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  #76    
Old May 7th, 2017 (1:59 AM).
theunneeded theunneeded is offline
     
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    I can't seem to run the build.py. keep getting that there is an errors

    Python 3.4.4 (v3.4.4:737efcadf5a6, Dec 20 2015, 19:28:18) [MSC v.1600 32 bit (Intel)] on win32
    Type "copyright", "credits" or "license()" for more information.
    >>>
    RESTART: C:\Users\Hacking\Desktop\Clean Roms\Various-EM-features-master\Various-EM-features-master\scripts\build.py
    DevKit does not exist in your Path variable.
    Checking default location.
    Devkit found.
    Traceback (most recent call last):
    File "C:\Users\Hacking\Desktop\Clean Roms\Various-EM-features-master\Various-EM-features-master\scripts\build.py", line 619, in <module>
    main()
    File "C:\Users\Hacking\Desktop\Clean Roms\Various-EM-features-master\Various-EM-features-master\scripts\build.py", line 612, in main
    build_script()
    File "C:\Users\Hacking\Desktop\Clean Roms\Various-EM-features-master\Various-EM-features-master\scripts\build.py", line 306, in build_script
    edit_defines()
    File "C:\Users\Hacking\Desktop\Clean Roms\Various-EM-features-master\Various-EM-features-master\scripts\build.py", line 158, in edit_defines
    defines = open(SRC + "/defines.h", 'r+')
    FileNotFoundError: [Errno 2] No such file or directory: './src/defines.h'
    >>>
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      #77    
    Old May 12th, 2017 (1:57 AM).
    KriXtuFher's Avatar
    KriXtuFher KriXtuFher is offline
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      Dizzy Egg, can you make a Feature like, when you catch a Pokemon it has now its own Right Nature. So the player will not back and forth in the grass, water, etc or not difficult to get the right nature of Pokemon they want.
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        #78    
      Old May 12th, 2017 (2:33 AM).
      Froosty's Avatar
      Froosty Froosty is offline
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        Quote:
        Originally Posted by KriXtuFher View Post
        Dizzy Egg, can you make a Feature like, when you catch a Pokemon it has now its own Right Nature. So the player will not back and forth in the grass, water, etc or not difficult to get the right nature of Pokemon they want.
        Hey do you mean player put a custom nature when they catch the pokemon >_>

        That would not be fun then o_O
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          #79    
        Old May 12th, 2017 (2:50 AM).
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        KriXtuFher KriXtuFher is offline
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          Quote:
          Originally Posted by The_learner View Post
          Hey do you mean player put a custom nature when they catch the pokemon >_>

          That would not be fun then o_O
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            #80    
          Old May 17th, 2017 (1:53 AM).
          Buffel Saft's Avatar
          Buffel Saft Buffel Saft is offline
             
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            I'm amazed this isn't getting more attention, what you've done here (and with all your other Emerald works) is incredible, I'm having a lot of fun just adding them all to a ROM and messing around. One question though, how do you actually reuse the old dex flags after expanding Pokemon? Is there an existing way to check them, or would I need to write a new routine to do so? I realize it's probably not even necessary to use them (seeing as your flag check script finds over 300 unused flags, which is more than enough), but it'd be nice to have the option on the off chance that some of them do turn out to be used somewhere.

            It might also be worth adding the flag and var expansion feature to the list in the OP, I could see it being very useful for a lot of people.
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              #81    
            Old May 17th, 2017 (2:30 AM).
            DizzyEgg's Avatar
            DizzyEgg DizzyEgg is offline
               
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              Quote:
              Originally Posted by Buffel Saft View Post
              I'm amazed this isn't getting more attention, what you've done here (and with all your other Emerald works) is incredible, I'm having a lot of fun just adding them all to a ROM and messing around. One question though, how do you actually reuse the old dex flags after expanding Pokemon? Is there an existing way to check them, or would I need to write a new routine to do so? I realize it's probably not even necessary to use them (seeing as your flag check script finds over 300 unused flags, which is more than enough), but it'd be nice to have the option on the off chance that some of them do turn out to be used somewhere.

              It might also be worth adding the flag and var expansion feature to the list in the OP, I could see it being very useful for a lot of people.
              Thanks for the kind words.

              And yeah I forgot to include that one feature in the OP. I'm going to do that soon. Here's how it works:

              For flags you have the old ones that use space in the old saveblock: 0x0 - 0x95F
              The number you specify in the 'NoOfNewFlags' refers to the flags in the saveblock. Those are 0x960 - 0x1FFF
              Old dex flags' range is 0x2000 - 0x2660. Those flags are only used for checking whether a pokemon was seen/caught, so expanding pokedex automatically frees them. If you Set 'ReuseOldDexFlags' as true you won't have to write anything, you can just use a flag in that range(say 0x2100). Those are perfectly free to use after you expand pokemon.

              The vars are much simpler. The new ones start right after the old ones, so 0x5000 is the first new var. You specify the number of vars in the build.py file.
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                #82    
              Old May 17th, 2017 (3:55 AM).
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              Buffel Saft Buffel Saft is offline
                 
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                Quote:
                Originally Posted by DizzyEgg View Post
                Thanks for the kind words.

                And yeah I forgot to include that one feature in the OP. I'm going to do that soon. Here's how it works:

                For flags you have the old ones that use space in the old saveblock: 0x0 - 0x95F
                The number you specify in the 'NoOfNewFlags' refers to the flags in the saveblock. Those are 0x960 - 0x1FFF
                Old dex flags' range is 0x2000 - 0x2660. Those flags are only used for checking whether a pokemon was seen/caught, so expanding pokedex automatically frees them. If you Set 'ReuseOldDexFlags' as true you won't have to write anything, you can just use a flag in that range(say 0x2100). Those are perfectly free to use after you expand pokemon.

                The vars are much simpler. The new ones start right after the old ones, so 0x5000 is the first new var. You specify the number of vars in the build.py file.
                Thanks for the quick reply! Good to know they're so straightforward to use. I don't think I'll ever need to expand the flags with so many freed up, but it is nice to have the option.

                Just to clarify, if the new vars start right after the old ones, does that mean they're also stored in the old saveblock? If so, does that significantly limit the number of new vars you can add?
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                  #83    
                Old May 17th, 2017 (4:03 AM).
                DizzyEgg's Avatar
                DizzyEgg DizzyEgg is offline
                   
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                  Quote:
                  Originally Posted by Buffel Saft View Post
                  Just to clarify, if the new vars start right after the old ones, does that mean they're also stored in the old saveblock? If so, does that significantly limit the number of new vars you can add?
                  No, I made a mistake. :P
                  Old vars are: 0x4000 - 0x40FF (use the old saveblock)
                  New vars are: 0x5000 - 0xXXX (use the new saveblock). You specify the number of new vars.
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                    #84    
                  Old May 17th, 2017 (4:21 AM).
                  Buffel Saft's Avatar
                  Buffel Saft Buffel Saft is offline
                     
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                    Quote:
                    Originally Posted by DizzyEgg View Post
                    No, I made a mistake. :P
                    Old vars are: 0x4000 - 0x40FF (use the old saveblock)
                    New vars are: 0x5000 - 0xXXX (use the new saveblock). You specify the number of new vars.
                    That makes sense. Thanks again, Dizzy.
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                      #85    
                    Old May 25th, 2017 (3:23 PM).
                    Anthroyd's Avatar
                    Anthroyd Anthroyd is offline
                       
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                      Repost from battle upgrade thread for proper placement:

                      -------------------------------------------------

                      Suggestion: Dynamic overworld sprite palettes.

                      I've explained the technicalities in depth in my video here: https://www.youtube.com/watch?v=lyL2O8N0CBo&list=PLfI5DBI4tNyLBYGNhf1Ee8cgdmMtiilps&index=27

                      There is a Fire Red patch for this here: https://www.pokecommunity.com/showthread.php?t=359685

                      Unfortunately, no Emerald patch exists, and this overworld struggle is a major issue in Emerald ROM hacking in my opinion and experience.
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                        #86    
                      Old June 4th, 2017 (6:01 PM).
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                      Deokishisu Deokishisu is offline
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                        Spoiler:
                        Quote:
                        Originally Posted by DizzyEgg View Post
                        DizzyEgg, I choose you!
                        So I noticed some changes to the expanded Poke Balls on the Github as well as palette changes tied to the current time. Are the Poke Ball changes bug fixes? Is the new palette stuff Day and Night based on the built-in RTC? Any hope of getting specials that set and return the day of the week (I assume it'd just be the dayOfTheWeek = dayByteOfTheRTC % 7) as well? Or wait... Can we read from the RTC without ASM help with comparefarbytetobyte? It's been so long I can't remember.
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                          #87    
                        Old June 5th, 2017 (3:25 AM).
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                        DizzyEgg DizzyEgg is offline
                           
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                          Quote:
                          Originally Posted by Deokishisu View Post
                          So I noticed some changes to the expanded Poke Balls on the Github as well as palette changes tied to the current time. Are the Poke Ball changes bug fixes? Is the new palette stuff Day and Night based on the built-in RTC? Any hope of getting specials that set and return the day of the week (I assume it'd just be the dayOfTheWeek = dayByteOfTheRTC % 7) as well? Or wait... Can we read from the RTC without ASM help with comparefarbytetobyte? It's been so long I can't remember.
                          I added const qualifier to some structs in the balls expansion file.
                          I also added the day night palette system, you're right about that. I'll wait with publishing it till I add day/night mons though.
                          As for getting the RTC time, you'd need to call a function that updates it first and then get the bytes. However, since the palette needs constant switching in the overworld, I made that function get called every frame, so you can just use the scripting commands to read the time bytes.
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                            #88    
                          Old June 8th, 2017 (6:15 AM).
                          Neon Skylar's Avatar
                          Neon Skylar Neon Skylar is offline
                             
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                            I can not evolve after implementing it, I have tried everything but still nothing works, either because I know a movement or by gender does not evolve :(
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                              #89    
                            Old June 8th, 2017 (6:28 AM).
                            DizzyEgg's Avatar
                            DizzyEgg DizzyEgg is offline
                               
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                              Quote:
                              Originally Posted by Neon Skylar View Post
                              I can not evolve after implementing it, I have tried everything but still nothing works, either because I know a movement or by gender does not evolve :(
                              Make sure you didn't put a wrong value for the number of evolutions per pokemon.
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                              Various Features(Evo Methods, BW Repel, Levels Above 100, Trainers with EV, Nature Colored Stats)

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                                #90    
                              Old June 8th, 2017 (6:39 AM).
                              Neon Skylar's Avatar
                              Neon Skylar Neon Skylar is offline
                                 
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                                Quote:
                                Originally Posted by DizzyEgg View Post
                                Make sure you didn't put a wrong value for the number of evolutions per pokemon.
                                I put 8, first implement the Battle Engine and the same rom (test.gba) implement this, is that?
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                                  #91    
                                Old June 8th, 2017 (7:06 AM).
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                                DizzyEgg DizzyEgg is offline
                                   
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                                  Quote:
                                  Originally Posted by Neon Skylar View Post
                                  I put 8, first implement the Battle Engine and the same rom (test.gba) implement this, is that?
                                  You need to put 5.
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                                    #92    
                                  Old June 10th, 2017 (8:50 AM).
                                  558741236 558741236 is offline
                                     
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                                    After I use the competitive trainers, the evs and ivs are set right but the value of status isn't changed.What can i do to make the system recalculate the value of status of the trainers' pokes?
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                                      #93    
                                    Old June 10th, 2017 (2:55 PM). Edited June 10th, 2017 by blakcat.
                                    blakcat blakcat is offline
                                       
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                                      I'm trying to run scripts/build.py and I'm getting this error:
                                      Compiling ./src/DNS.c
                                      Assembling ./src/DNS.s
                                      <devkit_path>/devkitARM/bin/arm-none-eabi-ld:linker.ld:33: syntax error

                                      All the defaults are set; I haven't enabled any features yet -- just wanted to see if it could build.

                                      Any ideas? Thanks in advance :)

                                      EDIT:
                                      Found the issue: the last few lines of code are duplicated. Commenting them out fixed this. I'm kinda surprised no one found this before me...?
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                                        #94    
                                      Old June 10th, 2017 (4:31 PM). Edited June 10th, 2017 by blakcat.
                                      blakcat blakcat is offline
                                         
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                                        Quote:
                                        Originally Posted by theunneeded View Post
                                        I can't seem to run the build.py. keep getting that there is an error

                                        Python 3.4.4 (v3.4.4:737efcadf5a6, Dec 20 2015, 19:28:18) [MSC v.1600 32 bit (Intel)] on win32
                                        Type "copyright", "credits" or "license()" for more information.
                                        >>>
                                        RESTART: C:\Users\Hacking\Desktop\Clean Roms\Various-EM-features-master\Various-EM-features-master\scripts\build.py
                                        ... (lines removed to save space)
                                        Traceback (most recent call last):
                                        ...
                                        FileNotFoundError: [Errno 2] No such file or directory: './src/defines.h'
                                        >>>
                                        Did you figure out your issue? I figure it's an old post, so maybe.

                                        I believe the issue is that you ran "build.py" from the wrong directory. The folder from which you run Python, and then build.py makes a big difference. Try running
                                        Code:
                                        python scripts/build.py
                                        from your Various-EM-features-master folder instead (in cmd.exe or whatever command line util you're using). I'll create a pull request with a fix for this in the near future :)

                                        (Also, it shouldn't matter, but you're running python 3.4.4 and the main posts suggests using 3.5.x :P )
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                                          #95    
                                        Old June 12th, 2017 (11:50 PM).
                                        U.Flame's Avatar
                                        U.Flame U.Flame is offline
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                                        Would it be possible to make it so Pokemon cant gain exp?
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                                          #96    
                                        Old June 13th, 2017 (3:23 PM).
                                        blakcat blakcat is offline
                                           
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                                          Quote:
                                          Originally Posted by U.Flame View Post
                                          Would it be possible to make it so Pokemon can't gain exp?
                                          That would probably be a feature for the Emerald Battle Engine. I'm not sure if it's been added there yet, but if it hasn't you could certainly request it.
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                                            #97    
                                          Old June 21st, 2017 (6:49 AM).
                                          Neon Skylar's Avatar
                                          Neon Skylar Neon Skylar is offline
                                             
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                                            Suppose, I want to change the evolutions so that it goes something like this: Eevee + Sun Stone = Espeon Eevee + Moon Stone = Umbreon Eevee + Leaf Stone = Leafeon Eevee + Ice Stone = Glaceon Eevee + Fairy Stone (I will create this stone) = Sylveon How do I edit this?

                                            #if EEVEE_TABLE == true
                                            #define eevee_evos 8
                                            struct evolution_sub eevee_table[eevee_evos] = {
                                            {7, ITEM_WATERSTONE, POKE_VAPOREON, 0x00, 0x00},
                                            {7, ITEM_THUNDERSTONE, POKE_JOLTEON, 0x00, 0x00},
                                            {7, ITEM_FIRESTONE, POKE_FLAREON, 0x00, 0x00},
                                            {1, 0, POKE_ESPEON, 0x00, 0x00},
                                            {2, 0, POKE_UMBREON, 0x00, 0x00},
                                            {17, 0x00, 123, 0x00, 0x00}, // Map ID defs still need to be made
                                            {17, 0x00, 123, 0x00, 0x00},
                                            {29, TYPE_FAIRY, 124, 0x00, 0x00}, // XX is the index of Sylveon method
                                            };
                                            #endif // EEVEE_TABLE
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                                              #98    
                                            Old June 21st, 2017 (12:23 PM).
                                            Z-nogyroP Z-nogyroP is offline
                                               
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                                              Quote:
                                              Originally Posted by Neon Skylar View Post
                                              Suppose, I want to change the evolutions so that it goes something like this: Eevee + Sun Stone = Espeon Eevee + Moon Stone = Umbreon Eevee + Leaf Stone = Leafeon Eevee + Ice Stone = Glaceon Eevee + Fairy Stone (I will create this stone) = Sylveon How do I edit this?

                                              #if EEVEE_TABLE == true
                                              #define eevee_evos 8
                                              struct evolution_sub eevee_table[eevee_evos] = {
                                              {7, ITEM_WATERSTONE, POKE_VAPOREON, 0x00, 0x00},
                                              {7, ITEM_THUNDERSTONE, POKE_JOLTEON, 0x00, 0x00},
                                              {7, ITEM_FIRESTONE, POKE_FLAREON, 0x00, 0x00},
                                              {1, 0, POKE_ESPEON, 0x00, 0x00},
                                              {2, 0, POKE_UMBREON, 0x00, 0x00},
                                              {17, 0x00, 123, 0x00, 0x00}, // Map ID defs still need to be made
                                              {17, 0x00, 123, 0x00, 0x00},
                                              {29, TYPE_FAIRY, 124, 0x00, 0x00}, // XX is the index of Sylveon method
                                              };
                                              #endif // EEVEE_TABLE
                                              Code:
                                              #if EEVEE_TABLE == true
                                                  #define eevee_evos 8
                                                  struct evolution_sub eevee_table[eevee_evos] =  {
                                                  {7, ITEM_WATERSTONE, POKE_VAPOREON, 0x00, 0x00},
                                                  {7, ITEM_THUNDERSTONE, POKE_JOLTEON, 0x00, 0x00},
                                                  {7, ITEM_FIRESTONE, POKE_FLAREON, 0x00, 0x00},
                                                  {7, ITEM_SUNSTONE, POKE_ESPEON, 0x00, 0x00},
                                                  {7, ITEM_MOONSTONE, POKE_UMBREON, 0x00, 0x00},
                                                  {7, ITEM_LEAFSTONE, 123, 0x00, 0x00},
                                                  {7, ITEM_ICESTONE, 123, 0x00, 0x00},
                                                  {7, ITEM_FAIRYSTONE, 124, 0x00, 0x00},
                                                  };
                                              #endif // EEVEE_TABLE
                                              add ice stone and fairy stone to the list of item defines in items.h and items.s. also, setting both leafeon and glaceon to 123 means that leaf stone and ice stone will evolve into the same pokemon- probably edit that.
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                                                #99    
                                              Old July 2nd, 2017 (7:26 PM).
                                              Hydraetis Hydraetis is offline
                                                 
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                                                I need help figuring out the competitive trainers thing.

                                                In my output config.ini, I have config_table at 8FF38FC and trainer_pokemon at 8FF1A80 but those addresses don't exist in the ROM (it doesn't go above FFFFFF). What am I doing wrong?
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                                                  #100    
                                                Old July 2nd, 2017 (10:00 PM).
                                                Buffel Saft's Avatar
                                                Buffel Saft Buffel Saft is offline
                                                   
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                                                  Quote:
                                                  Originally Posted by Hydraetis View Post
                                                  I need help figuring out the competitive trainers thing.

                                                  In my output config.ini, I have config_table at 8FF38FC and trainer_pokemon at 8FF1A80 but those addresses don't exist in the ROM (it doesn't go above FFFFFF). What am I doing wrong?
                                                  The 8 just means that that address is part of the ROM; in the GBA's memory, the ROM starts at 0x8000000 and ends at 0x9FFFFFF. To get an offset from the start of the ROM, just subtract 0x8000000 from it (or just ignore the first 8) i.e. go to 0xFF38FC in the ROM and you'll find your table.
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