) Mega Evolution. The target species is the species you want to Mega Evolve into. This Pokemon should have the same Dex number as the original. Try not to change much. You should keep the gender ratio, name, base HP, level curve and learnset the same to prevent strange things from happening. The argument for the mega evolution is the item index of your Mega Stone or Primal Orb. In type 2's case it is the move index.

Next, you need to make the species revert back to their original state. You need to add another evolution table entry, this time to the Pokemon's Mega Form. This should be identical to the one above, except the target species is the non-mega form, and the item index/argument is 0. I did it this way for speed reasons at the cost of making the configuration more complicated - searching through all the evolution data takes too long and makes the game lag.

Lastly, you'll need the item. In config.h, you should have put two free variables you'll use for this hack. The first is for the keystone item index for the player, the second is for the enemy trainer. For the player, simply set this to the index of your mega bracelet/anklet/whatever. You can do this via a script when you award the player their keystone. The code will then check whether you have this item and disabled Mega Evolution if you do not. The enemy trainer is the same, except this won't perform checks. It only changes the item used in the message (like certain characters in ORAS and XY). If you wish to disable Mega Evolution for the player at whatever time, either remove their bracelet item, or set the variable to 0.

Closing notes:

Please submit any issues, bugs and feature requests (or rather, improvements; I don't want large feature requests. Keep it to new configuration settings and such) on GitHub. You'll need an account there, but it helps me track these bugs and mark them as solved. It also allows me to follow up on them better than in this thread. It also is easier for other people to look up issues there.

Primal and Wish isn't working for me, I've modified the unused half word on the evolution table, but don't works.

Touched December 9th, 2016 9:06 AM

Quote:

Originally Posted by mbcn10ww (Post 9512583)
Primal and Wish isn't working for me, I've modified the unused half word on the evolution table, but don't works.

Probably because I never implemented it.

mbcn10ww December 9th, 2016 9:51 AM

Quote:

Originally Posted by Touched (Post 9513124)
Probably because I never implemented it.

Oh sorry, I didn't notice that.
Are you planning to add it soon?

Touched December 9th, 2016 11:44 AM

Quote:

Originally Posted by mbcn10ww (Post 9513152)
Oh sorry, I didn't notice that.
Are you planning to add it soon?

No. I don't actually plan to update this version since I have a better one.

mbcn10ww December 9th, 2016 12:11 PM

Quote:

Originally Posted by Absolite4229 (Post 9502441)
touched can you make this into an .ips file and then put in your the rom?

Check my signature, I made a patch.

Ayonn- December 17th, 2016 9:32 AM

Is it possible to add the mega evolution option into PGE ?

PufferJumps December 25th, 2016 7:43 PM

I followed this instructions for windows and it is not working for me.

Then I saw that the BPRE0.gba is actually a BINARY not a GBA. I don't know how to change it to that. Anyone here can tell me? Thanks in advance :)

VeryBestRogue December 27th, 2016 2:51 AM

Quote:

Originally Posted by PufferJumps (Post 9529030)
I followed this instructions for windows and it is not working for me.

Then I saw that the BPRE0.gba is actually a BINARY not a GBA. I don't know how to change it to that. Anyone here can tell me? Thanks in advance :)

Well you don't have to change anything, just rename your .GBA file to BPRE0.GBA and paste it into the root of the folder where you have extracted the code. Run make and then insert.py the file will be created as test.gba Hope this helps :) (Also check that you have correctly installed DevKitARM and make, if its still giving an error post a screenshot)

PS : If you are asking about something other than what I thought about please reply...

PufferJumps December 27th, 2016 6:42 PM

Quote:

Originally Posted by VeryBestRogue (Post 9530132)
Well you don't have to change anything, just rename your .GBA file to BPRE0.GBA and paste it into the root of the folder where you have extracted the code. Run make and then insert.py the file will be created as test.gba Hope this helps :) (Also check that you have correctly installed DevKitARM and make, if its still giving an error post a screenshot)

PS : If you are asking about something other than what I thought about please reply...

Heya. I think I made it this time. I just don't add a .gba part when I rename my rom (I am adding it before. I know, I'm dumb :S).

Thanks for the reply.

PufferJumps January 20th, 2017 2:10 AM

Quote:

Originally Posted by mbcn10ww (Post 9507492)
I made a patch for someone who wants, it have Touched's Mega Evolution System working fine.
https://www.pokecommunity.com/showpost.php?p=9504213

Heya. I tried to look into this patch and it works well. It works perfectly fine on my already edited hack. ^_^

But there's one thing though, after the mega evolution, instead of the icon/particle that was supposed to be the rainbow mega evolution icon-thing (sorry i hope you get what i mean) the one that appears was the skull icon of the move Curse.

Phantom Phoenix January 22nd, 2017 7:45 PM

Quote:

Originally Posted by PufferJumps (Post 9552455)
Heya. I tried to look into this patch and it works well. It works perfectly fine on my already edited hack. ^_^

But there's one thing though, after the mega evolution, instead of the icon/particle that was supposed to be the rainbow mega evolution icon-thing (sorry i hope you get what i mean) the one that appears was the skull icon of the move Curse.

That means he didn't add mega evolution particle in that patch.

PufferJumps January 23rd, 2017 3:44 AM

Quote:

Originally Posted by Phantom Phoenix (Post 9554684)
That means he didn't add mega evolution particle in that patch.

Yeah. Kinda figured that out. I just thought I should point that out since it is a patch.

mbcn10ww January 24th, 2017 5:31 AM

Quote:

Originally Posted by PufferJumps (Post 9554897)
Yeah. Kinda figured that out. I just thought I should point that out since it is a patch.

Well, when I compiled the source of the Mega Evolution the icon was there but after using it in-game it won't appeared, but if I fix this I will post the patch for it.

GamerKid303 February 13th, 2017 10:01 AM

I got the mega evolution working awhile ago, and I've been adding all of the generation 1-3 mega evolutions. Now I'm up to Groudon, Kyogre, and Rayquaza. So I was wondering, if there's a way to get primal reversion and wishing, without G3T, because I have Mr. DollSteak's rombase already installed, and it's only compatible with G3H. Any ideas? Thanks in advance.

mbcn10ww February 25th, 2017 3:23 AM

Quote:

Originally Posted by GamerKid303 (Post 9570893)
I got the mega evolution working awhile ago, and I've been adding all of the generation 1-3 mega evolutions. Now I'm up to Groudon, Kyogre, and Rayquaza. So I was wondering, if there's a way to get primal reversion and wishing, without G3T, because I have Mr. DollSteak's rombase already installed, and it's only compatible with G3H. Any ideas? Thanks in advance.

Primal reversion and Wishing aren't implemented on this system.

GamerKid303 February 25th, 2017 4:21 PM

Quote:

Originally Posted by mbcn10ww (Post 9580868)
Primal reversion and Wishing aren't implemented on this system.

Ok, thank you.

thedarkdragon11 April 12th, 2017 8:30 PM

Just wondering, can Zen Darmanitan and Ash-Greninja mechanics be implemented by modifying some parts of this mechanic?

mbcn10ww April 13th, 2017 4:38 AM

Quote:

Originally Posted by thedarkdragon11 (Post 9617013)
Just wondering, can Zen Darmanitan and Ash-Greninja mechanics be implemented by modifying some parts of this mechanic?

I believe a lot of things like that can be implemented doing it, like Darmanitan, Greninja, Zygarde, and can be the way for In-Battle Evolutions, but first we need to implement Primal/Wishing like Touched described (with the unused halfword), then we'll be able to add many new options.

thedarkdragon11 April 13th, 2017 8:05 AM

Quote:

Originally Posted by mbcn10ww (Post 9617264)
I believe a lot of things like that can be implemented doing it, like Darmanitan, Greninja, Zygarde, and can be the way for In-Battle Evolutions, but first we need to implement Primal/Wishing like Touched described (with the unused halfword), then we'll be able to add many new options.

That's nice to hear... Maybe it can also lead to implementing Z-moves in the future (if that's even possible)...

mbcn10ww April 13th, 2017 8:25 AM

Quote:

Originally Posted by thedarkdragon11 (Post 9617429)
That's nice to hear... Maybe it can also lead to implementing Z-moves in the future (if that's even possible)...

I think it's possible too, but I don't believe Touched will continue his progress with this system, but since the code is public we can do any edits to make it work the way we want (that's my case).

GamerKid303 April 19th, 2017 4:40 PM

When I use Mega Evolution, it works fine. But when the opponent attempts to, it the dialog refers to the Pokemon as Bad Egg and the animation still occurs, but the Pokemon still stays the same. Is there something I'm missing?

mbcn10ww May 13th, 2017 7:28 AM

Quote:

Originally Posted by GamerKid303 (Post 9623030)
When I use Mega Evolution, it works fine. But when the opponent attempts to, it the dialog refers to the Pokemon as Bad Egg and the animation still occurs, but the Pokemon still stays the same. Is there something I'm missing?

The enemy Mega Evo only works fine with the first Pokémon in enemy's party.

Quote:

Originally Posted by Touched (Post 8729083)
...

Touched, I know you're not moving up with this system, but can you tell me how to fix the issue with enemy's Mega Evo if it isn't in first slot?

Spherical Ice May 13th, 2017 9:42 AM

Quote:

Originally Posted by mbcn10ww (Post 9646039)
Touched, I know you're not moving up with this system, but can you tell me how to fix the issue with enemy's Mega Evo if it isn't in first slot?

I'm pretty certain the latest commit fixed this, although it still behaves strangely in double battles. For singles it should be working fine however.

Enn May 13th, 2017 5:12 PM

Quote:

Originally Posted by Spherical Ice (Post 9646139)
I'm pretty certain the latest commit fixed this, although it still behaves strangely in double battles. For singles it should be working fine however.

Hey si,
Can u plz make an index for fixed bugs, known and remaining?

Spherical Ice May 14th, 2017 3:29 AM

Quote:

Originally Posted by Nisarg (Post 9646470)
Hey si,
Can u plz make an index for fixed bugs, known and remaining?

Just check the github page, it has a list of issues which you can sort by closed, open, etc. You can also see commits which explain what changes have been made.

GamerKid303 May 14th, 2017 7:13 PM

Quote:

Originally Posted by mbcn10ww (Post 9646039)
The enemy Mega Evo only works fine with the first Pokémon in enemy's party.

Yeah, the opponent has a Blastiose in their party, and it's the only Pokemon they have. But it still doesn't work.

Spherical Ice May 15th, 2017 6:57 AM

Quote:

Originally Posted by GamerKid303 (Post 9647707)
Yeah, the opponent has a Blastiose in their party, and it's the only Pokemon they have. But it still doesn't work.

Again, have you updated to the latest version from the Github page?

mbcn10ww May 15th, 2017 2:21 PM

Quote:

Originally Posted by Spherical Ice (Post 9647896)
Again, have you updated to the latest version from the Github page?

Quote:

Originally Posted by GamerKid303 (Post 9647707)
Yeah, the opponent has a Blastiose in their party, and it's the only Pokemon they have. But it still doesn't work.

Do what Spherical Ice said, I did it and it's working perfectly.

GamerKid303 May 15th, 2017 6:00 PM

Quote:

Originally Posted by Spherical Ice (Post 9647896)
Again, have you updated to the latest version from the Github page?

Quote:

Originally Posted by mbcn10ww (Post 9648260)
Do what Spherical Ice said, I did it and it's working perfectly.

Yep, just updated the resources and it worked like a charm!
Sorry for the dumb mishap.

Spherical Ice May 16th, 2017 5:37 AM

Quote:

Originally Posted by GamerKid303 (Post 9648407)
Yep, just updated the resources and it worked like a charm!
Sorry for the dumb mishap.

No problem, glad to hear it worked out!

Lunos July 22nd, 2017 3:27 PM

For the life of me I just can't get this working.
So far I've been using ROM Bases that already had the Mega Evolution code compiles as cheap solutions but I would really like to be able to normally use the original code instead. I recorded the whole process that I make to get it working and no matter what, the Mega Evolution icon never shows up.


As y'all can see: I've gave myself the Pokémon I want to Mega Evolve, the keystone item, the item that should trigger the Mega Evolution (and it's hex/dec opposite, just in case), I also set the value of the vars 4011 and 4012 to 0x161 and even though I equip any of the 2 items to Bulbasaur, it just can't Mega Evolve. Where did I screwed up? ;_;

EDIT: Fixed it. Made a PGE INI adding the Mega Evolution as an evolutionmethod and when I tested, the Mega Evolution triggered just fine.

Go! Squirtle July 23rd, 2017 5:58 PM

Can any one explain me how mega evolution is loaded into a battle? Please. I am doing and implementing a awesome thing for fire red.

Lunos July 24th, 2017 8:17 AM

Quote:

Originally Posted by MrDollSteak (Post 8797235)
Here's my animation for Mega Evolution!

http://i.imgur.com/XgMgzfb.gif
-Snip-

I'd love to get this working since the Mega Evolution looks ugly with the curse animation.
Thing is though, that I'm already having a hard time with the first step, I might be retarded.
"Where: XX 28 is the index for 'Mega Evolution Rainbow Particles'"
How am I supposed to find said Index?
I just opened the 3 pics with HxD, copied them and pasted them in 3 free offsets of my ROM because I thought I would have to change some pointers and such.
I've put them like this:
71A3D0 - Mega Stone Particle.bmp
71AC60 - Mega Evolution Symbol Particle.bmp
71AF00 - Mega Evolution Rainbow Particles.bmp

MrDollSteak July 24th, 2017 4:15 PM

Quote:

Originally Posted by Lunos (Post 9713816)
I'd love to get this working since the Mega Evolution looks ugly with the curse animation.
Thing is though, that I'm already having a hard time with the first step, I might be retarded.
"Where: XX 28 is the index for 'Mega Evolution Rainbow Particles'"
How am I supposed to find said Index?
I just opened the 3 pics with HxD, copied them and pasted them in 3 free offsets of my ROM because I thought I would have to change some pointers and such.
I've put them like this:
71A3D0 - Mega Stone Particle.bmp
71AC60 - Mega Evolution Symbol Particle.bmp
71AF00 - Mega Evolution Rainbow Particles.bmp

You have to insert it with unLZ the images can't be copied straight from their HxD. Index is at the end of the particle table.

Prof. Leon Dias August 3rd, 2017 8:46 AM

Does this work in double battles? I want to create a battle where two trainers send out Charizard (Y) and Houndoom, and both of their respective pokemon mega evolve. I was thinking it would be pretty cool to have Y set sunlight with drought and have Houndoom's solar power activate for a pretty exciting battle.

robinjea August 5th, 2017 4:04 AM

Quote:

Originally Posted by psimastercarlos (Post 9721858)
Does this work in double battles? I want to create a battle where two trainers send out Charizard (Y) and Houndoom, and both of their respective pokemon mega evolve. I was thinking it would be pretty cool to have Y set sunlight with drought and have Houndoom's solar power activate for a pretty exciting battle.

According to Bulbapedia:
Quote:

In any battle, each Trainer may Mega Evolve a single Pokémon once. Mega Evolution is essentially a free action a Pokémon may make in addition to its normal move, but if a Pokémon will not use a move, it cannot Mega Evolve. Mega Evolution occurs before most actions except switching. A Mega-Evolved Pokémon will only revert back to its original state if it faints or the battle ends; if it is switched out, it will remain Mega Evolved.
And this project was designed to replicate how it works in the original games so... The answer is no.

jackj106 August 19th, 2017 12:41 PM

1. can this be implemented into a rom that one has expanded pokemon already?
2. is there somthing to expand items?
3. is there a video tutorial for this?

Lunos August 19th, 2017 1:33 PM

Quote:

Originally Posted by jackj106 (Post 9735378)
1. can this be implemented into a rom that one has expanded pokemon already?
2. is there somthing to expand items?
3. is there a video tutorial for this?

1) Yes, because you can manually choose where the code's gonna be inserted in.
2) Definitely not here.
3) No, but you have this tutorial linked in the first post.

jackj106 August 22nd, 2017 6:18 AM

Quote:

Originally Posted by Lunos (Post 9735415)
1) Yes, because you can manually choose where the code's gonna be inserted in.
2) Definitely not here.
3) No, but you have this tutorial linked in the first post.

by #2, i just meant if there was software anybody knew of.
tell me if you know any ^^

Lunos September 4th, 2017 2:10 AM

So.. let's see..
I followed MrDollSteak's Adding New Custom Particles Tutorial.
Then I proceeded to change these lines of the \MegaEvolution-master\src\animscript.s file:
Code:

        .equ ANIM_XX, 0x27a3
        .equ ANIM_YY, 0x281b
        .equ ANIM_ZZ, 0x27d8


So they would point to the new particles like this:
Code:

    .equ ANIM_XX, 0x2831
    .equ ANIM_YY, 0x2833
    .equ ANIM_ZZ, 0x2832


This was the result:
https://media.discordapp.net/attachments/200749908368687104/354198428231794688/2017-09-04_06-37-53.gif

Then I've read this: "I think those must be the particle index + 0x2700."

So I changed the lines like this, because trying wouldn't kill me or anything.
Code:

    .equ ANIM_XX, 0x5531
    .equ ANIM_YY, 0x5533
    .equ ANIM_ZZ, 0x5532


I got a freeze, like this:
https://media.discordapp.net/attachments/200749908368687104/354202473457647617/2017-09-04_06-53-48.gif

Then I thought: "Am I retarded? I just used 0x, ffs!"
So I changed the values like this:
Code:

    .equ ANIM_XX, 0x4F31
    .equ ANIM_YY, 0x4F33
    .equ ANIM_ZZ, 0x4F32


....
And I got a freeze. Again.
https://media.discordapp.net/attachments/200749908368687104/354202473457647617/2017-09-04_06-53-48.gif


So, could someone please write an understandable/easy-to-follow guide on how to put the correct particles to the Megaevolution?
Pleeeeeeease. PLEEEEEEEEEASE.

ShinypikachuX September 24th, 2017 12:21 AM

sorry, if you can tell me which pokemon evolves to which.

Skeli September 24th, 2017 6:40 AM

Quote:

Originally Posted by Lunos (Post 9745416)
So.. let's see..
I followed MrDollSteak's Adding New Custom Particles Tutorial.
Then I proceeded to change these lines of the \MegaEvolution-master\src\animscript.s file:
Code:

        .equ ANIM_XX, 0x27a3
        .equ ANIM_YY, 0x281b
        .equ ANIM_ZZ, 0x27d8


So they would point to the new particles like this:
Code:

    .equ ANIM_XX, 0x2831
    .equ ANIM_YY, 0x2833
    .equ ANIM_ZZ, 0x2832



You were on the right track with this. The issue is probably coming from the particles not being inserted correctly. Try re-expanding your particle table and reinserting your particles. If that doesn't work, instead of changing the particles in the source code, compile the original source code, and change the particles manually once the code is inserted (just replace every instance of 1b 28 for example in the mega code with your new particle).

ShinypikachuX October 8th, 2017 12:28 AM

Quote:

Originally Posted by Criminon (Post 8825711)
For people using G3T (Gen 3 Tools)

Download G3T from here: download
Download this from my dropbox: download

Once you have G3T installed, go into its folders and find the folder titled "customisation"
http://i.imgur.com/HwklE0Q.png

Drop my file into customization, and overwrite the old one (or rename the old one)
http://i.imgur.com/MN8MkVM.png

Go into G3T and click on the pokemon you want to mega evolve.

Over on the right hand side, you will see evolutions.
http://i.imgur.com/1nb9Ii6.png
(the bottom should read "1 are primal reversions, and 2 are wishes"

On condition, click the drop down menu, and scroll all the way down to the bottom (Mega Evolution)

Where it says "Nothing required" this is where you place the item ID for your mega stone. IE Blastoisinite, etc.
These must be created by you. I recommend using "Complete Item Editor" download Please note that this # is NOT in hex. You must place the full non hex item ID.

Where it says "evolve to" you need to place the pokemon that you're mega evolving into. This should also be done with this program, and please note that while you can have it evolve into any pokemon, its best to create one in a new space. Be sure to hit "edit" on the bottom right before you move to another pokemon.

The pokemon you create should have most of the same things filled out as the pokemon you're having evolve. Such as base xp, xp growth rate, egg groups, etc. I believe keeping the HP the same is also important. Every other stat should be editable.
http://i.imgur.com/icWS7jK.png

The last thing you need to do is to set the mega evolution to evolve back into the pokemon it was previously. IE for blastoisinite, blastoise would evolve into mega blastoise. Now we set mega blastoise to evolve into blastoise, only on "nothing required" we leave it at 0. This part is very important, otherwise your pokemon won't revert back after battle.

EDIT:
For people who want to use Gen III Hacking Suite

Download Gen II Suite: download
I have set up something to allow you to be able to use Gen 3 Hacking Suite for this as well. It requires you to go into your Gen III suite folder, click on "Pokeroms" and locate your version (BPRE) and highlight this entire part:
http://i.imgur.com/srIEigq.png
then copy and paste this over it:
Spoiler:
evolutionmethods = Breeding Only,Friendship,Friendship (Day),Friendship (Night),Level-Up,Trade,Trade(Hold Item),Stone,Atk > Def,Atk = Def,Atk < Def,PID (Wurmple ->Silcoon),PID (Wurmple ->Cascoon),Spawn a Second,Create Spawn,Beauty,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,Mega Evolution
evomethodsproperties = None,None,None,None,Level,None,Item,Item,Level,Level,Level,Level,Level,Level,Level,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,None,Item

Using gen 3 hacking suite looks a lot nicer and its better for Mega evolutions, but it doesn't handle primals or wishes. It should be pretty self explanatory. You go into evolutions, select an empty slot. Scroll down on the evolution type to "Mega Evolution", select the item your pokemon needs to be holding, and then select the pokemon it will mega evolve into. You need to do the same with the Mega evolution, only leave the item as ????????? (item ID 0)

please re-upload the G3T files.

Ddman October 19th, 2017 6:25 AM

Quote:

Originally Posted by Joexv (Post 8741862)
Make a folder called "build" in the location of the routines and such.

Any way whats PROJECT ROOT please


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