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  #51    
Old June 4th, 2010 (2:54 AM).
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simdu68 simdu68 is offline
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    oh I see! yeah, I didn't thought about that, because we can't make a sprite change map right? I see, so your idea is better because at least it will work not like mine

    edit: oh, in fact why not put at every map entrance a script applymovement like this the same OW can always follow and your not obliged to put on every map a new OW.....I know there is a script where you follow another OW to an another map, we can do the same but just of one tile like this it doens't seem like you are walking unfreely
    ...
    ...
    aarrghhh!!! I hate my english, I can never explain clearly what I want to say!! I bet no one understood what I mean '
    I must really improve in scripting and in english to explein ly ideas.....
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      #52    
    Old June 4th, 2010 (7:52 AM).
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    Shiny Quagsire Shiny Quagsire is offline
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      Let's just be cheap and put the pokemon away when the person rides the bike!

      Anyways, I noticed while playing heart gold, that the pokemon just echo's the player's movements, like this:

      player moves up
      player moves up - pokemon moves up
      player moves down - pokemon moves up
      player moves right - pokemon moves down

      ...

      and so on. Why don't we just make a list of the player's last three movements somewhere in the RAM, then use an ASM routine to apply it to the pokemon.
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        #53    
      Old June 4th, 2010 (7:57 AM).
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      Well, correct me if i'm wrong but...don't we have to find the routine that is executed on the player's movement?
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        #54    
      Old September 23rd, 2010 (10:44 PM).
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      Good thing there's no revival rule here...

      A discussion in my Physics class today (don't ask) prompted me to give this idea a concentrated effort. After several straight hours of hacking, I managed to create the following:

      Spoiler:


      It's pretty basic at the moment. For example, I haven't added support for ledges, running, or biking, I haven't tested what happens when the player changes maps, the following NPC can't be passed through, and I'm sure there are a bunch of other bugs I have yet to discover as well. However, I'm still happy with it. ^_^
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        #55    
      Old September 24th, 2010 (4:36 AM).
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        Simply wonderful!
        But I have a question.
        This system also works in FR / LG, or only in R / S?
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          #56    
        Old September 24th, 2010 (4:54 PM).
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        Originally Posted by Derlo View Post
        Simply wonderful!
        But I have a question.
        This system also works in FR / LG, or only in R / S?
        I'm fairly certain that it could be ported to FR/LG but I have no interest in doing so.
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          #57    
        Old September 24th, 2010 (6:59 PM).
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        wow! this is awesome it'll answer all our prayers if ported to Fr lg as well
        but it'll soon be overused ;_;
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          #58    
        Old April 8th, 2011 (6:14 PM).
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          Quote:
          Originally Posted by colcolstyles View Post
          Good thing there's no revival rule here...

          A discussion in my Physics class today (don't ask) prompted me to give this idea a concentrated effort. After several straight hours of hacking, I managed to create the following:

          Spoiler:


          It's pretty basic at the moment. For example, I haven't added support for ledges, running, or biking, I haven't tested what happens when the player changes maps, the following NPC can't be passed through, and I'm sure there are a bunch of other bugs I have yet to discover as well. However, I'm still happy with it.
          That is really amazing, have you made any improvements on it since posting this? x
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            #59    
          Old April 8th, 2011 (7:02 PM).
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          Quote:
          Originally Posted by AimayBee View Post
          That is really amazing, have you made any improvements on it since posting this? x
          I added functionality for running and ledge jumping. My system doesn't support map switching but I don't need that feature for my purposes.
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            #60    
          Old April 9th, 2011 (11:37 AM).
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            Quote:
            Originally Posted by colcolstyles View Post
            I added functionality for running and ledge jumping. My system doesn't support map switching but I don't need that feature for my purposes.
            Have you tried to convert it over to firered? x
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              #61    
            Old April 9th, 2011 (10:18 PM).
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            Quote:
            Originally Posted by AimayBee View Post
            Have you tried to convert it over to firered? x
            I have not and, as I mentioned earlier, I have no intention of attempting to.
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              #62    
            Old April 10th, 2011 (3:10 AM).
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              Quote:
              Originally Posted by colcolstyles View Post
              I have not and, as I mentioned earlier, I have no intention of attempting to.
              Would you give it to someone who would attempt it? x
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              I've had a few requests to make this hack an actual thing now. So I'm re-inserting the tileset into an earlier, non-corrupted file.



              Let me know if you want the beta 0.5.
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                #63    
              Old April 10th, 2011 (5:08 AM).
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              Quote:
              Originally Posted by AimayBee View Post
              Would you give it to someone who would attempt it? x
              And capable.

              Darthatron, for example.
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                #64    
              Old April 10th, 2011 (5:20 AM).
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                Quote:
                Originally Posted by Darthatron View Post
                And capable.

                Darthatron, for example.
                haha..yeah!
                It would be great..
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                  #65    
                Old April 10th, 2011 (9:29 AM).
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                  Quote:
                  Originally Posted by Darthatron View Post
                  And capable.

                  Darthatron, for example.
                  And don't forget me. I have the database.
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                    #66    
                  Old April 10th, 2011 (10:06 AM).
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                    Quote:
                    Originally Posted by Darthatron View Post
                    And capable.

                    Darthatron, for example.
                    Quote:
                    Originally Posted by knizz View Post
                    And don't forget me. I have the database.
                    Like these people. lol They could do it.
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                    I've had a few requests to make this hack an actual thing now. So I'm re-inserting the tileset into an earlier, non-corrupted file.



                    Let me know if you want the beta 0.5.
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                      #67    
                    Old April 10th, 2011 (5:03 PM).
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                    Don't count me out!
                    I wouldn't even use it for a hack, only for a learning experience; IE To better myself.
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                      #68    
                    Old April 10th, 2011 (6:18 PM).
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                    ...friggin' peer pressure.

                    Eh, I'll think about it. There's too much PC drama at the moment.
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                      #69    
                    Old April 10th, 2011 (7:05 PM).
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                      Quote:
                      Originally Posted by colcolstyles View Post
                      ...friggin' peer pressure.

                      Eh, I'll think about it. There's too much PC drama at the moment.
                      I guess it is peer pressure but people really like the follow me idea.

                      Even I have a way I could use it in my hack. lol

                      Also, isn't your post off topic? x
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                      I've had a few requests to make this hack an actual thing now. So I'm re-inserting the tileset into an earlier, non-corrupted file.



                      Let me know if you want the beta 0.5.
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                        #70    
                      Old June 3rd, 2011 (9:45 AM). Edited June 3rd, 2011 by Jocaro.
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                        Maybe this can help us with this little trouble:

                        "02037078 is a structure that controls the movement of, and only of, the player. However it can be associated to any NPC on screen.

                        The first two bits (0x03) of 02037078+0 determine the speed. 1 is normal. 2 is bike speed. 3 gives you a bike and changes itself to 2.

                        No matter what you write to 02037078+1 it is set to 0 again. If the value was 2 before the reset you get a bike. If you change the bike-byte the NPC turns into the hero.

                        02037078+2 and 02037078+3 behave like this:
                        0 0 Nothing pressed
                        0 0 Nothing pressed
                        1 1 Pressed forward
                        2 1 Pressed forward
                        2 1 Pressed forward
                        2 1 Pressed forward
                        0 0 Nothing pressed
                        2 1 Pressed forward
                        2 1 Pressed forward
                        0 0 Nothing pressed
                        0 0 Nothing pressed
                        1 1 Pressed forward
                        2 1 Pressed forward
                        2 1 Pressed forward

                        I don't know about 02037078+4.
                        02037078+5 sets the npc-id that is controlled by the keypad. (I wonder which numbers the npcs from connected maps have)
                        02037078+6 locks all movement when set to 1

                        More info about the NPCs is stored at 02036E38 in 16 0x24-byte long structures (Does that mean that there can't be more than 16 npcs in the overworld at the same time?!)
                        0x00 bits 7 and 6 are set when this npc is talking
                        0x01-0x0A unknown
                        0x0B height
                        0x0C-0x0F unknown
                        0x10 from (coords)
                        0x14 to (coords)
                        0x18 unknown
                        0x19 direction (in which the character actually looks)
                        0x1A unknown
                        0x1C direction (set when talked to but not always copied to 0x19)
                        0x1E unknown
                        0x20 direction (set after talk)
                        0x21-0x23 unknown

                        coordinates are saved as two halfwords (x and y)

                        The code for moving uses a table to convert the direction to relative coordinates.
                        Table: 083A64C8
                        Function that uses the table above: 08063A20
                        Function that uses the function above to move npcs: 0805C4F4

                        Note that the table contains 9 and not 5 directions. Yes. Game Freak planned to have diagonally moving npcs."

                        Thanks to Knizz quote in other thread.

                        I tryed this but the only troubles are that change in
                        02037078+5 dissapear whit warping or optios menu.

                        i xpect have contrbute to this theme

                        Maybe this some Knizz have info about the NPC's moves or moving in a map FR

                        showthread.php?t=205158&page=4 'in this site
                        showthread.php?t=205158&page=3 'in this site
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                          #71    
                        Old June 6th, 2011 (5:24 AM).
                        Meta Paradox Meta Paradox is offline
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                          Yah, about the Hacked Engine. Darthatron's level script for the follow-me thingy can be translated into a normal script, I guess. So compile the script and replace it with JPAN's behavior byte hack to overwrite the behavior bytes' scripts, and voila!

                          Oh, and yeah, that was merely a suggestion. :D
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                            #72    
                          Old June 6th, 2011 (1:29 PM).
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                            i have an idea... does anybody else remember the old mew from faraway island that would move the same way you did? maybe if you tried edit that script a little, it would work. of course it probably wouldn't, but its a thought
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                              #73    
                            Old June 7th, 2011 (2:43 AM).
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                              Quote:
                              Originally Posted by cbd98 View Post
                              i have an idea... does anybody else remember the old mew from faraway island that would move the same way you did? maybe if you tried edit that script a little, it would work. of course it probably wouldn't, but its a thought
                              The Mew from Faraway Island moved exactly like you do, it didn't follow you. For example, if you first go up, and then you go left, the Mew would do exactly the same, instead of going up two times like a perfectly working following script.
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                                #74    
                              Old June 7th, 2011 (4:29 AM).
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                              Full Metal Full Metal is offline
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                              Quote:
                              Originally Posted by cbd98 View Post
                              i have an idea... does anybody else remember the old mew from faraway island that would move the same way you did? maybe if you tried edit that script a little, it would work. of course it probably wouldn't, but its a thought
                              Although it's not quite what we're looking for, it's a good place to look at. We could probably get some info on how to animate the pokemon's sprite and move it along with the player.
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                                #75    
                              Old June 7th, 2011 (6:45 AM).
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                              Spiky-Eared Pichu Spiky-Eared Pichu is offline
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                                If my memory doesn't fail, in Route 119 there's the "Mimic Circle". I don't know how the overworlds there are programmed, but they mirror the movements you do while in the grass. We could take a look at how they are programmed, maybe we have an official "follow me" script in front of us and we haven't noticed it. I may be wrong, though. I haven't hacked GBA since long time ago, when I moved to DS. Making a follow me script in DPPt is way easier, as there's a scripting command programmed for its use in the Amity Square.
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