![]() |
Are there practical limitations that I'm not aware of, or am I just a beginner who's in over their head?
Apologies in advance for general ignorance on my part. This is my first time posting to this community for help and I recognize that I may be making a fool out of myself. Please bare with me lol
So a few months ago I started working on my first romhack (Emerald). I had some naive ideas of what I wanted to achieve before I even started doing any work, and I'm having trouble finding information for a few things I had in mind. I suspect that there are practical limitations I'm not aware of. I was hoping someone could help me to better understand the technology I'm working with. The specific questions I have are kind of a mixed bag, but they're really just examples of me not understanding the landscape I'm working in: 1. Regarding memory: I've heard it said that FRLG are superior to RSE in terms of how much free space is available. If this is the case, how does this manifest itself? How much additional space are we talking about here? Elaboration on how memory is managed in these games would be appreciated (if appropriate). 2. Regarding the opening sequence: How much of this can be altered? I was surprised at how little discussion I was able to find about this, and I'd really appreciate some help tracking it down if it exists. 3. Regarding battle scripting: So, I'm pretty tacky. I want to include a couple of scripted trainer battles. To what extent is this possible in Gen 3 (and in other gens if applicable)? Can trainer AI be tweaked, or am I going to have to torture my hack to hell and back to make this happen? I understand that some of these questions might be complicated to answer. I'm a 5th-year CS undergrad, so I can parse technical jargon decently well if necessary. Insight on anything here (specific or general) would be greatly appreciated |
If you're a CS undergrad, I'd recommend using the decomps, at which point all these things become much easier (probably from "practically impossible" to "pretty straightforward once you understand the systems") because you can simply change the code.
|
Quote:
|
mgriffin is correct; there's little to no reason not to use a decomp for a new project at this point. That said, to actually answer your questions...
Quote:
The GBA has no memory management - everything is mapped into the processor's address space at fixed addresses. FireRed and LeafGreen have a simple linked-list implementation of malloc to make use of EWRAM; Ruby/Sapphire don't. Quote:
Quote:
|
Quote:
Quote:
Quote:
|
If by "Opening sequence", you mean the battle with Gengar and Nido, I can offer some assistance there
Since I too found a limited amount of stuff on it, so i worked it out myself |
| All times are GMT -8. The time now is 9:11 AM. |
![]()
© 2002 - 2018 The PokéCommunity™, pokecommunity.com.
Pokémon characters and images belong to The Pokémon Company International and Nintendo. This website is in no way affiliated with or endorsed by Nintendo, Creatures, GAMEFREAK, The Pokémon Company or The Pokémon Company International. We just love Pokémon.
All forum styles, their images (unless noted otherwise) and site designs are © 2002 - 2016 The PokéCommunity / PokéCommunity.com.
PokéCommunity™ is a trademark of The PokéCommunity. All rights reserved. Sponsor advertisements do not imply our endorsement of that product or service. User generated content remains the property of its creator.
Acknowledgements
Use of PokéCommunity Assets
vB Optimise by DragonByte Technologies Ltd © 2023.