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  #101    
Old July 1st, 2011 (3:14 AM). Edited July 1st, 2011 by knizz.
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    This patch will allow npcs that use the 'imitate player' mode to walk through other npcs when their trainer-byte is set to 8.

    eh 08062A0A 0x5EAA
    eh 08062A0C 0x1C20
    eh 08062A0E 0x1C33
    eh 08062A10 0xF000
    eh 08062A12 0xFE4C
    eh 08062A14 0x79E1
    eh 08062A16 0x0040
    eh 08062A18 0x4388
    eh 08062A1A 0xD110

    Guess why this is relevant.
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      #102    
    Old July 1st, 2011 (7:16 AM). Edited July 1st, 2011 by Full Metal.
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    Because...you found out how to create an OAM via map loading routine?
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    Originally Posted by hi sir tomato my password is syvniti View Post
    Uhh, and then having crazy hair!
    ^ Debateably( SP? ) his best achievement. :3
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      #103    
    Old July 2nd, 2011 (7:45 AM).
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    Winning?

    TIGER BLOOD!

    knizz did this. Not me.
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      #104    
    Old July 2nd, 2011 (8:03 AM).
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      Quote:
      Originally Posted by Darthatron View Post


      Winning?

      TIGER BLOOD!

      knizz did this. Not me.
      this is amazing:D:D:D:D
      but why the fat guy coming after u?
      and the grass animation seems to not work anymore?
      and the following ow shouldnt walk throguh u like that.he should everytime be behind u.
      but good job keep it up:D
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        #105    
      Old July 2nd, 2011 (8:12 AM). Edited July 2nd, 2011 by knizz.
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        Quote:
        Originally Posted by Anbuja's_BlooDY View Post
        And the following OW shouldn't walk through you like that. He should always be behind you.
        Are you aware that 5 hours of hard work were necessary to make this possible? The whole hack is RAW HEX. It's not even ASM.
        EDIT: Not the whole patch. That took even longer. I meant that it took that many hours to allow the follower to walkthrough the NPC and the other way round.
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          #106    
        Old July 2nd, 2011 (8:13 AM).
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          I don't know if this is actually useful, but in ruby the bytes that change when buttons are pressed are at 4000130 and 4000131. For example if I pressed up it would put BF at 4000130 and 03 at 4000131. Down would be 7F at 4000130 and 03 at 4000131. Left would be DF at 4000130, and right would be EF at 4000130. From what I can tell, 4000131 is used for "A" and "B", but not much else. I tried to use this to get a script to work on ruby but it failed misserably. This was meant to start when the player was standing on top of the person following.
          Spoiler:

          #org @youroffset
          Msgbox @message1offset MSG_NORMAL
          waitkeypress
          pause 0x20
          goto @youroffset2

          #org @youroffset2
          comparefarbytetobyte 0x4000130 0xFF
          if 0x1 goto @youroffset2
          comparefarbytetobyte 0x4000130 0xFE
          if 0x1 goto @end
          comparefarbytetobyte 0x4000130 0xFD
          if 0x1 goto @end
          comparefarbytetobyte 0x4000130 0xF7
          if 0x1 goto @end
          comparefarbytetobyte 0x4000130 0xFC
          if 0x1 goto @end
          comparefarbytetobyte 0x4000130 0xFB
          if 0x1 goto @end
          comparefarbytetobyte 0x4000130 0x7f
          if 0x1 goto @down
          comparefarbytetobyte 0x4000130 0xBF
          if 0x1 goto @up
          comparefarbytetobyte 0x4000130 0xDf
          if 0x1 goto @left
          comparefarbytetobyte 0x4000130 0xEF
          if 0x1 goto @right
          goto @youroffset2

          #org @yetanotheroffset
          comparefarbytetobyte 0x4000130 0xFF
          if 0x1 goto @yetanotheroffset
          comparefarbytetobyte 0x4000130 0xFE
          if 0x1 goto @end
          comparefarbytetobyte 0x4000130 0xFD
          if 0x1 goto @end
          comparefarbytetobyte 0x4000130 0xF7
          if 0x1 goto @end
          comparefarbytetobyte 0x4000130 0xFC
          if 0x1 goto @end
          comparefarbytetobyte 0x4000130 0xFB
          if 0x1 goto @end
          comparefarbytetobyte 0x4000130 0x7f
          if 0x1 goto @down2
          comparefarbytetobyte 0x4000130 0xBF
          if 0x1 goto @up2
          comparefarbytetobyte 0x4000130 0xDf
          if 0x1 goto @left2
          comparefarbytetobyte 0x4000130 0xEF
          if 0x1 goto @right2
          goto @yetanotheroffset

          #org @right2
          applymovement 0xff @rightmovement
          writebytetooffset 0xEF 0x087F0000
          comparefarbytetobyte 0x087F0001 0x7F
          if 0x1 goto @down2otherperson
          comparefarbytetobyte 0x087F0001 0xBF
          if 0x1 goto @up2otherperson
          comparefarbytetobyte 0x087F0001 0xDf
          if 0x1 goto @left2otherperson
          comparefarbytetobyte 0x087F0001 0xEF
          if 0x1 goto @right2otherperson
          goto @right2

          #org @left2
          applymovement 0xff @leftmovement
          writebytetooffset 0xDF 0x087F0000
          comparefarbytetobyte 0x087F0001 0x7F
          if 0x1 goto @down2otherperson
          comparefarbytetobyte 0x087F0001 0xBF
          if 0x1 goto @up2otherperson
          comparefarbytetobyte 0x087F0001 0xDf
          if 0x1 goto @left2otherperson
          comparefarbytetobyte 0x087F0001 0xEF
          if 0x1 goto @right2otherperson
          goto @left2

          #org @up2
          applymovement 0xff @upmovement
          writebytetooffset 0xBF 0x087F0000
          comparefarbytetobyte 0x087F0001 0x7F
          if 0x1 goto @down2otherperson
          comparefarbytetobyte 0x087F0001 0xBF
          if 0x1 goto @up2otherperson
          comparefarbytetobyte 0x087F0001 0xDf
          if 0x1 goto @left2otherperson
          comparefarbytetobyte 0x087F0001 0xEF
          if 0x1 goto @right2otherperson
          goto @up2

          #org @down2
          applymovement 0xff @downmovement
          writebytetooffset 0x7f 0x087F0000
          comparefarbytetobyte 0x087F0001 0x7F
          if 0x1 goto @down2otherperson
          comparefarbytetobyte 0x087F0001 0xBF
          if 0x1 goto @up2otherperson
          comparefarbytetobyte 0x087F0001 0xDf
          if 0x1 goto @left2otherperson
          comparefarbytetobyte 0x087F0001 0xEF
          if 0x1 goto @right2otherperson
          goto @down2

          #org @right
          applymovement 0xff @rightmovement
          writebytetooffset 0xEF 0x087F0001
          checkflag 0x2d0
          if 0x0 goto @setflag
          comparefarbytetobyte 0x087F0000 0x7F
          if 0x1 goto @downotherperson
          comparefarbytetobyte 0x087F0000 0xBF
          if 0x1 goto @upotherperson
          comparefarbytetobyte 0x087F0000 0xDf
          if 0x1 goto @leftotherperson
          comparefarbytetobyte 0x087F0000 0xEF
          if 0x1 goto @rightotherperson
          goto @right

          #org @left
          applymovement 0xff @leftmovement
          writebytetooffset 0xDF 0x087F0001
          checkflag 0x2d0
          if 0x0 goto @setflag
          comparefarbytetobyte 0x087F0000 0x7F
          if 0x1 goto @downotherperson
          comparefarbytetobyte 0x087F0000 0xBF
          if 0x1 goto @upotherperson
          comparefarbytetobyte 0x087F0000 0xDf
          if 0x1 goto @leftotherperson
          comparefarbytetobyte 0x087F0000 0xEF
          if 0x1 goto @rightotherperson
          goto @left

          #org @up
          applymovement 0xff @upmovement
          writebytetooffset 0xBF 0x087F0001
          checkflag 0x2d0
          if 0x0 goto @setflag
          comparefarbytetobyte 0x087F0000 0x7F
          if 0x1 goto @downotherperson
          comparefarbytetobyte 0x087F0000 0xBF
          if 0x1 goto @upotherperson
          comparefarbytetobyte 0x087F0000 0xDf
          if 0x1 goto @leftotherperson
          comparefarbytetobyte 0x087F0000 0xEF
          if 0x1 goto @rightotherperson
          goto @up

          #org @down
          applymovement 0xff @downmovement
          writebytetooffset 0x7F 0x087F0001
          checkflag 0x2d0
          if 0x0 goto @setflag
          comparefarbytetobyte 0x087F0000 0x7F
          if 0x1 goto @downotherperson
          comparefarbytetobyte 0x087F0000 0xBF
          if 0x1 goto @upotherperson
          comparefarbytetobyte 0x087F0000 0xDf
          if 0x1 goto @leftotherperson
          comparefarbytetobyte 0x087F0000 0xEF
          if 0x1 goto @rightotherperson
          goto @down

          #org @right2otherperson
          applymovement 27 @rightmovement
          goto @youroffset2

          #org @left2otherperson
          applymovement 27 @leftmovement
          goto @youroffset2

          #org @down2otherperson
          applymovement 27 @downmovement
          goto @youroffset2

          #org @up2otherperson
          applymovement 27 @upmovement
          goto @youroffset2

          #org @rightotherperson
          applymovement 27 @rightmovement
          goto @yetanotheroffset

          #org @leftotherperson
          applymovement 27 @leftmovement
          goto @yetanotheroffset

          #org @downotherperson
          applymovement 27 @downmovement
          goto @yetanotheroffset

          #org @upotherperson
          applymovement 27 @upmovement
          goto @yetanotheroffset

          #org @end
          msgbox @message2offset MSG_NORMAL
          writebytetooffset 0x0 0x087F0001
          writebytetooffset 0x0 0x087F0000
          clearflag 0x2d0
          end

          #org @setflag
          setflag 0x2d0
          applymovement 222 @downmovement
          goto @yetanotheroffset

          #org @message1offset
          = some text stating that the person will follow you.

          #org @message2offset
          = some text stating that the person will stop following you because you didn't press an arrow key.

          #org @rightmovement
          #raw 0x0B
          #raw 0xFE

          #org @leftmovement
          #raw 0x0A
          #raw 0xFE

          #org @upmovement
          #raw 0x09
          #raw 0xFE

          #org @downmovement
          #raw 0x08
          #raw 0xFE
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            #107    
          Old July 2nd, 2011 (8:16 AM).
          Lord Varion's Avatar
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            Quote:
            Originally Posted by Darthatron View Post


            Winning?

            TIGER BLOOD!

            knizz did this. Not me.
            Wow!
            Alot of effort musta gone into to that there.
            Just wondering but would the follower still be with you if you were to enter a building ... or will the dissappear.
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              #108    
            Old July 2nd, 2011 (8:30 AM).
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            It's pretty glitchy but congratulations on getting the map switching to work. Nice job. :)
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              #109    
            Old July 2nd, 2011 (3:30 PM).
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            All those glitches are fixed now. The only problem I'm having now is with ledges...
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              #110    
            Old July 3rd, 2011 (1:13 AM).
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              Put the modified source into my Dropbox. Or do you not have write-access?
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                #111    
              Old July 3rd, 2011 (3:05 AM).
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              Quote:
              Originally Posted by knizz View Post
              Put the modified source into my Dropbox. Or do you not have write-access?
              Done.

              -



              Ledge problems. I have some ideas, but they are tedious...
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                #112    
              Old July 3rd, 2011 (10:33 AM).
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              Now, that's very impressive! Would there possibly be an option to make it disappear or reappear? Or even change it's sprite?
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                #113    
              Old July 3rd, 2011 (11:22 AM).
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              To Darthatron: It's almost perfect! Nice job!
              I wonder if Jambo51 could help with the ledge bit.
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                #114    
              Old July 3rd, 2011 (11:40 AM).
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              Quote:
              Originally Posted by diegoisawesome View Post
              To Darthatron: It's almost perfect! Nice job!
              I wonder if Jambo51 could help with the ledge bit.
              From what I just heard, he almost has it solved. But, I wonder how it'll work. I hope it is that the following NPC can read tile movements and will read the fact that they must "jump" over a ledge when your sprite stands off to the side.
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                #115    
              Old July 3rd, 2011 (1:25 PM).
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              Quote:
              Originally Posted by Chimchar 9 View Post
              Now, that's very impressive! Would there possibly be an option to make it disappear or reappear? Or even change it's sprite?
              That would be as simple as copying your own OW into the TILEAREA and setting the NPC's OAM entry to point to your OW in the TILEAREA ( charset, I believe ). I believe FR uses a 'mirror memory' -- I would look up 'yet another asm tutorial' by Knizz to figure out how to find where to write your OW pixels to so that it's not automatically over-written by the game's engine.
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                #116    
              Old July 5th, 2011 (11:36 AM).
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                I had a couple of ideas.

                Firstly, I have noticed that lake water, reflects the image of those on it, It is similar to the surfing thing, but it might be worth a look into.

                Secondly, You have obviously noticed that the height parameters required for the sprite editing is much higher than necessary. For every sprite you could just slot a pikachu behind him? The sides would be a problem though :/
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                  #117    
                Old July 6th, 2011 (6:07 PM).
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                Quote:
                Originally Posted by Full Metal View Post


                That would be as simple as copying your own OW into the TILEAREA and setting the NPC's OAM entry to point to your OW in the TILEAREA ( charset, I believe ). I believe FR uses a 'mirror memory' -- I would look up 'yet another asm tutorial' by Knizz to figure out how to find where to write your OW pixels to so that it's not automatically over-written by the game's engine.
                Oh, really? That sounds very positive then. I also hope you figure that problem out.
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                  #118    
                Old July 6th, 2011 (6:23 PM).
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                Quote:
                Originally Posted by EdensElite View Post
                I had a couple of ideas.

                Firstly, I have noticed that lake water, reflects the image of those on it, It is similar to the surfing thing, but it might be worth a look into.

                Secondly, You have obviously noticed that the height parameters required for the sprite editing is much higher than necessary. For every sprite you could just slot a pikachu behind him? The sides would be a problem though :/
                This idea has been shot down many times. The system we have now works better anyways.

                Quote:
                Originally Posted by Chimchar 9 View Post

                Oh, really? That sounds very positive then. I also hope you figure that problem out.
                Psh. I doubt I use this anyways. I'm not working on a hack.
                I'm just wanting to see it work, do it myself and understand it.
                Then move on to the next subject.
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                  #119    
                Old July 7th, 2011 (12:09 AM).
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                Wow... I simply cannot believe what you guys did.
                You are so awesome!
                If this were to be perfected then the 3rd gen hacking would advance to the next level.
                Thank you for that!
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                  #120    
                Old July 10th, 2011 (6:12 PM).
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                  I've not done any work on this for a couple of days, but have a look anyway :D

                  http://www.youtube.com/watch?v=y2hUoO2yxcA
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                    #121    
                  Old July 11th, 2011 (1:03 AM).
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                    Quote:
                    Originally Posted by Jambo51 View Post
                    I've not done any work on this for a couple of days, but have a look anyway :D

                    http://www.youtube.com/watch?v=y2hUoO2yxcA
                    This looks amazing, love how you made her walk all the time.

                    Did you use ASM for this then? 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.



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                      #122    
                    Old July 11th, 2011 (4:28 AM).
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                      Oh. I posted before viewing the video, this is getting really awesome! Are you going to release the data for this when it has been perfected? and if so how, like a patch or something?

                      p.s Is that a Genesect cry at about 30 second 0.o?
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                        #123    
                      Old July 11th, 2011 (6:14 AM).
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                        Quote:
                        Originally Posted by Jambo51 View Post
                        I've not done any work on this for a couple of days, but have a look anyway :D

                        http://www.youtube.com/watch?v=y2hUoO2yxcA
                        Very awesome. Just wanted to say great work.
                        It would be a great present if the code was ever released to the public.
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                          #124    
                        Old July 11th, 2011 (10:39 AM).
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                        Satoshi Ookami Satoshi Ookami is offline
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                        Awesome, plain awesomeness... =)
                        Just like the posters above I'd really love to see this feature in a patch so we could use it in our hacks :D
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                          #125    
                        Old July 11th, 2011 (1:45 PM).
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                        Jambo51 Jambo51 is offline
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                          Quote:
                          Originally Posted by AimayBee View Post
                          This looks amazing, love how you made her walk all the time.

                          Did you use ASM for this then? x
                          Yeah, this uses ASM to write directly to the pre-OAM storage area, forcing the sprite to walk onto the tile which the player has just left.

                          Quote:
                          Originally Posted by EdensElite View Post
                          Oh. I posted before viewing the video, this is getting really awesome! Are you going to release the data for this when it has been perfected? and if so how, like a patch or something?

                          p.s Is that a Genesect cry at about 30 second 0.o?
                          Yes, that is indeed a Genesect cry at 30 seconds.

                          Quote:
                          Originally Posted by metapod23 View Post
                          Very awesome. Just wanted to say great work.
                          It would be a great present if the code was ever released to the public.
                          Quote:
                          Originally Posted by Ash493 View Post
                          Awesome, plain awesomeness... =)
                          Just like the posters above I'd really love to see this feature in a patch so we could use it in our hacks :D
                          I'll release the code if and when I deem it to be ready for use.
                          That video shows the working aspects of the routines, but there are still plenty of things which won't work yet as well. Warping is a HUGE problem related to this.
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                          Hey guys, please check out my recreations of the gen 1 and 2 music on my custom engine at my SoundCloud! - Here!
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