Research & Development Got a well-founded knack with ROM hacking? Love reverse-engineering the Pokémon games? Or perhaps you love your assembly language. This is the spot for polling and gathering your ideas, and then implementing them! Share your hypothesis, get ideas from others, and collaborate to create!

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  #176    
Old March 1st, 2013 (4:07 AM).
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    Quote:
    Originally Posted by Shiny Hilbert View Post
    Plss dont let this project die!
    Dude, this thing died back when someone figured it out and refused to share that information with us. That was years ago. It died out.
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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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      #177    
    Old March 1st, 2013 (5:40 AM).
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    So how much of it was completed? What was accomplished and what wasn't?
    And why isn't the information shared?
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    Animal Crossing Wild World playing as an animal - experimental, messing with models and textures

    Hacks I've worked on in the past:
    Pokemon Ruby Destiny Broken Timeline (pre-reboot) - Assisted with maps
    Pokemon HeartGold Prince Boo Edition - Experimental project with three small changes. Made at the request of YouTube LPer PrinceBoo21.

    Been super busy with work, life, and laptop problems. Hopefully I can get back into it soon, I fear I'm already rusty. Meanwhile I'm considering writing some of my hacks as a series of fanfics.

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      #178    
    Old March 1st, 2013 (10:16 AM).
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      Quote:
      Originally Posted by AimayBee View Post


      Dude, this thing died back when someone figured it out and refused to share that information with us. That was years ago. It died out.
      It's not dead, more on hold.

      Quote:
      Originally Posted by U_Flame View Post
      So how much of it was completed? What was accomplished and what wasn't?
      And why isn't the information shared?
      I can't speak for why others didn't share their code, but I can explain why I didn't share mine.
      It's very simple, I didn't share it because it was overcomplicated and I honestly believed there is a better way to do it. As of yet, I haven't reworked the code, so I haven't released anything.
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        #179    
      Old March 1st, 2013 (10:23 AM).
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        Quote:
        Originally Posted by Jambo51 View Post
        It's not dead, more on hold.

        I can't speak for why others didn't share their code, but I can explain why I didn't share mine.
        It's very simple, I didn't share it because it was overcomplicated and I honestly believed there is a better way to do it. As of yet, I haven't reworked the code, so I haven't released anything.

        But if you did release it we could take a look at it and make it simpler some way. Two heads are better than one.
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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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          #180    
        Old March 2nd, 2013 (9:28 AM).
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        I'm happy to hear it's on hold rather than dead. I can understand holding it until it's properly improved.
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        Hacks I'm working on:
        Pokemon Sapphire Hoenn's Rebirth - My own hack, making progress whenever possible.
        3rd Gen Multiplayer Project - Research and development, occasionally testing, sometimes with support.
        Pokemon Cursed/Creepy White - Group project, on hiatus for now with plans to return eventually.
        Animal Crossing Wild World playing as an animal - experimental, messing with models and textures

        Hacks I've worked on in the past:
        Pokemon Ruby Destiny Broken Timeline (pre-reboot) - Assisted with maps
        Pokemon HeartGold Prince Boo Edition - Experimental project with three small changes. Made at the request of YouTube LPer PrinceBoo21.

        Been super busy with work, life, and laptop problems. Hopefully I can get back into it soon, I fear I'm already rusty. Meanwhile I'm considering writing some of my hacks as a series of fanfics.

        Times I've been ninja'd: 18
        Times I've ninja'd people: 3
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          #181    
        Old March 2nd, 2013 (10:42 AM).
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          I may be late to the party here, but it seems like the following sprite always is one step behind you. Once you take a new step, the follower takes the step you just took. Is it too much trouble to find out wherever the game registers the steps and create a branching routine or something mimicking it to attach onto another sprite so it'll take the last step you did?

          Clearly I have no skill in this as I have no idea about what I'm talking about... is this even feasible?
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            #182    
          Old March 4th, 2013 (7:07 PM).
          pepepepote pepepepote is offline
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            The only problem is that when you push against the OW `+1
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              #183    
            Old March 9th, 2013 (12:56 AM).
            Kaphotics Kaphotics is offline
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              Figured out how to do it in B2W2; no shenanigans like adding the overworld to every map.

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                #184    
              Old March 9th, 2013 (7:01 AM).
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                About two months ago (before I even knew what "push {r1}" ment, lol) I read almost this entire thread to see what was going on here. At one point, Jambo mentioned looking into the unuesed createsprite command. For those of you who don't know, this command create an ow on screen that can only move in place. You can walk through it, but that is about it. This gave me an idea:

                What if we modified the routine of the command to create a sprite that would just do your last movement, such as walking and running, in the exact same spot of the person you want to follow you. Then, hide the sprite of the that person, so now only the virtual sprite is on screen.

                Now, warps: we could have the routine set a flag for being on, then a var for which Ow number is following, then make a small branch in the loading routine of the player after being warped that checks if the flag set by the create sprite command is active, then loads the correct ow from the var. This sprite would then appear after taking your first step and the modified createsprite command would take over, causeing them to follow you.

                I don't know if this is possible, but it sure beats setting an OW on everymap.... Though, that is how GameFreak did secret bases....:p Let's be smarter than them, haha.
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                  #185    
                Old July 5th, 2013 (7:15 AM).
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                  I am VERY new to making Pokemon edits... But I'd love for there to be a script that let's pokemon follow you in the overworld.
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                    #186    
                  Old July 5th, 2013 (8:51 AM).
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                    Quote:
                    Originally Posted by Rustdude View Post
                    I am VERY new to making Pokemon edits... But I'd love for there to be a script that let's pokemon follow you in the overworld.
                    To do this with just scripting is impossible/it will look terrible. I'm currently researching a way to allow warps to work with this, but it will be some time before it is finished.
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                      #187    
                    Old July 5th, 2013 (12:33 PM).
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                      Quote:
                      Originally Posted by karatekid552 View Post
                      To do this with just scripting is impossible/it will look terrible. I'm currently researching a way to allow warps to work with this, but it will be some time before it is finished.

                      I hope this can be figured out though in the near future... When I was younger I didn't know you could make hacks of the GBA games (mostly because that was back in 2005) but I made stories and my own region. But I made maps on paint. But with Advanced Map I'm starting to make them and right a story with it. I was hoping it will be done by the time I'm ready to release a beta.


                      Can't wait. Keep working hard on it and if you need any help I may be of some assistance having some experience in the scripting world.
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                        #188    
                      Old July 6th, 2013 (2:35 PM). Edited November 26th, 2013 by Adura.
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                        There's some impressive Follow Me scripts here O_o. It's too bad that the codes for some of them are bein' kept secret ; ;.

                        I tried making one myself about a year ago, and got it to kinda-sorta work.

                        You can watch a clip of it at youtube, but I can't link >.< Too few posts. Here is the end-trail of stuff for youtube: GHFzznDSjVE (youtube.com/watch?v=GHFzznDSjVE)

                        Unfortunately, it doesn't account for ledges, bikes or map changing =/. I was able to make up for the map changing by re-spawning and moving the sprite, but this would need to be done for each map >.<. This is why I don't use it much, since that is a huge pain D:.

                        If you want the scripts for this, I'll post what i have. Unfortunately, I don't remember exactly how I set it up before >.<. Also, I had trouble getting it to work for anything other then the hacked firered engine.

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                          #189    
                        Old July 6th, 2013 (4:41 PM).
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                          Okay, so this is a shot in the dark, but there's probably a way to fix the surfing/bike issue. My idea is just to hide the follower's sprite, but keep it moving right behind the player. Person events can still move even if they are hidden, so whenever the player uses Surf or the bike, just hide the sprite but keep it moving at the same speed right behind them. Then, when they get off, have the sprite reappear behind them (this could screw up with Surfing because the Pokemon would appear over the water, so maybe have it reappear on the same spot as the player). This would be pretty hard since the scripts for those two things are not regular scripts so it'd probably be tricky to edit the hidesprite thing, as well as having the sprite automatically move to wherever the player is on every map). But that's my take on it.
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                            #190    
                          Old July 7th, 2013 (8:47 AM).
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                            That sounds like it could work. If you do a force the sprite to your tile it could work.
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                              #191    
                            Old September 12th, 2013 (12:16 PM).
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                              I don't know if this will be useful since I know nothing about hacking or any of these stuff... But there is a game called Mother 3 (kick ass game btw).

                              In this game the whole party walks behind your main character, following each one of his moves.

                              Maybe somebody could look a bit into the game programing stuff and use it on Pokémon games for a follow me script. There's a team who made an english translation of the game (since it wasn't available outside of Japan), the game turn out with no problems, so maybe those guys can give some sort of help. One of them goes by the nickname Tomato...

                              Hope this helps...
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                                #192    
                              Old September 12th, 2013 (2:20 PM).
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                                Quote:
                                Originally Posted by Soldier Randy View Post
                                I don't know if this will be useful since I know nothing about hacking or any of these stuff... But there is a game called Mother 3 (kick ass game btw).

                                In this game the whole party walks behind your main character, following each one of his moves.

                                Maybe somebody could look a bit into the game programing stuff and use it on Pokémon games for a follow me script. There's a team who made an english translation of the game (since it wasn't available outside of Japan), the game turn out with no problems, so maybe those guys can give some sort of help. One of them goes by the nickname Tomato...

                                Hope this helps...
                                If you knew anything about GBA programming you would know that just "looking" at the "code" (which all has to be researched first) doesn't work. Heck, we hardly know half of what the Fire Red code does, so picking up a completely unresearched game is pretty much pointless considering it's taken us years to figure out how the FR engine works (to an extent).

                                TLDR; No. Just no.
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                                  #193    
                                Old September 12th, 2013 (3:57 PM).
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                                  Quote:
                                  Originally Posted by shiny quagsire View Post
                                  If you knew anything about GBA programming you would know that just "looking" at the "code" (which all has to be researched first) doesn't work. Heck, we hardly know half of what the Fire Red code does, so picking up a completely unresearched game is pretty much pointless considering it's taken us years to figure out how the FR engine works (to an extent).

                                  TLDR; No. Just no.
                                  Jambo51 was the closest to getting this working. But now he is done with hacking, so I wonder if he will let me work on it.... Shinyqaugsire, the only issue was warping. Any ideas? Mine was to hack the almost useless createsprite command, which does have OAM data and work with that.
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                                    #194    
                                  Old September 12th, 2013 (4:01 PM).
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                                  I'm glad this is still looked after, after all these years. Also, JPAN ended up reworking a huge portion of the game engine in a huge patch he made a while back... if only he'd do it... lol.
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                                    #195    
                                  Old September 25th, 2013 (4:13 AM).
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                                    I'm not sure how do it work, on BW was kinda funny xD
                                    I know DPP have a "demo"for it on that park but just with a few pokemon, we can't do something like using the HgSs script and maybe the pokemon sprites to work a like?
                                    (Also I'm thinking about like taking the maps from Pl, for example and putting everything on HgSs or BW engine XD but it's subject for another thread XD)
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                                      #196    
                                    Old September 25th, 2013 (5:05 PM).
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                                    What happens if I push it?....
                                       
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                                      Quote:
                                      Originally Posted by Sliter View Post
                                      I'm not sure how do it work, on BW was kinda funny xD
                                      I know DPP have a "demo"for it on that park but just with a few pokemon, we can't do something like using the HgSs script and maybe the pokemon sprites to work a like?
                                      (Also I'm thinking about like taking the maps from Pl, for example and putting everything on HgSs or BW engine XD but it's subject for another thread XD)
                                      This is GBA, which had absolutely nothing to do with NDS. The coding is completely different. Mind you, it is hard coded into all of the games that have it, not a stand-alone script.
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                                        #197    
                                      Old September 25th, 2013 (8:05 PM).
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                                        oh I see. but the idea is to make only one "thing" follow you, like on the BW example or make it work like in hg/ss?
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                                          #198    
                                        Old September 26th, 2013 (4:31 AM).
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                                        What happens if I push it?....
                                           
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                                          Quote:
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                                          oh I see. but the idea is to make only one "thing" follow you, like on the BW example or make it work like in hg/ss?
                                          If you read this thread, or looked on Jambo51's youtube, you would see that he has already accomplished this. The only issue is we can't find a way to load the sprite on warp. Soon I will begin working on this.
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                                            #199    
                                          Old September 26th, 2013 (11:18 AM).
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                                            Quote:
                                            Originally Posted by karatekid552 View Post
                                            Mind you, it is hard coded into all of the games that have it, not a stand-alone script.
                                            That's because it HAS to be hardcoded, by definition. The GBA does nothing without code, and having a sprite "follow" you is among the more difficult things to achieve in ASM.

                                            However, writing a new engine from scratch actually makes it relatively simple to achieve.

                                            Anyway, technically, everything is hardcoded into the GBA games. Scripts are just combinations of pre-set pieces of code, after all.
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                                              #200    
                                            Old September 26th, 2013 (2:10 PM).
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                                            karatekid552 karatekid552 is offline
                                            What happens if I push it?....
                                               
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                                              Quote:
                                              Originally Posted by Jambo51 View Post
                                              That's because it HAS to be hardcoded, by definition. The GBA does nothing without code, and having a sprite "follow" you is among the more difficult things to achieve in ASM.

                                              However, writing a new engine from scratch actually makes it relatively simple to achieve.

                                              Anyway, technically, everything is hardcoded into the GBA games. Scripts are just combinations of pre-set pieces of code, after all.
                                              I tend to think of scripting as a higher level language, per se. I know how it all interlocks, but it just helps when thinking about how things work. What I was trying to say is that there is no way to do it with scripting alone and have it actually look good. ASM needs to be used.

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