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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. |
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