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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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