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  #226    
Old November 22nd, 2013 (8:45 PM).
jsierra008 jsierra008 is offline
     
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    Hi there, maybe the last advance about the ram data are usefull but maybe we can study the system used on the script of RPGMaKeR pokemon games on it are created mulriple events (because on it can follow thru 6 pokemon) but esentially an event are created on the map; if i'm not remember too bad its on map at once, my knowledge un Ruby is't closely to Zero but maybe somebody can study and compare the posible syntax comon fuction.

    Its only an idea ;P
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      #227    
    Old November 22nd, 2013 (9:16 PM). Edited November 24th, 2013 by Shiny Quagsire.
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      Quote:
      Originally Posted by jsierra008 View Post
      Hi there, maybe the last advance about the ram data are usefull but maybe we can study the system used on the script of RPGMaKeR pokemon games on it are created mulriple events (because on it can follow thru 6 pokemon) but esentially an event are created on the map; if i'm not remember too bad its on map at once, my knowledge un Ruby is't closely to Zero but maybe somebody can study and compare the posible syntax comon fuction.

      Its only an idea ;P
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        #228    
      Old November 26th, 2013 (11:08 PM).
      Adura's Avatar
      Adura Adura is offline
         
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        It's been awhile since I looked at it, but here's my attempt at a follow script. It works nice, for some things, but has serious limitations.

        Here's the video of it in action:


        Limitations:

        1) The sprite doesn't follow when changing areas, including changing routes. I bypassed this by setting up sprites in 'unseeable' areas, then teleporting them as needed when the player enters new areas. (This is seen when the player leaves buildings in the video)

        2) Tests showed that battles work as normal....until I edited the code forever ago >.<. I think they still work, but haven't tested it. The code should support normal battle functions.

        3) Requires the hacked FireRed Engine/

        4) Doesn't currently track swimming or jumping. It does take into account running, but I don't remember if the current version does. (A past version does, but I lost that one.)

        Here's the code snippets. It's been forever, so I don't remember if this is all of it or not.

        Spoiler:
        Loading the Follower Script Information:

        '---------------
        #dynamic 0x00900220
        #org 0x00900220
        loadpointer 0x0 0x00900000
        special 0x81
        setvar 0x5000 0x1
        checkflag 0x1005
        if 0x1 call @end
        getplayerpos 0x5018 0x5019
        getplayerpos 0x5020 0x5021
        movesprite 0xFE 0x5018 0x5019
        getplayerpos 0x5014 0x5015
        getplayerpos 0x5016 0x5017
        release
        end

        #org @end
        release
        end


        Spoiler:
        The follow script itself:


        '---------
        ' Strings
        '---------
        #dynamic 0x00900000
        #org 0x900000
        release
        checkflag 0x1005
        if 0x1 call @end
        copyvar 0x5010 0x5018
        copyvar 0x5011 0x5019
        copyvar 0x5012 0x5020
        copyvar 0x5013 0x5021
        copyvar 0x5006 0x5014
        copyvar 0x5007 0x5015
        copyvar 0x5008 0x5016
        copyvar 0x5009 0x5017
        subvar 0x5011 0x5007
        compare 0x5011 0x1
        if 0x1 call @MoveDown
        subvar 0x5009 0x5013
        compare 0x5009 0x1
        if 0x1 call @MoveUp
        subvar 0x5010 0x5006
        compare 0x5010 0x1
        if 0x1 call @MoveRight
        subvar 0x5008 0x5012
        compare 0x5008 0x1
        if 0x1 call @MoveLeft
        copyvar 0x5014 0x5018
        copyvar 0x5015 0x5019
        copyvar 0x5016 0x5020
        copyvar 0x5017 0x5021
        getplayerpos 0x5018 0x5019
        getplayerpos 0x5020 0x5021
        call 0x00905000

        Special 0x8f /*the trainer position special*/
        Special2 0x800d 0x7f /*returns 1 if ground battles, 2 if water battles*/
        Compare 0x800d 0x1
        If 0x1 call @grass
        Compare 0x800d 0x2
        If 0x1 call @water
        return



        #org @WentDown
        applymovement 0xFE @Move1
        return

        #org @WentUp
        applymovement 0xFE @Move2
        return

        #org @WentLeft
        applymovement 0xFE @Move3
        return

        #org @WentRight
        applymovement 0xFE @Move4
        return

        #org @WentDownRun
        applymovement 0xFE @Move5
        return

        #org @WentUpRun
        applymovement 0xFE @Move6
        return

        #org @WentLeftRun
        applymovement 0xFE @Move7
        return

        #org @WentRightRun
        applymovement 0xFE @Move8
        return

        #org @grass
        Special 0x97 /*generates a random grass battle*/
        return

        #org @water
        Special 0x98 /*generates a random water battle*/
        return

        '-----------
        ' Movements
        '-----------
        #org @Move1
        #raw 0x10 'Step Up (Normal)
        #raw 0xFE 'End of Movements

        #org @Move2
        #raw 0x11 'Step Up (Normal)
        #raw 0xFE 'End of Movements

        #org @Move3
        #raw 0x12 'Step Up (Normal)
        #raw 0xFE 'End of Movements

        #org @Move4
        #raw 0x13 'Step Up (Normal)
        #raw 0xFE 'End of Movements

        #org @Move5
        #raw 0x1D 'Step Up (Normal)
        #raw 0xFE 'End of Movements

        #org @Move6
        #raw 0x1E 'Step Up (Normal)
        #raw 0xFE 'End of Movements

        #org @Move7
        #raw 0x1F 'Step Up (Normal)
        #raw 0xFE 'End of Movements

        #org @Move8
        #raw 0x20 'Step Up (Normal)
        #raw 0xFE 'End of Movements

        #org @MoveDown
        checkflag 0x82F
        if 0x0 call @WentDown
        if 0x1 call @CheckRunDown
        return

        #org @CheckRunDown
        special2 0x8006 0x2b
        compare 0x8006 0x3
        if 0x1 call @WentDownRun
        compare 0x8006 0x2
        if 0x1 call @WentDownRun
        if 0x0 call @WentDown
        return

        #org @MoveUp
        checkflag 0x82F
        if 0x0 call @WentUp
        if 0x1 call @CheckRunUp
        return

        #org @CheckRunUp
        special2 0x8006 0x2b
        compare 0x8006 0x3
        if 0x1 call @WentUpRun
        compare 0x8006 0x2
        if 0x1 call @WentUpRun
        if 0x0 call @WentUp
        return

        #org @MoveLeft
        checkflag 0x82F
        if 0x0 call @WentLeft
        if 0x1 call @CheckRunLeft
        return

        #org @CheckRunLeft
        special2 0x8006 0x2b
        compare 0x8006 0x3
        if 0x1 call @WentLeftRun
        compare 0x8006 0x2
        if 0x1 call @WentLeftRun
        if 0x0 call @WentLeft
        return

        #org @MoveRight
        checkflag 0x82F
        if 0x0 call @WentRight
        if 0x1 call @CheckRunRight
        return

        #org @CheckRunRight
        special2 0x8006 0x2b
        compare 0x8006 0x3
        if 0x1 call @WentRightRun
        compare 0x8006 0x2
        if 0x1 call @WentRightRun
        if 0x0 call @WentRight
        return


        #org @end
        call 0x00905000
        Special 0x8f /*the trainer position special*/
        Special2 0x800d 0x7f /*returns 1 if ground battles, 2 if water battles*/
        Compare 0x800d 0x1
        If 0x1 call @grass
        Compare 0x800d 0x2
        If 0x1 call @water
        end


        If I remember correctly, this script only needs to be enacted once. Then it will work so long as the follower is within the same map. (Thus, when changing maps, the follower needs to be placed behind or at the player).

        Hope this helps some of you =/ I've left Pokemon hacking and went back to Skyrim >_<.

        To those who sent me PMs. Sorry, didn't see them >_< But here you go! :D
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          #229    
        Old December 27th, 2013 (1:35 AM).
        luke9631 luke9631 is offline
           
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          First of all, thanks for sharing the code.
          Anyway, I really don't like copy-pasting and I was wondering if you can add some comments or explain me all these "copyvar, subvar, getplayerpos...". I mean, I know what they does, but how did you choose the parameters and so?
          Furthermore, what do I have to do whit the "Loading the Follower Script Information" script?
          Thenks a lot and sorry for bad english
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            #230    
          Old December 27th, 2013 (2:35 AM).
          Sniper's Avatar
          Sniper Sniper is offline
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            Quote:
            Originally Posted by Adura View Post
            It's been awhile since I looked at it, but here's my attempt at a follow script. It works nice, for some things, but has serious limitations.

            Here's the video of it in action:


            Limitations:

            1) The sprite doesn't follow when changing areas, including changing routes. I bypassed this by setting up sprites in 'unseeable' areas, then teleporting them as needed when the player enters new areas. (This is seen when the player leaves buildings in the video)

            2) Tests showed that battles work as normal....until I edited the code forever ago >.<. I think they still work, but haven't tested it. The code should support normal battle functions.

            3) Requires the hacked FireRed Engine/

            4) Doesn't currently track swimming or jumping. It does take into account running, but I don't remember if the current version does. (A past version does, but I lost that one.)

            Here's the code snippets. It's been forever, so I don't remember if this is all of it or not.

            Spoiler:
            Loading the Follower Script Information:

            '---------------
            #dynamic 0x00900220
            #org 0x00900220
            loadpointer 0x0 0x00900000
            special 0x81
            setvar 0x5000 0x1
            checkflag 0x1005
            if 0x1 call @end
            getplayerpos 0x5018 0x5019
            getplayerpos 0x5020 0x5021
            movesprite 0xFE 0x5018 0x5019
            getplayerpos 0x5014 0x5015
            getplayerpos 0x5016 0x5017
            release
            end

            #org @end
            release
            end


            Spoiler:
            The follow script itself:


            '---------
            ' Strings
            '---------
            #dynamic 0x00900000
            #org 0x900000
            release
            checkflag 0x1005
            if 0x1 call @end
            copyvar 0x5010 0x5018
            copyvar 0x5011 0x5019
            copyvar 0x5012 0x5020
            copyvar 0x5013 0x5021
            copyvar 0x5006 0x5014
            copyvar 0x5007 0x5015
            copyvar 0x5008 0x5016
            copyvar 0x5009 0x5017
            subvar 0x5011 0x5007
            compare 0x5011 0x1
            if 0x1 call @MoveDown
            subvar 0x5009 0x5013
            compare 0x5009 0x1
            if 0x1 call @MoveUp
            subvar 0x5010 0x5006
            compare 0x5010 0x1
            if 0x1 call @MoveRight
            subvar 0x5008 0x5012
            compare 0x5008 0x1
            if 0x1 call @MoveLeft
            copyvar 0x5014 0x5018
            copyvar 0x5015 0x5019
            copyvar 0x5016 0x5020
            copyvar 0x5017 0x5021
            getplayerpos 0x5018 0x5019
            getplayerpos 0x5020 0x5021
            call 0x00905000

            Special 0x8f /*the trainer position special*/
            Special2 0x800d 0x7f /*returns 1 if ground battles, 2 if water battles*/
            Compare 0x800d 0x1
            If 0x1 call @grass
            Compare 0x800d 0x2
            If 0x1 call @water
            return



            #org @WentDown
            applymovement 0xFE @Move1
            return

            #org @WentUp
            applymovement 0xFE @Move2
            return

            #org @WentLeft
            applymovement 0xFE @Move3
            return

            #org @WentRight
            applymovement 0xFE @Move4
            return

            #org @WentDownRun
            applymovement 0xFE @Move5
            return

            #org @WentUpRun
            applymovement 0xFE @Move6
            return

            #org @WentLeftRun
            applymovement 0xFE @Move7
            return

            #org @WentRightRun
            applymovement 0xFE @Move8
            return

            #org @grass
            Special 0x97 /*generates a random grass battle*/
            return

            #org @water
            Special 0x98 /*generates a random water battle*/
            return

            '-----------
            ' Movements
            '-----------
            #org @Move1
            #raw 0x10 'Step Up (Normal)
            #raw 0xFE 'End of Movements

            #org @Move2
            #raw 0x11 'Step Up (Normal)
            #raw 0xFE 'End of Movements

            #org @Move3
            #raw 0x12 'Step Up (Normal)
            #raw 0xFE 'End of Movements

            #org @Move4
            #raw 0x13 'Step Up (Normal)
            #raw 0xFE 'End of Movements

            #org @Move5
            #raw 0x1D 'Step Up (Normal)
            #raw 0xFE 'End of Movements

            #org @Move6
            #raw 0x1E 'Step Up (Normal)
            #raw 0xFE 'End of Movements

            #org @Move7
            #raw 0x1F 'Step Up (Normal)
            #raw 0xFE 'End of Movements

            #org @Move8
            #raw 0x20 'Step Up (Normal)
            #raw 0xFE 'End of Movements

            #org @MoveDown
            checkflag 0x82F
            if 0x0 call @WentDown
            if 0x1 call @CheckRunDown
            return

            #org @CheckRunDown
            special2 0x8006 0x2b
            compare 0x8006 0x3
            if 0x1 call @WentDownRun
            compare 0x8006 0x2
            if 0x1 call @WentDownRun
            if 0x0 call @WentDown
            return

            #org @MoveUp
            checkflag 0x82F
            if 0x0 call @WentUp
            if 0x1 call @CheckRunUp
            return

            #org @CheckRunUp
            special2 0x8006 0x2b
            compare 0x8006 0x3
            if 0x1 call @WentUpRun
            compare 0x8006 0x2
            if 0x1 call @WentUpRun
            if 0x0 call @WentUp
            return

            #org @MoveLeft
            checkflag 0x82F
            if 0x0 call @WentLeft
            if 0x1 call @CheckRunLeft
            return

            #org @CheckRunLeft
            special2 0x8006 0x2b
            compare 0x8006 0x3
            if 0x1 call @WentLeftRun
            compare 0x8006 0x2
            if 0x1 call @WentLeftRun
            if 0x0 call @WentLeft
            return

            #org @MoveRight
            checkflag 0x82F
            if 0x0 call @WentRight
            if 0x1 call @CheckRunRight
            return

            #org @CheckRunRight
            special2 0x8006 0x2b
            compare 0x8006 0x3
            if 0x1 call @WentRightRun
            compare 0x8006 0x2
            if 0x1 call @WentRightRun
            if 0x0 call @WentRight
            return


            #org @end
            call 0x00905000
            Special 0x8f /*the trainer position special*/
            Special2 0x800d 0x7f /*returns 1 if ground battles, 2 if water battles*/
            Compare 0x800d 0x1
            If 0x1 call @grass
            Compare 0x800d 0x2
            If 0x1 call @water
            end


            If I remember correctly, this script only needs to be enacted once. Then it will work so long as the follower is within the same map. (Thus, when changing maps, the follower needs to be placed behind or at the player).

            Hope this helps some of you =/ I've left Pokemon hacking and went back to Skyrim >_<.

            To those who sent me PMs. Sorry, didn't see them >_< But here you go! :D
            Don't come back to Skyrim!! D:
            Anyways.. Nice work. Still need a lot of fixes and tweaks though.
            But maybe someday a follow script like HG/SS will surely be find.
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              #231    
            Old January 2nd, 2014 (12:37 AM).
            ~Pokedude~'s Avatar
            ~Pokedude~ ~Pokedude~ is offline
               
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              The ARM7-CPU of GBA doesnt support multithreading, so you need to check special events etc via getplayerpos to execute them via ;cmp ; beq trainerbattle;(for example)
              Maybe I will try to do one in the next time.

              Quote:
              Originally Posted by Saturnus
              But maybe someday a follow script like HG/SS will surely be find.
              That will probably be never possible as the GBA has limits.
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                #232    
              Old January 2nd, 2014 (8:39 AM).
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              karatekid552 karatekid552 is offline
              What happens if I push it?....
                 
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                Quote:
                Originally Posted by ~Pokedude~ View Post
                That will probably be never possible as the GBA has limits.
                It is, there is only one problem left to solve, and that is warping. We have a few ideas for solutions, and one of them is using the createsprite command, which is a useless command that creates a useless sprite. However, this sprite doesn't take up an NPC space, making it perfect for this.
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                  #233    
                Old January 2nd, 2014 (8:43 PM).
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                  I actually had an idea as to how to implement this a while back. So the basic follow-me algorithm is to echo the player's movement one step behind them at all times. My idea was to keep a log of the player's last movement and then apply these movements to whatever dummy sprite there is on the map.

                  Now obviously this is easier said than done, but I have been led to believe that all player movement uses some shape or form of the "applymovement" command, or at least the function that it is tied to. So if we can attach our logger there, and then apply it to another sprite, then we are good to go.
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                    #234    
                  Old January 3rd, 2014 (5:31 PM).
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                    Quote:
                    Originally Posted by Shiny Quagsire View Post
                    I actually had an idea as to how to implement this a while back. So the basic follow-me algorithm is to echo the player's movement one step behind them at all times. My idea was to keep a log of the player's last movement and then apply these movements to whatever dummy sprite there is on the map.

                    Now obviously this is easier said than done, but I have been led to believe that all player movement uses some shape or form of the "applymovement" command, or at least the function that it is tied to. So if we can attach our logger there, and then apply it to another sprite, then we are good to go.
                    So, meabe detecting what the player press, we can store what movement he/she does and use it in an "Dynamic Applymovement" ? That's what you're saying?
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                      #235    
                    Old January 4th, 2014 (1:50 AM).
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                      Quote:
                      Originally Posted by Shiny Quagsire View Post
                      I actually had an idea as to how to implement this a while back. So the basic follow-me algorithm is to echo the player's movement one step behind them at all times. My idea was to keep a log of the player's last movement and then apply these movements to whatever dummy sprite there is on the map.

                      Now obviously this is easier said than done, but I have been led to believe that all player movement uses some shape or form of the "applymovement" command, or at least the function that it is tied to. So if we can attach our logger there, and then apply it to another sprite, then we are good to go.
                      AFAIK the player doesn't move with applymovement. I've tried to trace it, but couldn't find anything.
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                        #236    
                      Old January 4th, 2014 (7:18 AM).
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                      Jambo51 Jambo51 is offline
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                        Quote:
                        Originally Posted by daniilS View Post
                        AFAIK the player doesn't move with applymovement. I've tried to trace it, but couldn't find anything.
                        You are correct. NPC movement in general is handled purely by ASM code mixed with a little lookup table (trust me, I checked this one out myself when I was developing my own version of this). Said lookup table has 9 entries, of which only 5 are ever used. I can't recall where this lookup table actually is (sorry) but either way, player and NPC movement is handled purely by ASM.
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                          #237    
                        Old January 22nd, 2014 (12:49 PM).
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                        karatekid552 karatekid552 is offline
                        What happens if I push it?....
                           
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                          Great news. ShinyQuagsire and I found a macro routine that controls player movement in a similar fashion to applymovement. The next step is to see if we can dump the movements and make another npc follow them. This project will be finished.:D


                          BTW, shiny never said that applymovement moved the player. He said a system like applymovement. and yes, that is what we found.
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                            #238    
                          Old January 22nd, 2014 (3:03 PM).
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                            make sure to share your findings as your look into this !
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                              #239    
                            Old February 5th, 2014 (6:52 PM).
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                            Shadows Shadows is offline
                               
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                              Quote:
                              Originally Posted by karatekid552 View Post
                              Great news. ShinyQuagsire and I found a macro routine that controls player movement in a similar fashion to applymovement. The next step is to see if we can dump the movements and make another npc follow them. This project will be finished.:D


                              BTW, shiny never said that applymovement moved the player. He said a system like applymovement. and yes, that is what we found.
                              Looking forward to seeing the results. Good luck.
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                                #240    
                              Old April 10th, 2014 (1:54 PM).
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                                Um... is this still being worked on or is it dead in the water.
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                                  #241    
                                Old April 10th, 2014 (5:51 PM).
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                                karatekid552 karatekid552 is offline
                                What happens if I push it?....
                                   
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                                  Quote:
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                                  Um... is this still being worked on or is it dead in the water.
                                  It is gently paused because neither of us have a ton of free time right now. Don't worry, it will happen.
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                                    #242    
                                  Old April 11th, 2014 (2:42 AM).
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                                    Yay, I know this will wind up helping a lot of people when it's done; especially the guys with Yellow version remakes and Gogo if he demakes HG/SS like he is Platinum.
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                                      #243    
                                    Old May 1st, 2014 (1:42 AM).
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                                      I don't know anything about this, and it might not be my place to post here, but...

                                      In RSE, The Mimic Circle on Route 119 mimics all of your movements... Maybe they have the code for a proper follow-me script.

                                      IDK. It's just an idea I had. If someone already thought of this, then disregard this post >,>''
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                                        #244    
                                      Old May 1st, 2014 (11:33 AM).
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                                      Quote:
                                      Originally Posted by Efureie View Post
                                      I don't know anything about this, and it might not be my place to post here, but...

                                      In RSE, The Mimic Circle on Route 119 mimics all of your movements... Maybe they have the code for a proper follow-me script.

                                      IDK. It's just an idea I had. If someone already thought of this, then disregard this post >,>''
                                      If it mimics you you'd have to alter it since it'd just copy you. For example, you move up and he's next to you, he'll move into a tree.
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                                        #245    
                                      Old May 1st, 2014 (1:44 PM).
                                      Shiny Quagsire's Avatar
                                      Shiny Quagsire Shiny Quagsire is offline
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                                        Quote:
                                        Originally Posted by Efureie View Post
                                        I don't know anything about this, and it might not be my place to post here, but...

                                        In RSE, The Mimic Circle on Route 119 mimics all of your movements... Maybe they have the code for a proper follow-me script.

                                        IDK. It's just an idea I had. If someone already thought of this, then disregard this post >,>''
                                        Actually, you aren't too off on this idea. I recently had the inspiration to utilize this little mechanic, but with a few modifications:

                                        First off, it's on Fire Red's engine because that's just where I'm comfortable pioneering things at. Secondly, the mimicing code it's quite exactly what you think it is. In A-Map it states it as being a "Copy Player" function, when in reality it actually rotates based on where you entered the sprite's view. So the first thing I did was fix that. Next I basically took the movement that the sprite originally wanted to do, stored it, and pulled the last movement they wanted. Here's a video of the result:

                                        As you can see it's a bit rough, but it's a good proof-of-concept. Best part is that it only took about 0x30 bytes to implement, and it's still a fully functional NPC.

                                        EDIT: I should probably also mention that the video is a bit dated, ledges actually work now (to a point, it's possible to create a gap while the NPC is jumping so I need to find a way to prevent movement while they jump) and it doesn't copy the player's looking direction.
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                                          #246    
                                        Old May 9th, 2014 (4:09 PM).
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                                        Itachi Itachi is offline
                                           
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                                          So there is a posibility that we can see this fully implemented and working before the end of 2014?
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                                            #247    
                                          Old May 9th, 2014 (5:10 PM).
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                                          Shiny Quagsire Shiny Quagsire is offline
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                                            Quote:
                                            Originally Posted by Shiny Hilbert View Post
                                            So there is a posibility that we can see this fully implemented and working before the end of 2014?
                                            Most definitely. Very very likely that this will happen. As of now, since we have a person following properly, all that would be needed is the proper interventions between certain events and stuff. Although in it's current state it would work nice for events like the following people in DPPt. Minus the double battles and stuff.
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                                              #248    
                                            Old May 9th, 2014 (6:01 PM).
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                                            HidoranBlaze HidoranBlaze is offline
                                               
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                                              Quote:
                                              Originally Posted by Shiny Quagsire View Post
                                              Most definitely. Very very likely that this will happen. As of now, since we have a person following properly, all that would be needed is the proper interventions between certain events and stuff. Although in it's current state it would work nice for events like the following people in DPPt. Minus the double battles and stuff.
                                              Do you mind posting the ASM routines you've developed so far for this then? That way people could experiment with the routines, find ways to fix them, and port them to R/S/E. (I definitely want to port this to Emerald lol)
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                                                #249    
                                              Old May 22nd, 2014 (12:18 PM).
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                                              GoGoJJTech GoGoJJTech is offline
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                                              Quote:
                                              Originally Posted by Ghostr4z3r View Post
                                              i have a very good idea its simple but should work good if i think so its just a bit hard to do it. (sisifus) but it works with XSE why we don't use simply the mapscript if you enter a map and a movesprite on player position and a getplayerposition command and some flag and vars so we need to add the sprite on every map and hide it until the flag is getten and then use a spritebehaviour to make it follow you over the map until you go on another map and the enter map script start a new getplayerpos and movesprite and spritebehaviour and showsprite and so on why this could not work?
                                              this wouldn't work for many reasons.
                                              First it would cause a delay in each move you make
                                              second it doesn't support ledges or scripts that move you
                                              third surfing isn't supported
                                              fourth it takes too much space.
                                              fifth it wouldn't work on changing maps
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                                                #250    
                                              Old August 20th, 2014 (2:27 AM).
                                              Itachi's Avatar
                                              Itachi Itachi is offline
                                                 
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                                                Quote:
                                                Originally Posted by GoGoJJTech View Post
                                                this wouldn't work for many reasons.
                                                First it would cause a delay in each move you make
                                                second it doesn't support ledges or scripts that move you
                                                third surfing isn't supported
                                                fourth it takes too much space.
                                                fifth it wouldn't work on changing maps
                                                I think there is one that support ledge
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