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Just making a quick post about some updates I’m working on over the next month.
—The amazing man glitch is fixed. I need to port the changes to the lite branch. —Red/Green/Blue versions were originally supposed to have an quick intermediate frame when turning 180 degrees from a standstill. The code is there but doesn’t display anything, and it was cut from from all future games. This is getting fixed and activated for the master and lite branch. —The AI for switching is admittedly not super robust. It switches defensively to the next mon in the roster and is blind to the mon it switches to. I’m going to revisit the switching AI and, at the very least, try to prevent it from doing blatantly stupid switch-ins. The master and lite branches will get this one. —SGB colors on the GBC. This one is being a pain in my rear. Lots of studying going into this one, so I’ve split it into its own branch for experimentation. This is a long-term feature that may or may not go anywhere. If I ever get it to work I’ll document the code changes and write up a guide for implementation. |
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Hey Jojo, I have found a bug which doesn't seem to be game-breaking linked with depositing items in the PC on some real hardware. If I deposit the item on the first or last line of the selection box everything is a-ok but if I scroll down and deposit any item on the middle two lines I get a different items name as having been deposited (seems totally random and names items I'm not even carrying/even own or badges or doesn't happen at all) but does actually deposit the correct item when checked inside the computer afterwards. I think I've done this in about every pokemart with the same glitch. I'm playing a fresh red rom with the latest patch on a ez-flash jr card on a Game Boy DMG-01. I could not replicate this bug on BGB or VisualBoyAdvance, a Game Boy Color or a Game Boy Advance AGB-001 (that's all the hardware I have to test with)
I have a photo of the screen showing the glitch and can upload the save file if needed but I don't seem to have permission to post attachments...? |
given it seems somewhat intermittent and I only extensively play on the DMG-01 normally its entirely possible the other things I tried could produce the bug just I didn't try for long enough? I don't want to inadvertently lead you down a dead end of just looking at one circumstance I just wanted it to be known my testing so far on other hardware/emulators is brief at best
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I’m pretty sure it’s just a matter of your save file working through data cleanup. My expectation is it will work itself out as items get deposited and taken out. You can always attach your save file or post a download link at the GitHub page. Just open up a new issue and I can queue it up for investigation. |
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The problem is that you can select the top three displayed items without scrolling the menu and getting it to redraw. wNameListType doesn't get updated. Selecting a regular item when a machine is at the bottom, or selecting a machine while a regular item is at the bottom, will load the wrong list constant for the item and cause the game to load name data from the wrong location. This can result in loading a name from a different item or (assuming you don't load a value of $50 within 10 loops) loading a huge string of garbage data that crashes the game. I have pushed a commit to v1.14b to correct this. |
Hey Jojo, I had spotted JOBO's post and did wonder if we came across the same issue glad you pinned it down sounds like it can only help with the overall stability.
I've found a bug (that could be related?) it's a different use case as I just got an EZ Flash Omega for DS Lite gaming so it could be that flash hardware or Goomba (shudders) but if I go to the Mart on Cinnabar and try to buy a Max Elixer 9 times out of 10 I get a corruption and the game freezes, when the selection loads instead of saying "x01 $5500" it just displays "x01" then crashes/sometimes lets me back out but mostly crashes. I also noticed an oddity when grinding Blaine when his battle completes instead of the celebratory jingle on receiving the badge again, a wrong sound is played, it sounds like menu closing. the main music continues to play as normal, its barely noticeable on a single pass likely wouldn't even realise but repeatedly its jarring enough to stick out thought I'd mention it I'm now past the E4 and in to the post-game material you have added in, your rom is wonderfully fun to play and you deserve an amazing amount of credit for your insanely hard work getting all of these amazing features added in to the game they add a wonderful level of depth, I look forward to hopefully many more hours of grinding to get a full Pokedex, exploring all the little extras you have added in and also to see the ongoing development of this rom :D might even get brave enough to try out hard mode again one day! good job making something that was already re-playable even more so! Thanks for the credit, not necessary but I'm very grateful none-the-less :D Zycain |
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I've put out new patches for both the lite and master branches that are consistent with the current 1.14 beta changelog. There's a lot of stuff in there. Now onto making the switching AI a little smarter.
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Hey found another little bug upon battling the Silph Co chief post E4 the dialog text upon talking to him reads "Do you challenge him to to a pokemon battle?" this is using the current 114b1 :)
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sorry I meant the word "to" is repeated
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An expansion to the switching AI has been committed to both the lite and master branches. Will consolidate it into IPS patches after a period of playtesting.
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This is a pretty great hack and exactly the kind of thing I was looking for in a Gen 1 QOL hack. A few nitpicks though:
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Does this hack also have the Pokeball "caught" tile? I find that to be a useful piece of information when facing off with wild Pokemon. I wouldn't mind seeing gender either, since it's relevant when trading with Gen 2 or importing into Pokemon Bank and afaik is just determined by DVs in Gen 2. |
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Thanks for the response. I'm sorry if I came across as overly critical. To tell you the truth I have next to no knowledge when it comes to asm hacking so what you've done is far more than I could ever do.
The only reason I asked about the A-button HM use is because it's already been implemented into other hacks. Specifically Rangi's Space World Edition, as have genders and shinies in a pretty elegant and unobtrusive way. I know it's not a simple as "plugging it in" to your hack though. |
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But hey, this is just something I picked up as a learning exercise. |
There was a crash happening upon choosing the starter pokemon. It's caused by the key item sfx playing in a text box in the overworld (specifically an improper stack push/pull).
In light of this, I have put out v1.14 beta-2 patches for both the lite and master branches to fix this problem. The beta-2 patches also contain the most recent draft of the switching AI. The master branch beta-2 patch has the following additions but they are totally untested: - Slightly adjusted the style of the exp bar for flush lines and better visibility in grayscale - The mind battle with trainer RED can only be initiated after beating Oak, Fuji, Silph Chief, and Green - Beating the RED mind battle will respawn mewtwo and the legendary birds - You must re-beat the four special trainers to challenge the RED mind battle again after each win - Mewtwo and legendary birds removed from cerulean cave wild battle tables - Static mewtwo encounter set back to level 70 EDIT: Beta 3 uploaded. I am testing the previously mentioned master features, and beating Green wasn't setting a flag. |
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The male/female symbols are just text tiles (thankfully), but there's some extra planning in where and when they are displayed. Since gender has no mechanical or graphical meaning in gen 1, I'll probably limit its display to enemy wild pokemon and the individual 'mon status screens. |
Hello Jojo, long time hum? xD
I want to update the AI switching in my custom game, how to proceed? i added the custom ai function (in home as well), updated the stats function (in battle engines), but im having a error when trying to compile, i mean, how to update it without errors, i just want update this feature. |
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What may be simpler but more tedious is cherry-picking. You download one of my branches as a local branch in your directory. Then you start cherry-picking specific commit hashes from it that you want to apply. |
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A small teaser for something I've been working on. Super Gameboy palette conversion for the Gameboy Color, like how it is done in Pokemon Yellow, has been coming along in great strides. Here's the progress thus far:
I still need to do a few more things. The title screen has the wrong object palette for Trainer Red. There's also a brief graphical glitch affecting a few tiles of Red's hat at the start of battle. I also haven't tested out the slot machines that much. |
Real quick. I uploaded the patch files for v1.14 final. This fixes a few more bugs, and it also adds pokeball-caught and gender symbols. They can be activated by talking to the bottom-left Oak aide after getting the pokedex.
V1.15 is next and will focus on backporting GBC functionality from pokemon yellow. |
Pokeyellow GBC functionality has been backported and is now being playtested. The current code can be compiled from the "master_dev" or "lite_dev" branches.
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Love this. I've been playing it off and on. I picked it up again and noticed you now give an option whether opponents use more competitive stats via the Set option.
It was originally very difficult. I would often have a Bellsprout a couple levels lower out speed my Nidoking lol. Anyway, maybe next you could fix the Critical hit ignoring user Atk/Sp. Atk boosts? (Swords dance, Growth, Amesia, etc.) I play this hack mainly for the rematch feature and replayability. I'm curious about one of the features you had. The randomized 6 PKMN roster post game. Is there a list of the possible PKMN they use and moves? Also are they EV trained? I'm currently playing this on my 3DS VC and really hope you continue working on it. Good job man! |
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The random trainer guy in the underground path can generate any of the 151 pokemon, but Mew is only possible if the diploma has been gained. The tournament on the SS ANNE generates any pokemon except Mew and Mewtwo. Moves for randomly generated teams are assigned based on the order learned in the level-up list. |
Regarding the randomized trainers, does he give EXP (not stat EXP) upon defeating his PKMN? What about the tournament? Also, I changed the Level cap to 250 when I compiled the source, assuming that will not effect gameplay as I go along. If I decide to activate the level scaling post Level 100, would it affect anything in a negative way?
Also, I didn't see how to obtain Mew. Is there a particular way? |
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Also, trainer money maxes out at about level 100. After that, most trainers will just give you $9999 every battle. Quote:
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For just one example, the experience value is coded everywhere with the assumption that it is 3 bytes. That means the max exp you can have is 16,777,215. Going to 255 makes it possible to exceed this value so you end up overflowing into level 0. The highest max level on the slowest-growth pokemon would be 237 under this condition (requiring 16,640,066 exp). |
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Also, have you considered adding other features? Like the B/W EXP for instance? Maybe also changing Bug type being super effective against itself and Poison? With the original 151 mons, I counted 49 that were weak against Bug. Maybe change it to Gen 2+ standard? (I personally love it, as I use a Parasect on my team, but it's definitely overpowered despite their not being many Bug type attacks) Also, how does the game handle 4 digit stats? I know the max is by default 999 but you can edit that in the newest version of Red's disassembly to something else. I was curious how it would display HP for instance. |
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Each stat has 2 bytes, so it can theoretically go up to 65,536. I made the battle engine cap things at 999 to prevent stat boosts overflowing things to 0. The status screen is coded for 3 digits but can handle 4 digits just fine (use the cheat for displaying stat exp for an example). But it won’t matter. No Pokémon can get 1000 in a stat without in-battle stat boosts. |
How do you raise the level cap to 250, is that standard
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I'm trying to build the rom but I get the following error:
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You didn't specify what branch you are trying to build, so I can only advise that you make sure your local working git branch is up to date with the remote branch you copied it from. The "pull" feature of git is probably what you want, as it will preserve your personal changes while updating any differences. You may have some conflicts you need to fix, but "git diff" and "git status" should help you narrow down affected files. I'm no expert with git so you will need to read some tutorials on your own. |
I'm building from the lite branch. I've downloaded it and I'm making the changes (which are very minor) locally.
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While it is the development branch, it is fairly stable as of commit d2aaeda. I've updated lite_dev to make swapping sprites easier and adjusted the guide. The front and back sprites are standardized to 7 unique rom banks, so the only thing that needs to change are filepaths. Also you'll have color in GBC mode since that's the big feature update for the upcoming v1.15. |
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https://i.postimg.cc/Kzs1Wfw6/pokered-0.png It looks this way all the way through until you get to the player's room. EDIT: In the other thread, I mentioned that some sprites had some corruption artifacts, and sadly the problem remains: https://i.postimg.cc/c4THC0ss/pokeblue-0.png https://i.postimg.cc/BQJbJXfY/pokeblue-1.png |
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EDIT: Just pushed a commit to the dev branches that fixes the red background for oak's speech. It was caused by a function clearing out most of the wram data when a new game is selected, and it zeroed-out the palette pointers along with it. While it might have made for a cool creepypasta, the default palette just needed to be reinitialized. EDIT2: I created a branch called lite_dev_yel that uses the yellow front mon pics. You can see a comparison of what was changed. Some other unknown changes you have are causing the sprites to decompress wrong, so I suggest purging everything and starting fresh. |
The only other change I made, aside of changing some move types like Gust and Sand Attack, was calling the Yellow trainer sprites for Red, Brock, Misty, Erika and the Rival.
But I'll give a try to that new branch and report back. |
First of all, thanks for the help so far.
Having tried the new branch, it now works with the Yellow sprites. However, the Nidorino in Oak's speech doesn't get its proper color: https://i.postimg.cc/YjBHMQzS/pokeblue-0.png Also, if you try to compile with the back sprites from 'swmonback', you get the following error: Code:
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So there are 19 bytes that need to be cleared out of rom bank C. Where did that come from? I’ll look into it. |
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EDIT: A new commit has been pushed that gets the oakspeech nidorino palette loading. Also, do note that you have extra work to do to get spaceworld back sprites uncompressing properly. This is detailed in the "how to change pkmn sprites" guide. |
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Hi, nice rom. But, I turned on the trainer level march but, I have a lv 14 bulbasaur and when I face the rival, he have pidgey lv 16 and it's ok but, when I catch a lv 3 Pikachu and face it again, his pidgey is lv 8.
Would be possible to make trainer level match with your higest level pokemon instead of the average of all of them? Thanks |
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V1.15 is go for launch!
EDIT: Just realized this is post 151 of the thread. How appropriate. Master branch patch notes: #Hack-Induced Bugfixes & Adjustments since last version: ----------- - Female trainer default name changed from YELLOW to VIOLET - AI routine #3 favorability for 0 bp moves has been corrected. - Fixed an issue where enabling gender symbols could cause a status screen crash - More graphical fixes to the route 22 rival - Female trainer has correct overworld sprite in intro #New features & adjustments since last version: ----------- - GBC color palettes have been back-ported from Yellow-version. - Scrolling mons on the title screen have their own palettes loaded on the GBC. - In the blue version intro, jigglypuff has it's own palette loaded on the GBC. - Oak-speech nidorino has its color palette on the GBC. - The formula functions for exp now have underflow protection. - General RNG improved to the one used by Prism and Polished Crystal - Female trainer now has her own fishing sprites Lite branch patch notes: #Latest Fixes (most recent ips patch): --------------- - The Gameboy Color palette functionality from pokemon Yellow has been back-ported into the game - Scrolling mons on the title screen have their own palettes loaded on the GBC. - In the blue version intro, jigglypuff has it's own palette loaded on the GBC. - Oak-speech nidorino has its color palette on the GBC. - Ai routine #3 has a correction involving favoribility of 0 bp moves - Minor graphical fixes to route 22 rival |
Battle system is not good yet. I mean The AI. They switch when pokemon is on Red Life HP. then put another one. IF this one faint. They return The Red hp one again. Also pokemon use dumb moves constant. Like leer or tail whip. Even in e4. Im not complaining. Just saying The original vanila is stupid. So The AI can be better.
IF i have a raichu. And trainer have gyarados. He Will switch to a krabby. Doesnt make sense. |
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Really good stuff. I'm just wondering if it is possible to implement custom movesets for Gym Leaders and Elite four similar to how that is handled in gen 2? The AI could really shine with beefed up movesets.
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Started to play shin pokered master version, awesome, just wondering, could u make those 2 guys in oak lab like ''yes or no'', i mean, not just talk and activate, make it like ''rematch'' system.
I have kids, they just talk to the npc and the game becomes harder (the npc that makes pokemon stronger), and keeps me asking why hahahaha, so i have to change it, anyway, its just a suggestion... Also, can u make the game start with ''set'' option? i have been playing with SET, and its awesome, not very difficult, but not very easy.. perfect |
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I have found a minor minor error. When u give a drink to The girl on Last floor of celadon store. Appears a "N" into The Middle of The boarder.
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It makes me think that Gamefreak originally wanted to reuse the same block of text for the thirsty girl and just swap out the TM names (an attempt to save on rom space). Then later they changed their minds and left it as-is. |
Another request. What is The possibility to add automatic use of pokeflute in both snorlax? Just a minor improv
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the possibility of adding the event in the pikachu surf game the same as the yellow one?
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Agatha is op as hell. Every pokemon i take she uses hypnosis without fail (how do i make to use less hypnosis)? . Too many substitutes and mega Drain and psych? Omg
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Let's say the opponent is already confused. In that case AI layer 1 will heavily discourage confuse ray. AI layer 3 runs next and finds a resistance to psychic moves, so it discourages psychic and dream eater. Confuse ray is discouraged, hypnosis is neutral, psychic is discouraged, and dream eater is discouraged. The AI will try to keep hitting with hypnosis under these conditions. Once the enemy is asleep, hypnosis gets heavily discouraged and dream eater gets a slight bump in preference. Now the AI will keep trying to use dream eater as it is the best option available. If the opponent recovers from confusion, now confuse ray becomes the best option available and it gets used. If the opponent wakes up, now hypnosis becomes the best option again and it gets used. It's a deadly cycle. So yeah, it's not really the AI itself. The AI mostly runs off the concept of "don't do that". The move sets are just highly geared towards having only one good choice for every situation. |
Hi. I'm a fan of your rom hack because it actually fixes the game. I'm using it as sort of a building base for some additional modding I'm doing to the game. I'm writing to ask you a favor, or at least a question. How easy is it for you to alter a move's critical hit ratio and priority? The reason I'm asking is because I'm altering moves with a tool and it's unable to do any of these. I'm specifically looking to increase critical hit ratio on Cut and increase move priority on Swift like it does for Slash and Quick Attack respectfully. I understand it might be a hard coding situation, but I don't know how to code, so I can't figure this out myself. Since I'm using your hack as a base I figured this is a good place to start asking for help. If you can, or if you know anyone else who can figure this thing out for me instead, I'd love the assistance either way. Again, I like this mod a lot. Keep up the good work and I hope to see a reply soon.
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Your list of move constants is going to be in "/constants/move_constants.asm", so leave that file open in a side window and use it as a reference. To set move priority, go to "custom_functions/func_battle.asm" and look at these functions: Code:
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Now for high-crit moves, you want to go to the "engine/battle/core.asm" file and go to this function: Code:
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Oh, nice. I appreciate it. I can see the files in your github page, but how do I apply the changes to my copy of the rom? Sorry that I'm asking this. Like I said, I've been using utility tool executable to edit the game, so I've never actually tried to get into the code.
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You need to download the repository, set up the compiler, edit the files, and compile the rom yourself. It's the same as setting up and compiling pokered. |
Gotcha. Some utilities such as move and pokemon stat editor still work on your rom hack, which are what I'm using. The move editor just doesn't have an option for the effects I've mentioned before. I bet I can change which type deals physical or special moves easily with your layout as well. I will try that. Thanks a lot for your help.
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I did some editing on the female trainer. I changed up her clothes a bit, gave her a nose job, made her waist slightly smaller, and overall tried to make her more feminine. Sprite editing at this resolution is harder than I thought. A mere 1 or 2 pixels have a major effect on appearance.
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Hi! I'm working on my own hack and I'm really inexperienced. so I have a suuuuper kinda important question: could you put the trainer rematching and female trainer as separate patches? I'd really appreciate it, good luck on your projects!
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V1.16 has been uploaded. The big feature added to the master branch is an experimental New Game+. Both branches also had some tweaks and bugfixes.
Master branch changelog #Hack-Induced Bugfixes & Adjustments since last version: ----------- - The aides in Oak's lab that activate features now have a no/yes prompt - More AI tweaking --- AI scoring for switching puts a heavier penalty on potentially switching in a bad type matchup --- AI scoring imposes a very heavy penalty for potentially switching in pokemon with less than 1/4 HP --- AI layer 3 changes that affect most 0-power moves (with only a few exceptions like heal effects) ----- now has a hard stop on using 0-power moves on consecutive turns ----- heavily discourages 0-power moves if below 1/3 hp - Fixed text overflow into window border on the celadon mart roof - Fixed the Missingno battle not triggering - Missingno sets a non-key item in bag slot 6 to 99 if beaten #New features & adjustments since last version: ----------- - A regular New Game will default the battle style to SET - New Game Plus has been added (still experimental) --- Activated under these conditions: ----- Must have an existing non-corrupt game save on-file ----- Must have beaten the elite 4 in the on-file save ----- Press and hold SELECT while choosing the New Game option ----- A jingle will play to indicate NG+ has activated and the SELECT button can now be released --- Preserves ONLY the following information (your current party will be lost): ------ Boxed pokemon ------ Play clock ------ Pokedex seen/owned registry ------ Hall of Fame (experimental) ------ Option screen selections --- A new trainer ID and hash is generated, so boxed pokemon are permanently treated as traded pokemon - Type immunity prevents trapping moves from taking hold at all - Yes/No prompt for flute use has been added to blocking snorlax - Clefable and Wigglytuff get some moves back via level-up - Encountering Missingno will not give 128 of the item in the sixth bag slot - Re-worked the front and back pics for the female trainer - Erika uses her pic from yellow version which alters her funerary clothes to a proper kimono - Fossil guy in mt moon can be rematched - Fixed text overlap with Oak giving you pokeballs - Cannot bypass Brock's gym via the start menu - Diglett & Dugtrio can learn cut like in yellow version - In SET batle mode, X-stat items have double the effect Lite branch changelog - More AI tweaking --- AI scoring for switching puts a heavier penalty on potentially switching in a bad type matchup --- AI scoring imposes a very heavy penalty for potentially switching in pokemon with less than 1/4 HP --- AI layer 3 changes that affect most 0-power moves (with only a few exceptions like heal effects) ----- now has a hard stop on using 0-power moves on consecutive turns ----- heavily discourages 0-power moves if below 1/3 hp - Type immunity prevents trapping moves from taking hold at all - Erika uses her pic from yellow version which alters her funerary clothes to a proper kimono - Cannot bypass Brock via the start button |
I have a bug to report. When using GBC palette functionality, a transformed pokemon's palette changes to random colors when an opponent is knocked out.
https://i.imgur.com/6gUyeSU.png |
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EDIT: I think I found the cause. The color change is not random. It's actually is trying to default to the Grey palette. This is because the function that updates pokemon palettes assumes that a transformed pokemon always has PAL_GREYMON assigned to it rather than actually searching out and defaulting to the palette assigned to Ditto. |
I have a question about the randomized trainer with 6 LV 100 Pokemon. Does the roster call for random Pokemon in general and use the default moveset or are they teams that you created that are called randomly? I apologize if you already answered this, I couldn't find it asked yet.
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I absolutely love this hack. My favorite part is the replayability. I love being able to rematch any trainer/gym leader by talking to them again. It makes leveling up and earning money so much easier (So I can buy Ethers -> Max Elixers throughout the game)
Have you considered upping the bag space from 20 Items or expanding the PC item storage? That would probably break save compatibility, but just curious I enjoy being able to check Stat experience and Effort values at ease. My absolute favorite part is the random trainer roster at Lv100. I haven't gotten that far yet, but I can't wait to beat him. This is also a 151 hack so that's also a huge plus. One potential issue: Freezing doesn't seem to thaw out on its own. I had about 35 turns pass before I caught Zapdos upon freezing it with Ice Punch, and I believe it has a 20% chance to thaw each turn, yet it never did. Idk if that was overlooked, intentional or if I was just super lucky. I am curious what would happen if I set level scaling on when I sent out a Pokemon LV 255. Would the level loop back to 0? Anyway, I'll probably never know because I don't like using Rare candies and grinding to that level is a LOT of work (Which I enjoy) Just found one game breaking glitch: I enabled the marking on PKMN registered and Female/Male via the aide and after that, I went to view a PKMN's Effort values in storage by holding select (in this case, Hitmonchan) and the game crashed after going trying to load the second screen of its summary. I tried it three times and it did it all three times. I tried it without talking to the aide and it didn't occur. |
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I can't seem to replicate your bug. If you attach your .sav file I might be able to see what is going wrong. |
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Thanks for the help regardless. This emulator has been known to be buggy when playing mods so I wouldn't worry about it. |
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Also, I am playing 1.15 currently. I made some basic changes and didn't want to update and have to redo them. I noticed one small issue was with the random trainer battle. After it plays Final battle music after it loads a battle with Blue, after I defeat him the winning theme continues to play (Like it does in the normal battle with Blue) but doesn't go away even with a restart or leaving most areas. Now, certain town areas are playing the wrong music. (For instance, Pokemon center playing in the underground path) I don't think it will affect anything major, but I did see the changelog showing that you made a change to the music that plays when facing that trainer. How important is it that I update from 1.15? |
Is it possible to make the exp bar blue color? xD
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1.16 had some very minor fixes and tweaks, improved the AI with switching and using stat-down moves, added a New Game+ feature, and fixed the missingno event not activating. If these are not important to you, then you're fine. |
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Hey, I tried to update to 1.16 via the github source but after compiling, it erased my save upon booting the newly compiled game. Also, it appeared to be in color, so I assume a lot has happened since the last update. I'd really like to keep my save (luckily, I backed it up) but can't seem to continue using 1.16. I'd really like to get Missingno to work again lol.
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I've been trying to add a new move using your GitHub repository but I keep getting an error when I try to 'make' so maybe you could tell me if it's possible or where I'm making an error.
I've taken into account to edit the constants/move_constants.asm, text/move_names.asm, data/moves.asm, data/animations.asm and the order in which I place the new move (after Substitute). This is the error I'm getting and I don't know what type of error it's referring to: Quote:
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Missing a comma after NO_ADDITIONAL_EFFECT |
Thank you.
I can't believe the ammount of times I've been trying the same thing without realizing that. u_u |
Hi, I get another error after editing the files to add a new move and trying to compile.
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I hope I'm not bothering you with these questions haha 😅 |
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Bank 1E is particularly packed ever since I backported the GBC support from Yellow version. Moving elevator.asm to somewhere else looks to be the easiest thing to do since its contents are only ever accessed from other banks. Since these are general questions regarding pokered and assembly errors, I suggest that you will find better tech support on the pret team's discord. The folks there are nice as well as much more active and knowledgeable than I. |
Version 1.17 has been uploaded. The changelog applies equally to both master and lite branches.
- Fixed a transformed pokemon having the wrong palette - Fixed the cable club text borders having the wrong palette - A revision control function has been added that will cancel unsupported cable links - Choosing the cable club colosseum initiates a version control handshake --- Will hang and cancel the link if the other game is incompatible with battles --- Lite/Master branch only supports battles with other similar lite/master branch builds (cross-linking between lite and master is not compatible). - Audio engine has been back-ported from Yellow version --- Fixes some channel conflicts between cries and the low-health alarm --- Fixes some audio hiccups with Yellow's color palettes on the GBC --- Press SELECT on the option menu to change the audio mixing option |
Minor update. The code base now compiles a Green Version. The Green Version ips patches have been uploaded and should be applied to a USA Blue rom.
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I just forked the lite branch today, and tried to compile before I made any changes. Got this error:
rgbasm -D _BLUE -h -o main_blue.o main.asm ERROR: main.asm(16) -> home.asm(4376) -> home.asm::print_digit(4359): syntax error error: Assembly aborted (1 errors)! make: *** [Makefile:48: main_blue.o] Error 1 This is my first time trying your version, I was hoping to use it as a base for a rom hack. Any idea what could be wrong?? Edit: Just tried the master branch, same error with the print_digit function (but a different line number of course) |
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That seemed to do the trick! Thanks for the quick response!!
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