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  • Ahh... alright! Just VM me when you've updated something on the Mega code. I've been testing stuff.
    Another suggestion though: Since Emerald has second frame animations, can you also make the Mega play its animation instead of the double-team-like-shaking animation (what I mean is after the fade out)?

    If you can't what I mean, what I mean is... when you send out, the Pokemon animation plays, right? What am I trying to say is the question above. Thanks!
    New oddities found:
    - The player's Pokemon cry plays when the AI Mega Evolves (if only the AI Mega Evolves).
    - A fainted Mega plays its original cry instead of the slot independent cry (A fainted Mega Salamence plays Salamence's cry. There are cries for Megas actually).

    Oh! I forgot that you can't play sound on your PC. Even connecting an earphone? Maybe it can be fixed on the sound settings (by the chance the sound is disabled). :/
    Alright! It finally works. Thanks man!

    However, it is very hard to know if the Pokemon is going to Mega or not after pressing Start or B. Hope that you'll be working with the symbol soon.

    Hmm... the cry should be between the fade out and curse animation. Maybe, like you did in the task swap, should add a routine to play the mega's cry.

    And also the symbol to overtake the Lv. from the HP HUD (just like in FireRed).

    Lastly, is "pause DELAY_HALFSECOND" at the beginning of the script is necessary? What is it for? Maybe that should be removed. It fools me if it freezes. LOL
    Last one: What program or method do you use to insert ASM routines? I'll try reinserting the final routine once again.
    I didn't insert the rest of the battle scripts (I just only inserted the Mega Transformation). Should all scripts be inserted to make it working (I just thought it will ignore absence of stuff such as Delta Stream, Impostor, Moxie, Primal Pokemon (assuming only a Pokemon with a stone in battle)? I'll try reinserting again once you are done rewriting the routines.

    What I did to the main routine is I compiled the script into .bin (I'm using Karatekid's Thumb and Assembler tool to insert ASMs). Then converted it into patch and patched it in the main ROM. Inserting the main routine is really too painful. Hope that somehow someone can be able to python it though.
    Yow! I've tested your Mega implementation. However, it froze after I send out a Pokemon. :/
    The health bars are the bit I mentioned. 05 05 00 28 02 00 00 00.
    The 00 28 is a reference to the loaded particle that loads. So for example if you've repointed it to use my new particle to 35 28. In the loader there has to be 00 35 28, and in the thing above it ALSO has to be 35 28. Otherwise the health bars don't update.
    Well for a start you need to make your 00 28, 1B 28 and load that, because that's ruining that. The 03 that you say doesn't work is responsible for whiting out the Pokemon. I remember talking with Touched, and the issue was that because the first 03 plays to hide the Pokemon, you can't slide it in and out. So that's why Touched had to write the custom routine. Honestly I think porting the animation is the most important thing.
    Which animation is that supposed to be? Are you playing them at the same time? It just looks totally broken.
    You just need to add 0D 0B 08 after the 05 at the end of Whitescreen Location, and then have a new loader for the second animation (00 2D 27 etc.)
    I swear I wrote down the full thing for Touched somewhere that explains each of the sections of the animation. I'll look around for it.
    oh right! That may be quite buggy, it would be very slow afaik. Cutting it in two should be quite easy.
    The animation I made for Fire Red, I also made for Emerald, though I don't remember where I put it. I swear it's with Touched somewhere. For the sprite update we just need to port the original sprite update from the Fire Red animation.
    I think I should stick with 511 moves for a while. I'll just have to replace moves 355-511 that I really don't actually need (Gravity, Magnet Rise, Quash) that will give space to the moves 512 and above, and custom moves to include in the 511 list.
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