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Chaos Rush
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  • Oh, that's a shame, but thanks for telling me. Well, the offer stands, anyway- if I can do HGSS remixes/rearrangements for you or whatever, just holler at me. :)
    Please disregard my PM. I found the animation pointer table and, by using your tutorial, I found the pointers and swapped them. Also, I would just like to say that I have been using your 64x64 sprite project and I love it! (Credit was given, especially since my artistic skills are seriously lacking :) )
    Thanks, I'm looking forward to hearing how it sounds in-game.

    I managed to get one of them done- I've sent you a PM with the link. The other, I haven't even had time to start it, so I guess you can fire away with that one.

    Oh yeah- like what I did for the Route 1 remix, I took the RSE equivalent of the Wild Pokemon theme and used those instruments. I also used some elements of the original RBY track along with my own elements to modernise it a bit. Meant to include this in the PM but I forgot.
    I
    Hopefully textures will be editable soon n__n

    But yeah. I'm trying to crack how the Distortion World works, as well as the camera change and platform events work. I might have something though, I need to test it.
    I
    I was like "oh you're offline" idk.

    Have you looked at how Distortion World maps are laid out yet?
    I
    I use FL Studio (aka FruityLoops) for all the music I make, be it mp3 or midi. For midis, the demo version would do. It has midi-device comparability but ultimately the best/most accurate way to do it is with your mouse.
    I was wondering how you edited the in-battle textbox successfully? I've been trying for ages to no avail.
    I thought of that, but I was worried something might overwrite the offset and then the whole script would be messed up without me knowing. I already did most of the scripts though, so all that space waste mostly D; although somehow the music never got corrupted using dyn 0x800000. I dunno what was overwritten instead but o weel.
    That's too bad; I forgot the behaviors were different, and I need palette 6 to change D;

    Thanks anyway for your time. Oh but by the way, when I used your tutorial to avoid sound corruption, I found out that script editors refuse to work with the 16 extra mb I added to the ROM. Instead, they (both PKSV and XSE) assign everything to offset 0x1000001. If you know what to do, that'd be a huge help.
    Curious, how would you do a custom U-turn animation? Because even if you don't have an available pokemon to switch out it still attacks so the animation still works, but because of that an attack animation with baton poss doesn't work. Did you find a way around that?
    I want to switch to a FR base because it's exponentially safer than Emerald imo, and I saw you ported tiles from R/S/E to FR, so I was wondering:

    Did you port blocks also, so you didn't have to remake all of them?
    FR has palettes 0-6 as constants, R/S/E has only 0-5. Does DV have 0-6 or 0-5 constant palettes?
    Regarding those things you asked for, I'll get them to you soon enough. I'm pretty sure I didn't mention I'm in my second year of University now so I've, been pretty busy, but I'll get them done and sent to you as soon as possible.
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