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Resource [EM] Battle Engine Upgrade (with Mega Evo!)

Tools, Tutorials & Resources Various tools to help you develop your hacks can be found here.

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  #601    
Old 1 Week Ago (9:52 AM).
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Quote:
Originally Posted by Artemis64 View Post
Btw, I redid a couple of the sprites in Pokemon Emerald to look more like their Gen IV counterparts, would you like to use them? Here they are if you would:
Updated Particles:
Fly Sprite:
Spoiler:

Flame Particles:
Spoiler:

Rock Particles:
Spoiler:

Stat Changes (note: for this one you'll have to either insert the new palette to all of the stat change palettes, or repoint all the stat change palettes to the palette you inserted):
Spoiler:

Scary Face (based off the Gen IV one):
Spoiler:

Ice Particles:
Spoiler:

Bubble (note for Bubble and BubbleBeam animations, for some reason they use the Water Gun sprite at the end for the bubbles coming out bit, you need to change that to this sprite):
Spoiler:

PS; For the stat changing palette, I recommend just exporting the palette to C2DBA8 and then pasting the following bytes at 1171B8:
Spoiler:
A8 DB C2 08 00 48 12 E0 A8 DB C2 08 00 48 0E E0 A8 DB C2 08 00 48 0A E0 A8 DB C2 08 00 48 06 E0 A8 DB C2 08 00 48 02 E0 A8 DB C2 08 03 48 69 46 09 7A 09 01 20 22 8A F7 81 FB 08 E0 A8 DB C2 08 0D 48 69 46 09 7A 09 01 20 22 8A F7 77 FB 0B 4B 00 22 1A 80 0A 48 02 80 0A 49 08 68 04 24 00 5F 0C 1C 01 28 14 D1 40 20 18 80 07 4A AB 00 58 19 C0 00 80 18 05 49 11 E0 A8 DB C2 08
Quote:
Originally Posted by goranthegreat View Post
Here's a fissure move particle i made a while back when i was bored, P.S it looks much better ingame.
Spoiler:

Edit: Also made a moon particle.
Spoiler:
Can you both provide hex dumps for these images (and their pallets ofc)? This will speed up the insertion process.
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  #602    
Old 1 Week Ago (2:12 AM).
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Quote:
Originally Posted by KDS View Post
Can you both provide hex dumps for these images (and their pallets ofc)? This will speed up the insertion process.
Here you go! Moon Graphics Offset D20E20, Palette D21158.
Fissure Offset E7FF70, Palette E80264.
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  #603    
Old 1 Week Ago (4:30 AM).
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Quote:
Originally Posted by goranthegreat View Post
Here you go! Moon Graphics Offset D20E20, Palette D21158.
Fissure Offset E7FF70, Palette E80264.
Well, what I mean is the hex data itself, not the offset to the data .
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  #604    
Old 1 Week Ago (6:23 AM). Edited 1 Week Ago by goranthegreat.
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Quote:
Originally Posted by KDS View Post
Well, what I mean is the hex data itself, not the offset to the data .
I'm probably Gonna sound like a idiot but sorry i really don't know to dump the hex data of a image
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  #605    
Old 1 Week Ago (6:39 AM).
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Quote:
Originally Posted by goranthegreat View Post
I'm probably Gonna sound like a idiot but sorry i realy don't know to dump hex data of a image
For example, you insert your moonblast particle at offset X and pallete at offset Y using a graphics tool like unLz. I want the hex data present at offsets X and Y respectively (preferably wrapped in spoilers). You just need to extract the hex data using a hex editor to open your ROM.
I can do this myself, but I'm busy in office unfortunately nowadays.
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  #606    
Old 1 Week Ago (7:38 PM).
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First of all, love this resource. I'm trying to learn to hack gen III in C and the source code is very useful.

I hope I don't annoy you with these questions...
What are your priorities with this right now? Finding and fixing bugs? Getting the animations for the newly implemented moves that miss them? Are there any mechanics missing from up to gen VI?
And finally, do you think about including the BW/SM experience system?

Thanks again for this and all other resources you guys have released!
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  #607    
Old 1 Week Ago (8:56 PM).
ItsFrickenMe ItsFrickenMe is offline
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Put out a damn tutorial video already. You've had plenty of time now. You're just being straight-up rude at this point.
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  #608    
Old 1 Week Ago (2:51 AM).
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Quote:
Originally Posted by Delta Nite View Post
First of all, love this resource. I'm trying to learn to hack gen III in C and the source code is very useful.

I hope I don't annoy you with these questions...
What are your priorities with this right now? Finding and fixing bugs? Getting the animations for the newly implemented moves that miss them? Are there any mechanics missing from up to gen VI?
And finally, do you think about including the BW/SM experience system?

Thanks again for this and all other resources you guys have released!
Priorities are: code cleaning, bug fixing and that's pretty much it for me. If I get bored I may think of some feature to add such as easier multi battles with AI partner or trainers sliding and saying something when for example their pokemon are at low health.

As for the level scaling exp system, I may include it eventually, although the experience points got from pokemon will not be the same, because of how exp base is stored in gen3 and in later gens(byte vs halfword).

Quote:
Originally Posted by ItsFrickenMe View Post
Put out a damn tutorial video already. You've had plenty of time now. You're just being straight-up rude at this point.
Stop trolling bich.
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  #609    
Old 1 Week Ago (5:09 PM).
ItsFrickenMe ItsFrickenMe is offline
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Quote:
Originally Posted by DizzyEgg View Post
Stop trolling bich.
You want me to make you my bich? Why didn't you just say so? Drop those nickers and do a backwards handstand, I'm coming in lubed up and extra excited. You may think you're straight now but I'll have you moaning my name within 5 minutes flat.
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  #610    
Old 1 Week Ago (6:11 PM).
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Quote:
Originally Posted by ItsFrickenMe View Post
You want me to make you my bich? Why didn't you just say so? Drop those nickers and do a backwards handstand, I'm coming in lubed up and extra excited. You may think you're straight now but I'll have you moaning my name within 5 minutes flat.
Pretty much sums up the quality of the posts on here recently.
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  #611    
Old 1 Week Ago (6:32 AM).
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Quote:
Originally Posted by ItsFrickenMe View Post
You want me to make you my bich? Why didn't you just say so? Drop those nickers and do a backwards handstand, I'm coming in lubed up and extra excited. You may think you're straight now but I'll have you moaning my name within 5 minutes flat.
Stop writing like these bad language at this forum! He has been working hard for this tool and we should appreciate him for his work.
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  #612    
Old 1 Week Ago (11:18 AM).
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how i make PGE or another tool read new learneset "jambolearnedmovehack" (3 bytes for move) ?
because i test exaustive it,
and great resourcer, "Emerald great again"
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  #613    
Old 1 Week Ago (7:36 PM).
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Quote:
Originally Posted by Wesley FG View Post
how i make PGE or another tool read new learneset "jambolearnedmovehack" (3 bytes for move) ?
because i test exaustive it,
and great resourcer, "Emerald great again"
Just run the PGEinidump.py script after insert.py or make.py depending upon the path you. The 3 bytes per move setting is now directly made in the ini which is automatically done by running PGEinidump.py. MAke sure you have the latest PGE version.

I think that there is no other good tool that supports 3 bytes per learnset.
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  #614    
Old 1 Week Ago (11:21 AM).
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How are 7th Gen things looking? I'm finishing the data from nearly 1000 Pokemon and I'll probably need the new abilities plus new attacks to finish it 100%.
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  #615    
Old 6 Days Ago (6:14 AM). Edited 6 Days Ago by KDS.
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Quote:
Originally Posted by resetes12 View Post
How are 7th Gen things looking? I'm finishing the data from nearly 1000 Pokemon and I'll probably need the new abilities plus new attacks to finish it 100%.
Well, we haven't started Gen 7 yet. The priority is pretty much as what Dizzy has said, cleaning the code and stabilizing the Battle Engine. But worry not, once we start Gen 7 it will be wrapped up pretty quickly.
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  #616    
Old 6 Days Ago (6:31 AM).
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I am confused on something new, now.

How do I specifically add a new form of Castform? (In this case, I want to make a Rock-type 'Sandy Castform' that appears during a Sandstorm.)
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  #617    
Old 5 Days Ago (8:40 AM).
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Quote:
Originally Posted by KDS View Post
Well, we haven't started Gen 7 yet. The priority is pretty much as what Dizzy has said, cleaning the code and stabilizing the Battle Engine. But worry not, once we start Gen 7 it will be wrapped up pretty quickly.
Thank you for your response. Well, there's time. I still have to finish attacks/data in nearly 100 Pokemon, change TMs for 1000 Pokemon and Pokedex data for nearly 600 Pokemon. I suppose I will get more active in summer, when there's actually time to do this things.

I did aproximately 500 Pokemon in 3 and a half months (Data + Attacks).
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  #618    
Old 4 Days Ago (11:02 AM).
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i have one question in item effect

ITEM_EFFECT_ADAMANTORB , //0x48

for it works in dialga i need put the index of dialga in the extra parameter (in iteme ditor) ?
the same question for griseous orb ?
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  #619    
Old 2 Days Ago (5:08 AM).
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Quote:
Originally Posted by Wesley FG View Post
i have one question in item effect

ITEM_EFFECT_ADAMANTORB , //0x48

for it works in dialga i need put the index of dialga in the extra parameter (in iteme ditor) ?
the same question for griseous orb ?
You need to make sure that the index for dialga in the src/pokes.h file matches the one in your hack.
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  #620    
Old 12 Hours Ago (10:06 AM).
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Thank you so much for these ressources Dizzyegg and KDS, its amazing!

One question about the learnsets. I see gen 4-6 pokemon learnsets commented out in the learnsets.c file, would removing the comments and adding the expanded pokemon names make the script automagically give them the correct moves? Thanks in advance
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