Anyone remember the multiplayer project I mentioned a while back? The one where I plan to expand 3rd gen's multiplayer capibilities and make s fun plaza?...anyone?...yeah whatever. So! Last time I posted my findings based on memory alone, now I have fresh results! Since I'm finally able to hack again, and getting the hang of scripting, I'm able to start the project anew! I'm going to be tested many functions in multiplayer mode to see what works and what doesn't. Anyone interested in experimenting or suggestions go ahead and post here. Here's what I've tested so far:
Oh, one more thing. I'm going to mention desyncing often. I'm not talking about link errors, desyncing means both screens show different things, usually different player movement. It's commonly caused by an external event either pausing or moving one player while the other screen doesn't show it.
HMs: nonfunctional. Details:
Water: nonfunctional. Players will walk on water and even waterfalls without the push effect.
Battles: semifunctional. Details here:
Trade: semifunctional. NPC trading works fine, player trading does not start.
Berries: functional. They will show up differently on each screen if one person picked and another didn't, but it isn't a major desync issue.
Secret Bases: nonfunctional. Can't be entered.
Warps: nonfunctional, not even map connections. Scripted warps work but it may cut off connection.
Signpost events: nonfunctional. Their offsets can be applied to person events however.
Person events: semifunctional. The person events themselves are capable of working, but like scripting, there may be some events that can't function. Random movement can cause desyncing, so it's best they stay still.
Scripting: semifunctional. Script events can work, but there are many limitations. This needs further experimentation. Details here:
Shopping: functional. Shopkeepers may randomly look up, and when browsing, every person looks down, but it works .
Weather: functional. Simple enough.
Day Care: functional. No problems as far as I can see
Key items: nonfunctional. None can be activated. Maybe some can be forced through scripts or something. Meanwhile, no bikes. :(
Finding items: semifunctional. Visible Pokeball items can be picked up, but won't go away.
Contests: semifunctional. Like berry blending, precise simultaneous activation is needed. Afterwards, the connection may be cut.
Slots and Roulette: functional. No errors here. Their offsets simply have to be applied to person events.
So there's still so much more to test, especially since scripts work. I'll update when I have more results. Keep in mind there may be multiple ways to approach things, especially with scripts, so don't think anything I couldn't get to work is hopeless yet.
Oh, one more thing. I'm going to mention desyncing often. I'm not talking about link errors, desyncing means both screens show different things, usually different player movement. It's commonly caused by an external event either pausing or moving one player while the other screen doesn't show it.
HMs: nonfunctional. Details:
Spoiler:
Cut will glitch nearby sprites and cause desyncing. Even after cutting a tree, an invisible obstacle remains.
Fly won't work no matter what kind of map.
Strength claims to work, but boulders still can't be pushed.
Rock Smash has similar problems as Cut, but the player becomes stuck.
Flash won't work no matter what cave settings.
Surf, Waterfall, and Dive are all nonfunctional, even manulally due to water problems as described below.
Fly won't work no matter what kind of map.
Strength claims to work, but boulders still can't be pushed.
Rock Smash has similar problems as Cut, but the player becomes stuck.
Flash won't work no matter what cave settings.
Surf, Waterfall, and Dive are all nonfunctional, even manulally due to water problems as described below.
Water: nonfunctional. Players will walk on water and even waterfalls without the push effect.
Battles: semifunctional. Details here:
Spoiler:
Wild Pokemon can't be encountered normally. Scripted wild battles and trainer battles function, but will cause desyncing when it ends. Trainers with more than one Pokemon cause link errors when switching. Player battles can't be started, instead a wild ??????????s appear.
Trade: semifunctional. NPC trading works fine, player trading does not start.
Berries: functional. They will show up differently on each screen if one person picked and another didn't, but it isn't a major desync issue.
Secret Bases: nonfunctional. Can't be entered.
Warps: nonfunctional, not even map connections. Scripted warps work but it may cut off connection.
Signpost events: nonfunctional. Their offsets can be applied to person events however.
Person events: semifunctional. The person events themselves are capable of working, but like scripting, there may be some events that can't function. Random movement can cause desyncing, so it's best they stay still.
Scripting: semifunctional. Script events can work, but there are many limitations. This needs further experimentation. Details here:
Spoiler:
Movement can cause desyncing, genderchecks work, some normally unfunctional things like warps and wild battles can occur. Giving Pokemon and items work. Flags are functional. Some scripts may have problems.
Shopping: functional. Shopkeepers may randomly look up, and when browsing, every person looks down, but it works .
Weather: functional. Simple enough.
Day Care: functional. No problems as far as I can see
Key items: nonfunctional. None can be activated. Maybe some can be forced through scripts or something. Meanwhile, no bikes. :(
Finding items: semifunctional. Visible Pokeball items can be picked up, but won't go away.
Contests: semifunctional. Like berry blending, precise simultaneous activation is needed. Afterwards, the connection may be cut.
Slots and Roulette: functional. No errors here. Their offsets simply have to be applied to person events.
So there's still so much more to test, especially since scripts work. I'll update when I have more results. Keep in mind there may be multiple ways to approach things, especially with scripts, so don't think anything I couldn't get to work is hopeless yet.
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