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Resource [EM] Dizzy's Hacked Engine

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  #76    
Old July 27th, 2017 (7:44 AM).
Gameskiller01 Gameskiller01 is offline
     
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    I just made a quick video showing my problem because I can't figure out what I'm doing wrong. https://www.youtube.com/watch?v=6tmJaLwjDjM

    TL;DR: It doesn't work and I don't know why.
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      #77    
    Old July 27th, 2017 (11:54 AM).
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    DizzyEgg DizzyEgg is offline
       
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      Quote:
      Originally Posted by Gameskiller01 View Post
      I just made a quick video showing my problem because I can't figure out what I'm doing wrong. https://www.youtube.com/watch?v=6tmJaLwjDjM

      TL;DR: It doesn't work and I don't know why.
      Open test.gba.
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        #78    
      Old July 27th, 2017 (2:08 PM).
      Gameskiller01 Gameskiller01 is offline
         
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        Well now I feel stupid. XD Thanks!
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          #79    
        Old August 8th, 2017 (11:34 AM).
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        IamJanella IamJanella is offline
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          The Nature Colored Stats is conflicting with what? so I won't use it.
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            #80    
          Old August 8th, 2017 (11:48 PM).
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            Quote:
            Originally Posted by IamJanella View Post
            The Nature Colored Stats is conflicting with what? so I won't use it.
            Yeah it has conflict but the Codes have fixed it as well.

            So the final thing would be its safe to use :D
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              #81    
            Old August 12th, 2017 (2:05 AM).
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              Quote:
              Originally Posted by IamJanella View Post
              Fixed? Cant see anything in the OP that says that it is fixed.
              actually the problem would have been there if the same thing had been done via ASM,
              as the hooks would conflict,

              but when done in C the hook are fixed by the C codes.
              You need not worry about having bug due to this thing,

              but still always make backups.
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                #82    
              Old August 18th, 2017 (1:33 AM).
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              IamJanella IamJanella is offline
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                Quote:
                Originally Posted by The_learner View Post
                actually the problem would have been there if the same thing had been done via ASM,
                as the hooks would conflict,

                but when done in C the hook are fixed by the C codes.
                You need not worry about having bug due to this thing,

                but still always make backups.
                uhm, Ok .
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                  #83    
                Old September 7th, 2017 (11:53 AM).
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                  Uh... I know this project is probably on halt like Battle Engine Upgrade, but I must ask anyways:

                  Does chain fishing really work? And the Shiny Charm?

                  I've been testing both and they don't seem to, and I know it's hard to get a shiny, I'll keep trying but I'm asking to know if the features really work.

                  Thanks.
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                    #84    
                  Old September 8th, 2017 (5:39 AM).
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                    Quote:
                    Originally Posted by resetes12 View Post
                    Uh... I know this project is probably on halt like Battle Engine Upgrade, but I must ask anyways:

                    Does chain fishing really work? And the Shiny Charm?

                    I've been testing both and they don't seem to, and I know it's hard to get a shiny, I'll keep trying but I'm asking to know if the features really work.

                    Thanks.
                    Yes, they really work. You can change 1 + 2 here to something like 1 + 7 and you should get a shiny much faster. https://github.com/DizzyEggg/Various-EM-features/blob/master/src/WildPokes.c#L201
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                      #85    
                    Old September 29th, 2017 (7:09 PM).
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                      I have a question about the Shiny Charm.

                      Everything installed perfectly fine but I'm a bit unsure about the Shiny Charm. When I install it, it should just generate the item yes? Or does it just add the effect and I have to create the item myself? I'd be fine with that, I'm just uncertain.

                      Starting to think something went wrong lol
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                        #86    
                      Old September 30th, 2017 (3:54 AM). Edited September 30th, 2017 by Auros.
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                        Great work man!

                        Could you just give me more informations about the Eevee table? I don't get how it works and how I might modify it.
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                          #87    
                        Old October 23rd, 2017 (4:26 PM).
                        cha0ticbrah cha0ticbrah is offline
                           
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                          The BW Repel system isn't working for me, its set to True but I've tested the repels and nothing.
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                            #88    
                          Old December 1st, 2017 (2:50 AM).
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                            About the special "give a custom Pokèmon", is there a way to set the ability too?
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                              #89    
                            Old December 18th, 2017 (7:49 AM). Edited December 19th, 2017 by Pleasure.
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                              Quote:
                              Originally Posted by DizzyEgg View Post
                              snip
                              Something about this engine seems to break Shiny Quagsire's Safari Hack routine (specifically the over9000 routine). Any idea what it might be? I applied it without the Pokeball and Var expansion, but it still breaks the routine.
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                                #90    
                              Old December 23rd, 2017 (12:45 PM).
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                                Are you still taking requests?

                                If so could you add double wild battles into this?
                                https://www.pokecommunity.com/showthread.php?t=362127
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                                  #91    
                                Old December 25th, 2017 (11:04 AM).
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                                  Quote:
                                  Originally Posted by Substitute Doll View Post
                                  Are you still taking requests?

                                  If so could you add double wild battles into this?
                                  https://www.pokecommunity.com/showthread.php?t=362127
                                  He has, in his battle engine: https://www.pokecommunity.com/showthread.php?t=374338
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                                    #92    
                                  Old January 9th, 2018 (4:50 PM).
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                                  slawter666 slawter666 is offline
                                     
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                                    These are some fantastic features, I haven't really been around in a while but I love how far the Pokémon ROM hacking scene has come, plus I'm even more excited about the disassemblies on the horizon.

                                    I've have a few ideas, if you're considering suggestions.

                                    Level Cap flag

                                    With regards to the level cap expansion is it possible to make it so the cap is dependant on a flag being set. For instance the max level is 100 until the Elite four are beaten after which it is raised to 200 etc.

                                    Asymmetric overworlds
                                    Could we be able to specify if an overworld is asymmetrical or not. If set as not then the game would load that particular overworld as normal but if set as asymmetrical then it would load extra frames. This would allow for greater variety in character designs.

                                    Ridable Pokémon

                                    An idea I had a few years ago was to have ridable pokémon however in order to look good an overworld would need to use 2 palettes (one for the trainer and one for the pokemon).

                                    However I think the same effect could be achieved by loading an overworld underneath the player and have it mimic their movement with no delay. Coupled with that the character's overworld would need to change into their "riding" pose (much like the bike or surf etc).

                                    There would probably need to be a specific riding overworld for each ridable pokémon so the game would need to check if a pokémon was ridable and load the appropriate pokémon overworld and corresponding player overworld.

                                    Obviously this would require a large amount of graphical work but if the system is in place then I imagine there will be people willing to help with that.

                                    I envision this more as an extension of the bike routine where the game checks the player's party for any ridable pokémon and the same could be done for the surfing routine.

                                    Immersive animation system

                                    The final idea I've had is to expand upon the pokémon sprite animation system to allow more than 2 frames (much like in Pokémon Black & White), I've seen this done in Pokémon Master Blue but you could take the idea further.

                                    Let's call the Emerald animations their "entry" animations.
                                    Once out the pokémon's "idle" animation would play on loop
                                    When attacked during damage calculation the game would check if the attack was not very effective, normal or super-effective and load a different "defend" animation for each (defend_ineffective, defend, defend_super etc)
                                    The pokemon would then return to their "idle" animation, unless a status effect was applied then a different animation would play (idle_sleep, idle_poison, idle_confused etc)
                                    Once defeated their "faint" animation would play.

                                    You could also include transition animations for when a status effect is applied/removed. For example when "Rest" is used an animation of the target pokemon yawning could play before loading "idle_sleep" and when waking up an animation could play before loading "idle".

                                    The same could be done for attacking pokemon, using a few generic animations (physical_1, physical_2, special_1, special_2, status_1, status_2, signature). You could do a specific animation for each move but I think that would be overkill.

                                    Now this would take an extreme amount of graphical work for just a few pokémon but again if a system is in place then help is easier to come by.

                                    I'd love to know the details on the viability of a system such as this, for instance how many frames of animation could the gba load if a frame is 64x64 pixels and all the frames for one animation were included in one image; i.e a 256x256 image would contain 16 frames of animation.


                                    I hope I've managed to explain my ideas clearly and thank you for all the work you've done for the Pokémon ROM hacking community already.
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                                      #93    
                                    Old June 24th, 2018 (12:56 AM).
                                    struedelmuffin1 struedelmuffin1 is offline
                                       
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                                      Every time I throw one of the new poke balls the pokemon breaks out instantly and the ball will never roll no matter what. I have the ball expansion set to its default offset and I have tried moving it around. It compiles and give them proper visuals and descriptions but the balls all do nothing at all. Please help :C
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                                        #94    
                                      Old July 6th, 2018 (4:15 PM).
                                      Nyan Krunex Nyan Krunex is offline
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                                        When I enter the command in cmd, it says "Devkit does not exist in your path variable......Checking default location..Devkit found...Compiling ./src\EVTrainers.c"
                                        After these, I don't get a test.gba
                                        .
                                        .
                                        And also I am newbie..and I was just checking the comments for help. So what are hooks?
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                                          #95    
                                        Old August 23rd, 2018 (4:38 PM).
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                                        Quote:
                                        Originally Posted by Hillsy13 View Post
                                        Having an issue compiling, it keeps telling me this in the command prompt 'FileNotFoundError: [WinError 2] The system cannot find the file specified' my rom is in the Various-EM-features-master folder like it is supposed to be. Any help would be greatly appreciated.

                                        Edit: Here is a screenshot of what is going wrong -> https://imgur.com/a/yzaDndY
                                        If you're not already, use DevKitARM 45 and name your rom rom.gba

                                        Installing (or reinstalling) the latest version of Python could do the trick if you've already done those two things
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                                          #96    
                                        Old August 23rd, 2018 (9:30 PM).
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                                          Sorry I should have taken down my message, I realised I didn't have the correct version of devkitarm and it has worked since then, Thanks though!
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                                            #97    
                                          Old August 30th, 2018 (3:58 AM).
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                                            Just have one more question, this time regarding the shiny charm. I saw someone else asking about this and was wondering the same thing. I set the 0x0 next to the shiny charm to an open item ID, in hex, yet when the changes are compiling, there is no visible mention of the shiny charm being created. In addition, when I open up the rom in complete item editor, the shiny charm is not there. Is there a solution to this that I'm missing?
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                                              #98    
                                            Old September 11th, 2018 (7:04 AM).
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                                            LCCoolJ95 LCCoolJ95 is offline
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                                              Game freezes when the text Pokémon caught on the hook shows up. After it disappears the game locks up with the music still playing.
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