The PokéCommunity Forums Fan Games ROM Hacking Research & Development
Development The Follow Me Script

Research & Development Got a well-founded knack with ROM hacking? Love reverse-engineering the Pokémon games? Or perhaps you love your assembly language. This is the spot for polling and gathering your ideas, and then implementing them! Share your hypothesis, get ideas from others, and collaborate to create!

Reply
 
Thread Tools
  #201    
Old October 12th, 2013 (6:55 PM).
Itachi's Avatar
Itachi Itachi is offline
     
    Join Date: Feb 2013
    Location: -Mossdeep City, Hoenn
    Gender: Male
    Nature: Jolly
    Posts: 20
    Any news or progress on this?
    __________________
    Reply With Quote

    Relevant Advertising!

      #202    
    Old October 12th, 2013 (8:33 PM).
    karatekid552's Avatar
    karatekid552 karatekid552 is offline
    What happens if I push it?....
       
      Join Date: Nov 2012
      Location: Do you really want to know? Really?
      Gender: Male
      Nature: Bold
      Posts: 1,766
      Send a message via AIM to karatekid552 Send a message via Windows Live Messenger to karatekid552
      Quote:
      Originally Posted by Shiny Hilbert View Post
      Any news or progress on this?
      I talked to Jambo, and he wants us to do a complete reboot of the project. His method, even though it worked, was very "clunky", and he is convinced there is a better way to do things. So, when I find some time, I'll be looking into it.
      __________________

      Paired with Simba
      Reply With Quote
        #203    
      Old October 13th, 2013 (12:55 AM).
      Jambo51's Avatar
      Jambo51 Jambo51 is offline
      Glory To Arstotzka
         
        Join Date: Jun 2009
        Gender: Male
        Nature: Quiet
        Posts: 732
        Quote:
        Originally Posted by karatekid552 View Post
        I talked to Jambo, and he wants us to do a complete reboot of the project. His method, even though it worked, was very "clunky", and he is convinced there is a better way to do things. So, when I find some time, I'll be looking into it.
        As a further to this, if you don't manage to find a better way, I'll release my code to you guys. Seem fair?
        __________________
        Hey guys, please check out my recreations of the gen 1 and 2 music on my custom engine at my SoundCloud! - Here!
        Reply With Quote
          #204    
        Old October 13th, 2013 (9:40 AM).
        karatekid552's Avatar
        karatekid552 karatekid552 is offline
        What happens if I push it?....
           
          Join Date: Nov 2012
          Location: Do you really want to know? Really?
          Gender: Male
          Nature: Bold
          Posts: 1,766
          Send a message via AIM to karatekid552 Send a message via Windows Live Messenger to karatekid552
          Quote:
          Originally Posted by Jambo51 View Post
          As a further to this, if you don't manage to find a better way, I'll release my code to you guys. Seem fair?
          Definitely fair. Since you have already done this, do you have any good ideas on alternate approaches? Your way involved writing directly to the OAMT states and manipulating the other sprite each frame. I have had thoughts of hacking the createsprite command so that it creates and then maintains a sprite one tile behind the player. On a warp, since there is no last tile, it wouldn't be loaded until the player steps off. And, if the player doubles back, then just swap their positions.
          __________________

          Paired with Simba
          Reply With Quote
            #205    
          Old October 14th, 2013 (4:39 PM).
          Shiny Quagsire's Avatar
          Shiny Quagsire Shiny Quagsire is offline
          I'm Still Alive, Elsewhere
             
            Join Date: May 2009
            Location: Hoenn Safari Zone
            Age: 19
            Gender: Male
            Nature: Jolly
            Posts: 700
            Quote:
            Originally Posted by karatekid552 View Post
            Definitely fair. Since you have already done this, do you have any good ideas on alternate approaches? Your way involved writing directly to the OAMT states and manipulating the other sprite each frame. I have had thoughts of hacking the createsprite command so that it creates and then maintains a sprite one tile behind the player. On a warp, since there is no last tile, it wouldn't be loaded until the player steps off. And, if the player doubles back, then just swap their positions.
            What I was thinking is to just store the player's previous map coordinates every time they are changed and create/modify an overworld sprite accordingly. Because that's all the follow-me system really does is move where your player last was before.
            __________________



            Reply With Quote
              #206    
            Old October 23rd, 2013 (6:32 PM). Edited October 23rd, 2013 by sab.
            sab's Avatar
            sab sab is offline
            Now too much of a life.
               
              Join Date: Jul 2008
              Location: Midgar
              Age: 20
              Gender: Male
              Nature: Timid
              Posts: 995
              Quote:
              Originally Posted by shiny quagsire View Post
              What I was thinking is to just store the player's previous map coordinates every time they are changed and create/modify an overworld sprite accordingly. Because that's all the follow-me system really does is move where your player last was before.
              That's what I was thinking, hence my extremely basic script posted a back on page five, but it has some problems. You'd also have to store when different types of motion were used, e.g. ledge jump, surf, etc. You'd also have to worry about things like warping. The coordinates would be located in the wrong place right after a warp unless you hid the sprite directly after a teleport. It seems to me like you'd also have to store all of the previous comparisons that were used for the player, then use them again, or just recalculate it entirely.
              __________________
              Reply With Quote
                #207    
              Old October 23rd, 2013 (6:47 PM). Edited October 23rd, 2013 by FBI.
              FBI's Avatar
              FBI FBI is offline
              Free supporter
              • Silver Tier
               
              Join Date: Jan 2013
              Location: Unknown Island
              Gender: Male
              Posts: 1,700
              Quote:
              Originally Posted by sab View Post
              That's what I was thinking, hence my extremely basic script posted a back on page five, but it has some problems. You'd also have to store when different types of motion were used, e.g. ledge jump, surf, etc. You'd also have to worry about things like warping. The coordinates would be located in the wrong place right after a warp unless you hid the sprite directly after a teleport. It seems to me like you'd also have to store all of the previous comparisons that were used for the player, then use them again, or just recalculate it entirely.
              I would just omit surfing and warping for now. Once the more basic things are done, a warp can be solved by just calling the original code again with a new set of parameters. As for surfing...**** surfing.

              EDIT:
              My bad algorithm (I didn't bother to check if someone came up with this already, sorry):
              Have 4 variables change every time the player takes a step depending on the direction of the step. Darthatron and I had something that ran everystep and changed a variable, so this is easily possible. Something like:
              Player up: var1 is 0x1
              Player down: var2 is 0x1
              Player left: var3 is 0x1
              Player right: var4 is 0x1
              Note var 1,2,3,4 are set to 0x0 after the following sprite is moved.
              Now the sprite following the player is always behind the player, so set it to be Player (coord X-var3 + var 4) (coord Y-var2 + var1)

              This way we do 4 variable writes and 4 variable reads per step (not much right?). We can also figure out which walk animation to apply to the sprite too depending on which var is 0x1. Also if the player is just turning around, this doesn't move the sprite following him.
              __________________
              ...
              Reply With Quote
                #208    
              Old October 24th, 2013 (2:43 AM).
              karatekid552's Avatar
              karatekid552 karatekid552 is offline
              What happens if I push it?....
                 
                Join Date: Nov 2012
                Location: Do you really want to know? Really?
                Gender: Male
                Nature: Bold
                Posts: 1,766
                Send a message via AIM to karatekid552 Send a message via Windows Live Messenger to karatekid552
                Quote:
                Originally Posted by FBI agent View Post
                I would just omit surfing and warping for now. Once the more basic things are done, a warp can be solved by just calling the original code again with a new set of parameters. As for surfing...**** surfing.

                EDIT:
                My bad algorithm (I didn't bother to check if someone came up with this already, sorry):
                Have 4 variables change every time the player takes a step depending on the direction of the step. Darthatron and I had something that ran everystep and changed a variable, so this is easily possible. Something like:
                Player up: var1 is 0x1
                Player down: var2 is 0x1
                Player left: var3 is 0x1
                Player right: var4 is 0x1
                Note var 1,2,3,4 are set to 0x0 after the following sprite is moved.
                Now the sprite following the player is always behind the player, so set it to be Player (coord X-var3 + var 4) (coord Y-var2 + var1)

                This way we do 4 variable writes and 4 variable reads per step (not much right?). We can also figure out which walk animation to apply to the sprite too depending on which var is 0x1. Also if the player is just turning around, this doesn't move the sprite following him.
                I actually really like this, however 8 calls to the var decrypter every frame may be a lot. Idk. In which case, we could just use one var, and set bits, not bytes, or simply use a byte of RAM (which will be super fast to read and write to.)
                __________________

                Paired with Simba
                Reply With Quote
                  #209    
                Old October 24th, 2013 (4:15 AM).
                FBI's Avatar
                FBI FBI is offline
                Free supporter
                • Silver Tier
                 
                Join Date: Jan 2013
                Location: Unknown Island
                Gender: Male
                Posts: 1,700
                Quote:
                Originally Posted by karatekid552 View Post
                I actually really like this, however 8 calls to the var decrypter every frame may be a lot. Idk. In which case, we could just use one var, and set bits, not bytes, or simply use a byte of RAM (which will be super fast to read and write to.)
                You're right, the bits would be easier. Though I should mention it's every step, not frame :)
                __________________
                ...
                Reply With Quote
                  #210    
                Old October 24th, 2013 (5:06 AM).
                karatekid552's Avatar
                karatekid552 karatekid552 is offline
                What happens if I push it?....
                   
                  Join Date: Nov 2012
                  Location: Do you really want to know? Really?
                  Gender: Male
                  Nature: Bold
                  Posts: 1,766
                  Send a message via AIM to karatekid552 Send a message via Windows Live Messenger to karatekid552
                  Quote:
                  Originally Posted by FBI agent View Post
                  You're right, the bits would be easier. Though I should mention it's every step, not frame
                  Right, that is true. Now we need to find the routine that moves the player. Then we can branch it and use it to move other NPC's also.
                  __________________

                  Paired with Simba
                  Reply With Quote
                    #211    
                  Old October 24th, 2013 (9:21 AM). Edited October 24th, 2013 by FBI.
                  FBI's Avatar
                  FBI FBI is offline
                  Free supporter
                  • Silver Tier
                   
                  Join Date: Jan 2013
                  Location: Unknown Island
                  Gender: Male
                  Posts: 1,700
                  Quote:
                  Originally Posted by karatekid552 View Post
                  Right, that is true. Now we need to find the routine that moves the player. Then we can branch it and use it to move other NPC's also.
                  I think you're thinking too deeply into it. We don't need to branch from any player movement routine. We can simply branch from the routine that runs every step. If we branch from there, and know X,Y that the sprite needs to be at as well as the animation the sprite needs to do, then the problem is solved. It's been a while since I've done any ASM work, but the algorithm steps would be something like:


                  --Stuff--
                  --Start of routine per step--
                  -- Branch @code --
                  --Rest of routine per step -- (note this is stuff used by the game)
                  -- Stuff --


                  -- @code --
                  step 1: assign variables in accordance to algorithm
                  step 2: calculate x and y of sprite (note we don't need current sprite x and y, just player's x and y which is stored and easily locatable)
                  step 3: move sprite to x/y and do animation <-- hard part? I think you should make a subroutine for this tbh.
                  step 4: reset vars to 0
                  step 5: return safetly

                  EDIT: 06D5E8 was where the routine that activates every step was at. Well, I think it was there atleast :P
                  __________________
                  ...
                  Reply With Quote
                    #212    
                  Old October 24th, 2013 (5:18 PM).
                  karatekid552's Avatar
                  karatekid552 karatekid552 is offline
                  What happens if I push it?....
                     
                    Join Date: Nov 2012
                    Location: Do you really want to know? Really?
                    Gender: Male
                    Nature: Bold
                    Posts: 1,766
                    Send a message via AIM to karatekid552 Send a message via Windows Live Messenger to karatekid552
                    Quote:
                    Originally Posted by FBI agent View Post
                    I think you're thinking too deeply into it. We don't need to branch from any player movement routine. We can simply branch from the routine that runs every step. If we branch from there, and know X,Y that the sprite needs to be at as well as the animation the sprite needs to do, then the problem is solved. It's been a while since I've done any ASM work, but the algorithm steps would be something like:


                    --Stuff--
                    --Start of routine per step--
                    -- Branch @code --
                    --Rest of routine per step -- (note this is stuff used by the game)
                    -- Stuff --


                    -- @code --
                    step 1: assign variables in accordance to algorithm
                    step 2: calculate x and y of sprite (note we don't need current sprite x and y, just player's x and y which is stored and easily locatable)
                    step 3: move sprite to x/y and do animation <-- hard part? I think you should make a subroutine for this tbh.
                    step 4: reset vars to 0
                    step 5: return safetly

                    EDIT: 06D5E8 was where the routine that activates every step was at. Well, I think it was there atleast
                    No. This won't work easily. You see, sprites are drawn by pixel, not the X/Y blocks. The reason I want to use the original move player routine is because it will do all of those calculations for us. Converting pixels to blocks will be a pain in the butt. Trust me, I have seen the way Jambo did it, and that involved directly moving the sprites in the OAM registers, which are done by pixels. While this does work, it is what we want to avoid.

                    "step 3: move sprite to x/y and do animation <-- hard part? I think you should make a subroutine for this tbh."

                    Why write our own? The game already has one. Let's use it.
                    __________________

                    Paired with Simba
                    Reply With Quote
                      #213    
                    Old October 24th, 2013 (5:33 PM). Edited October 24th, 2013 by FBI.
                    FBI's Avatar
                    FBI FBI is offline
                    Free supporter
                    • Silver Tier
                     
                    Join Date: Jan 2013
                    Location: Unknown Island
                    Gender: Male
                    Posts: 1,700
                    Quote:
                    Originally Posted by karatekid552 View Post
                    No. This won't work easily. You see, sprites are drawn by pixel, not the X/Y blocks. The reason I want to use the original move player routine is because it will do all of those calculations for us. Converting pixels to blocks will be a pain in the butt. Trust me, I have seen the way Jambo did it, and that involved directly moving the sprites in the OAM registers, which are done by pixels. While this does work, it is what we want to avoid.

                    "step 3: move sprite to x/y and do animation <-- hard part? I think you should make a subroutine for this tbh."

                    Why write our own? The game already has one. Let's use it.
                    Nonono, not make our own "move sprite" subroutine. I mean make our own subroutine that determines which "move sprite" to use (I.e which animation/direction). Catch my drift?

                    Edit:

                    "step 3: move sprite to x/y and do animation <-- hard part? I think you should make a subroutine for this tbh."
                    I say we just run a script here that contains a single applymovement command on the following overworld.
                    So the routine determines which applymovement script to run (possible? I think it is).

                    EDIT2: Also if we were just using the original Player move routine then you'd still have to do calculations since the sprite is always BEHIND the player.
                    __________________
                    ...
                    Reply With Quote
                      #214    
                    Old October 24th, 2013 (6:20 PM).
                    karatekid552's Avatar
                    karatekid552 karatekid552 is offline
                    What happens if I push it?....
                       
                      Join Date: Nov 2012
                      Location: Do you really want to know? Really?
                      Gender: Male
                      Nature: Bold
                      Posts: 1,766
                      Send a message via AIM to karatekid552 Send a message via Windows Live Messenger to karatekid552
                      Quote:
                      Originally Posted by FBI agent View Post
                      Nonono, not make our own "move sprite" subroutine. I mean make our own subroutine that determines which "move sprite" to use (I.e which animation/direction). Catch my drift?

                      Edit:

                      "step 3: move sprite to x/y and do animation <-- hard part? I think you should make a subroutine for this tbh."
                      I say we just run a script here that contains a single applymovement command on the following overworld.
                      So the routine determines which applymovement script to run (possible? I think it is).

                      EDIT2: Also if we were just using the original Player move routine then you'd still have to do calculations since the sprite is always BEHIND the player.
                      First, I want to see how the game moves the player. Maybe it is just an applymovement. In which case, we can simply write a routine which stores the past two movements of the player, and we read from the second one to determine the next movement of the follower.

                      Here, set a break on the applymovement routine. See if it runs when you walk. It probably doesn't, but it is worth a shot.
                      __________________

                      Paired with Simba
                      Reply With Quote
                        #215    
                      Old October 24th, 2013 (6:41 PM).
                      FBI's Avatar
                      FBI FBI is offline
                      Free supporter
                      • Silver Tier
                       
                      Join Date: Jan 2013
                      Location: Unknown Island
                      Gender: Male
                      Posts: 1,700
                      Quote:
                      Originally Posted by karatekid552 View Post
                      First, I want to see how the game moves the player. Maybe it is just an applymovement. In which case, we can simply write a routine which stores the past two movements of the player, and we read from the second one to determine the next movement of the follower.

                      Here, set a break on the applymovement routine. See if it runs when you walk. It probably doesn't, but it is worth a shot.
                      That actually sounds like a nice way to do it. Actually even if there is a small delay between the little sprite following, that'd still be a good first step. Wanna try it?
                      __________________
                      ...
                      Reply With Quote
                        #216    
                      Old October 25th, 2013 (4:17 AM).
                      karatekid552's Avatar
                      karatekid552 karatekid552 is offline
                      What happens if I push it?....
                         
                        Join Date: Nov 2012
                        Location: Do you really want to know? Really?
                        Gender: Male
                        Nature: Bold
                        Posts: 1,766
                        Send a message via AIM to karatekid552 Send a message via Windows Live Messenger to karatekid552
                        Quote:
                        Originally Posted by FBI agent View Post
                        That actually sounds like a nice way to do it. Actually even if there is a small delay between the little sprite following, that'd still be a good first step. Wanna try it?
                        Sure. In fact, a small delay would be cool, since it will look more realistic.
                        __________________

                        Paired with Simba
                        Reply With Quote
                          #217    
                        Old October 25th, 2013 (7:19 AM).
                        FBI's Avatar
                        FBI FBI is offline
                        Free supporter
                        • Silver Tier
                         
                        Join Date: Jan 2013
                        Location: Unknown Island
                        Gender: Male
                        Posts: 1,700
                        Quote:
                        Originally Posted by karatekid552 View Post
                        Sure. In fact, a small delay would be cool, since it will look more realistic.
                        Yeah, a delay is nice, but I want it to be smooth in the end. Where if I hold down the up button the hero continuously moves up rather than move up once, wait for sprite to catch up, move up again...sorta thing. Basically we don't want a lagging feeling.

                        I'm a little cramped this Friday with academic activities, so lets try to get working early Saturday morning.
                        __________________
                        ...
                        Reply With Quote
                          #218    
                        Old October 25th, 2013 (8:30 AM).
                        daniilS's Avatar
                        daniilS daniilS is offline
                        busy trying to do stuff not done yet
                           
                          Join Date: Aug 2013
                          Age: 17
                          Gender: Male
                          Posts: 409
                          I have had an idea about how to do this. First, we have to assign a high, unused number to the following sprite. Then we have to create a branch to a subroutine directly after the hero proceeds to move. This is what it will look like, in this specific order:
                          • Following disabled check
                            Spoiler:
                            A check is run based on predefined things (like a certain minor tileset) whether following is disabled or not. If yes, set the disable byte to 01. If no, set it to 00. This byte will also be used when disabling following altogether through an option and/or level scripts.
                          • Surfing/biking check
                            Spoiler:
                            If the player is going to surf or cycle, or is doing it now, the surf/bike byte is set to 01. If not, it's set to 00.
                          • Ledge jump check
                            Spoiler:
                            Tricky one. If the player wants to jump, set the jump byte to 03. If it's on 02, set it to 01 and jump baced on the sprite facing. If it's on 01, set it to 00.
                          • Skip following and hidesprite check
                            Spoiler:
                            This checks the first two bytes described above. If any of them has a value of 01, the following sprite will be hidden and the subroutine will end.
                          • Skip following check
                            Spoiler:
                            This checks the third byte described above. If it has a value of 02, the following sprite WILL NOT be hidden, but the subroutine will end.
                          • Applymovement
                            Spoiler:
                            The moving part. It checks the sprite facing and does a step in that direction (applymovement).
                          • Sprite existance check
                            Spoiler:
                            If the sprite doesn't exist, then use the method described by FBI Agent to make it appear.

                          Another subroutine gets called AFTER the hero sprite has been moved. The only thing it does is making the following sprite face the player.



                          I haven't tested it out myself, because I lack the ASM skills to do this. I may also have made some very stupid mistakes in this. However, I hope this helps towards creating a fully-working follow me script.(Or should I say routine?)
                          __________________
                          Reply With Quote
                            #219    
                          Old October 25th, 2013 (12:50 PM).
                          karatekid552's Avatar
                          karatekid552 karatekid552 is offline
                          What happens if I push it?....
                             
                            Join Date: Nov 2012
                            Location: Do you really want to know? Really?
                            Gender: Male
                            Nature: Bold
                            Posts: 1,766
                            Send a message via AIM to karatekid552 Send a message via Windows Live Messenger to karatekid552
                            Quote:
                            Originally Posted by daniilS View Post
                            I have had an idea about how to do this. First, we have to assign a high, unused number to the following sprite. Then we have to create a branch to a subroutine directly after the hero proceeds to move. This is what it will look like, in this specific order:
                            • Following disabled check
                              Spoiler:
                              A check is run based on predefined things (like a certain minor tileset) whether following is disabled or not. If yes, set the disable byte to 01. If no, set it to 00. This byte will also be used when disabling following altogether through an option and/or level scripts.
                            • Surfing/biking check
                              Spoiler:
                              If the player is going to surf or cycle, or is doing it now, the surf/bike byte is set to 01. If not, it's set to 00.
                            • Ledge jump check
                              Spoiler:
                              Tricky one. If the player wants to jump, set the jump byte to 03. If it's on 02, set it to 01 and jump baced on the sprite facing. If it's on 01, set it to 00.
                            • Skip following and hidesprite check
                              Spoiler:
                              This checks the first two bytes described above. If any of them has a value of 01, the following sprite will be hidden and the subroutine will end.
                            • Skip following check
                              Spoiler:
                              This checks the third byte described above. If it has a value of 02, the following sprite WILL NOT be hidden, but the subroutine will end.
                            • Applymovement
                              Spoiler:
                              The moving part. It checks the sprite facing and does a step in that direction (applymovement).
                            • Sprite existance check
                              Spoiler:
                              If the sprite doesn't exist, then use the method described by FBI Agent to make it appear.

                            Another subroutine gets called AFTER the hero sprite has been moved. The only thing it does is making the following sprite face the player.



                            I haven't tested it out myself, because I lack the ASM skills to do this. I may also have made some very stupid mistakes in this. However, I hope this helps towards creating a fully-working follow me script.(Or should I say routine?)
                            Your ideas sound good, but I think you are over complicating it. If the player move like I think it moves, then we just need to log movements, and apply them to a sprite following him. At that point, only a var is needed as to log the event number of the sprite to move and a boolean to say if it is active. This would eliminate the need for ledge, hidesprite, and existence checks. Until we know how the player moves, we can't move forward on this.
                            __________________

                            Paired with Simba
                            Reply With Quote
                              #220    
                            Old October 25th, 2013 (1:05 PM).
                            ep!c ep!c is offline
                            Banned
                               
                              Join Date: Mar 2013
                              Gender: Male
                              Posts: 124
                              This would be much easier, if GBA would allow multithreading
                              I give you a tip: calling the scripthandler instead of ASMing everything
                              (like getplayerpos or applymovement), you save much time with it.
                              Reply With Quote
                                #221    
                              Old October 25th, 2013 (6:36 PM).
                              karatekid552's Avatar
                              karatekid552 karatekid552 is offline
                              What happens if I push it?....
                                 
                                Join Date: Nov 2012
                                Location: Do you really want to know? Really?
                                Gender: Male
                                Nature: Bold
                                Posts: 1,766
                                Send a message via AIM to karatekid552 Send a message via Windows Live Messenger to karatekid552
                                Quote:
                                Originally Posted by ep!c View Post
                                This would be much easier, if GBA would allow multithreading
                                I give you a tip: calling the scripthandler instead of ASMing everything
                                (like getplayerpos or applymovement), you save much time with it.
                                My goal is to do something of this sort, but first we need to know how to player moves. Then I can move the other character based upon the player's movements. I don't want to only use scripting commands because that can get clunky.
                                __________________

                                Paired with Simba
                                Reply With Quote
                                  #222    
                                Old October 26th, 2013 (1:43 AM).
                                ep!c ep!c is offline
                                Banned
                                   
                                  Join Date: Mar 2013
                                  Gender: Male
                                  Posts: 124
                                  Not only.. I meant just a few that doesnt move sprites or generates them.
                                  Reply With Quote
                                    #223    
                                  Old October 26th, 2013 (3:44 AM).
                                  BugMania's Avatar
                                  BugMania BugMania is offline
                                  The Bug Master
                                     
                                    Join Date: Jun 2013
                                    Gender: Male
                                    Nature: Quiet
                                    Posts: 32
                                    Quote:
                                    Originally Posted by ep!c View Post
                                    This would be much easier, if GBA would allow multithreading
                                    I give you a tip: calling the scripthandler instead of ASMing everything
                                    (like getplayerpos or applymovement), you save much time with it.
                                    If I understand your idea, could be changing clothes in the game.
                                    For if it is possible for a sprite walk along with the player ...
                                    It would be sensational!
                                    __________________
                                    Even the smallest of beings can achieve the greatest of obstacles!
                                    Click in the spoiler, if you dare!
                                    Spoiler:


                                    L
                                    et's dream bigger than our bodies can endure!
                                    G
                                    et to the extreme!

                                    See my works here

                                    Reply With Quote
                                      #224    
                                    Old October 26th, 2013 (10:10 AM). Edited October 27th, 2013 by karatekid552.
                                    karatekid552's Avatar
                                    karatekid552 karatekid552 is offline
                                    What happens if I push it?....
                                       
                                      Join Date: Nov 2012
                                      Location: Do you really want to know? Really?
                                      Gender: Male
                                      Nature: Bold
                                      Posts: 1,766
                                      Send a message via AIM to karatekid552 Send a message via Windows Live Messenger to karatekid552
                                      Quote:
                                      Originally Posted by BugMania View Post
                                      If I understand your idea, could be changing clothes in the game.
                                      For if it is possible for a sprite walk along with the player ...
                                      It would be sensational!
                                      We can already change clothes................ Look at my "Real Realtime Player Customization" on PHO.



                                      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                      Okay, so I'm currently looking into how the player moves. It definitely isn't applymovement.

                                      DavidjCobb found the X,Y ram a long time ago. http://www.pokecommunity.com/showpost.php?p=6856053&postcount=197

                                      [0x03005008] + 0x0000 2b Camera X-position
                                      [0x03005008] + 0x0002 2b Camera Y-position

                                      This will be useful.
                                      __________________

                                      Paired with Simba
                                      Reply With Quote
                                        #225    
                                      Old November 14th, 2013 (5:21 AM).
                                      Hound of Justice Hound of Justice is offline
                                      Banned
                                         
                                        Join Date: Aug 2012
                                        Location: Stealing Ash's Pikachu with Meowth
                                        Age: 23
                                        Gender: Male
                                        Nature: Naughty
                                        Posts: 1,082
                                        Lol i want to see a hack with a hg ss type follow me some day
                                        Reply With Quote
                                        Reply
                                        Quick Reply

                                        Sponsored Links
                                        Thread Tools

                                        Posting Rules
                                        You may not post new threads
                                        You may not post replies
                                        You may not post attachments
                                        You may not edit your posts

                                        BB code is On
                                        Smilies are On
                                        [IMG] code is On
                                        HTML code is Off

                                        Forum Jump


                                        All times are GMT -8. The time now is 5:32 PM.