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- Seen Oct 22, 2021
OH MY GAWD!
I was waiting for this for like, 3 years! Thank you! :D
I was waiting for this for like, 3 years! Thank you! :D
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What about this? Why this is happening?
Can you show me what each of those tiles have as their behaviour bytes?
I'm not on PC right now but I can tell you:
[XX][XX][B5]
[30][B3][B5]
[B4][B3][B3]
[B4][B5]
I'm using the default ones you used at the tutorial. I think the problem could be the code, cause the bike is working.
It might be your implementation then, I don't have this issue on my ROM or on any test ROMs I've tried.
Can you replicate this on a vanilla FireRed ROM?
This is the same issue as in this post: https://www.pokecommunity.com/posts/9426385Wow, congratulation Sephiral Ice ! It's amazing !
However, I have a problem : I work on a French FireRed ROM, so I replaced all the offsets by the French offsets, and stairs are working perfectly when I'm walking and when I'm running. But when I use the Bicycle item, even if I am not biking on stairs, the frames look messy, as you can see in the following video :
Maybe you can have an idea of what could be at the origin of this problem, some offsets which are related to the bicycle that I can check for example ? Thanks ;)
(sorry for my bad English)
I have a question.
Is it normal that the compiler created a 15MB .bin with a lot of 0xFF bytes?
Yes, you just need to open the produced .bin file in a hex editor and follow the instructions which tell you to go to the relevant addresses and copy the data from the .bin to the same location in your ROM.
I have no idea how all this ASM Magic works but How hard would it be to port this to Emerald?
For those out there like me who (up until last night anyway) can't figure out how to compile things, I've got a .zip archive with some goodies. Assembly script, compiled binary, IPS patch, and what amounts to an offline version of the OP with some added notes. It ought to work but I make no guarantees and it's up to you to mess with the blocks.
Seriously though Mr. Spherical Ice this is one of the best improvements to a Gen III game out there. I'd rank it up there with the physical/special split in terms of modernizing the games. I looked through Diamond and Pearl maps after seeing this for the first time and only then realized just how common these staircases are across Sinnoh.
[FR] - Sideways Stairs
A common issue when it comes to mapping is the inability to properly use sideways stairs, a situation which usually leads to one of two outcomes. The first is that the map is changed, usually at the expense of its playable design and aesthetics, to instead use a vertical set of stairs. The second, which often looks very unprofessional, is to use sideways stair tiles anyway, and to just make them act like regular, passable tiles. This looks so bad because there is no sense of elevation when the player walks up, and can break immersion and make movement awkward. The following implementation can create a far easier, pseudo-3D effect which alleviates all of these issues. Here is a small sample .gif of the implementation:
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