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Overworld Character Customisation - Problems and Questions
Ok so... I've been working on my first ROM Hack for about a week now. Most of this time was me just learning how to use the software (HexManiacAdvance truly is a jack of all trades, too bad I only learned about it in the middle of the week) and working on sprites and text editing. However, and before I start play testing some of the other main mechanics, I need to have a character customisation mechanic, in a sense.
I'm thinking it would go like this: one character finds an item (which would set a flag) and that allows him to use another OW sprite in a specific map. This map would not allow for any battles so that isn't a problem. This is crucial for the storytelling in my project and if I can't do it consistently, I might have to cancel it. Fortunately, I found that this post had the answer to all my problems! Unfortunately, though, my game restarts as if it had crashed once I start a new save file or it will softlock if I get out of the protagonist's house. The original post was very explicit when saying that "you need to set variable 0x8000" to anything other than 0xFF and that the flag 0x406 must be set. I assumed the crashing was due to these not being correctly assigned. I made a script that would do it as the first map was loading. Then, when that failed, I made a script that set them during Oak's speech, to no avail. If you can, please, try to follow what the post says and show me the results. I know other people were successful at recreating that effect, just look a Pokemon Voyager and others that gave you a way of customising your overworld appearence! My question is "What should I be doing?". I don't expect you to tell me what I am doing wrong (but if you follow this link you'll get acess to the test file I've been using instead of the actual project. Don't worry about you having an almost virgin copy of Fire Red, it's unusable in its current state) but if you can give me more detailed info on what the original post intended for us to do, I'd greatly appreciate it. I have a few questions and concerns about this method. If you could answer any or all of these, it would also be perfect.
Any answers are greatly appreciated, since this is a crictical part of my project and it cannot continue without it. Thank you for your read. |
Your Problem is Blacking your screen right?..
I might know how to fix it.. Did you put the exact same Pointer to 0x5ca4c, because if you put it. Your wrong..you must add +1 onto it. Example: your pointer is 800000 or 00008008 You must add +1 into it. 800001 or 01008008 Just do it like that. |
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Question: the thumb code for the first script and its compiled version are different in my byte viewer. Which should I use? |
I used Compiled version.
(Too lazy to Compiled into myself and the Compiled version is tested) And I'm using JPAN hacked engined My Script is: #dyn 0x750000 #org @a1 message @a2 callstd MSG_NORMAL setflag 0x406 setvar 0x8000 0xC fadescreen FADEOUT_BLACK warp 0x3 0x0 0xFF 0xA 0xA(not necessary I'm just to lazy to walk in the house.) fadescreen FADEIN_BLACK release end #org @a2 = Brendan Time. and it's Perfectly work. Ps. You can only transform on the OWS on the list given..or you will be surfing in the land lol. https://www.deviantart.com/jdmaster163/art/Screenshot-20210428-114004-7a66e42c6ad904fa8866b59-877769415 To https://www.deviantart.com/jdmaster163/art/Screenshot-20210428-114041-7a66e42c6ad904fa8866b59-877769468 :) |
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First of all.
Pokemon FR JPAN engine has a lot of feature.. Features Support for over sixty thousand different OWs, as well as access to fourty-six hundred different palettes Hacks preformed in the Battle system allow you to choose options for your hack, including Status-ridden pokemon, Shinies and creation of swarm events Access to GBA Hardware function through new Specials that allow you to create Timed events and Button dependent events All processor math and logic functions available for your variables Dynamic multichoice boxes that can be changed Runtime, making them limitless A fully-fledged pokemon decryption system accessed through variables that allow you to read and edit almost all information encrypted and locked away inside your pokemon. Edited some of the old Specials, allowing for replacing the Old man Pokemon and Ghost Marowak with new pokemon, as well as a new version of the Pokemon Size minigame (the Heracross and Magikarp ones) Edited the Fossil Special (from pewter museum). Now it can hold 256 different 64 by 64 pixel uncompressed images Edit what every Behaviour byte does when you press A in front of it(scripts), allowing for things like headbutt trees Choose where you go when you die, even if it's not a pokecenter. This Patch will delete all in-game script it will only leave some warp events.. Don't worry it will only delete script that in the original game..your own script will stay there... Used it in your own risk. I don't recommend this..because the pointer table in this Patch is not the same in the original rom Example. The pallette pointer Original : 0x3A5158 Hacked Engine: 0x1A2400 2nd I using PKSV. So the fade screen will never going to work.. Because XSE and PKSV have a different Format of Scripting.. Example: XSE: fadescreen 0x1 = PKSV: fadescreen FADEOUT_BLACK And It doesn't matter if it's level script or green script..as long as you execute it..it will work Maybe I found what is the problem. Sometimes If you too many asm code/patch in your rom. The other asm/patch will not going to work..as it they used the same Pointer or addresses. Try your ASM in untouched FR rom..if it's work..then that's the problem. If not your inserting is wrong.. |
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