Haha, I really meant that this should be explained to me like I'm five years old :P. Kinda got stuck in the first step. How exactly do I patch the game? And how do I use python to compile? Sorry for bumping this thread. Again. Hopefully this isn't too much offtopic, I really don't know where to ask this kind of stuff.
The command is literately 'compile filenamehere.py', if I remember right. I assume you looked/googled up a 101 Python tutorial and know how to get it to run from the command terminal? If not, it would be a good skill to learn, and I noticed you failed to provide any information about what part of compiling you were having trouble with so I'm going to assume you didn't try. I faintly remember mine being a little annoying because my old windows didn't automagically know where my python path was when I first installed it and I had to set that by hand, but maybe that won't happen for you. Google/duckduckgo/yahoo is your friend.
My memory is a bit poor because it's been a long time (several years since I actually used it, gosh), but if you google 'compile python' you'll find more information, and I could've sworn there was a little bit of information in the original followme github or something. I'm prettty sure you also need devkitarm.
However, if you don't mind having the locations chosen for you of where the data is inserted, I think I have an ips somewhere that already has it patched... or at least I have an ips for some reason called 'followme'. And of course my FireYellow has it, which has a fair bit of empty space and you can modify if you want (and will save you the effort of throwing down 8 million spams if you reuse the maps even slightly, although honestly most of that work might be avoidable by some kind of map script - the big problem is that you have to despawn a follower to prevent duplicates and I don't think one of the map script types is 'on map leave', only 'on map enter', so followspam may be the best thou can do). The only thing you need to know about FireYellow is I lazily replaced some ??? pokemon so don't use those in the wild.
You might also just wait for the emerald, ruby or firered disassembly to be finished, I personally find disassemblies much easier to work with, and then it would just be a question of including the code probably, and it would be much easier for the average person (or above average? average people seem to struggle with basic programming sometimes...) to do something like modify warp scripts to call a spawn then.
OK, got the ips. I give no guarantees of the quality as I haven't looked at this in ages.
Hi,
(Sorry if the topic is old and please discare my english)
I'm dev and I would like to add a followme/caterpillar script in thunder yellow.
So I was reading a lot of things and I found that making the script can be easy... the problem remains in the trigger, if you want the pokemon follows you from a map to another... no matter happens in the game.
Then why we can't trigger the follow me script including it on the map loader ?
So, when the map is loaded the pokemons follows you...
That's an example, the idea remains on modifying game spammed scripts to call the follow me script automatically.
I mean, I don't know everything about rom scripts, but I think it can fix the problem.
I hope this topic will be updated soon :) really interesting one
Hey, same as part of what I said above. The problem is that with followspam, any replacement via putting in map headers instead currently would have to either somehow know only to call when map is entered by warp, or know to despawn on map leave, and I don't remember a 'script on map leave' option.
When/if the disassemblies are ever finished though, I may take a stab at completing this myself. Alternatively, if you want to be a bit goofy, you could make a game where the only map entries are from warps/buildings. Then you could indeed probably get away with just one map header script to spawn, since warping auto-despawns the follower. I've actually contemplated doing this for really short/oddball games that take place in one massive dungeon.
edit: I apologize for editing this again, but it just occurred to me that I faintly remember there was a 'call sprite from other map' /clonespritefromothermap or some such command that might work, but I never learned how to use it /what parameters it accepted, and have no idea if it would actually perform as desired or if it too would end up endlessly cloning the same sprite on map entry.