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Old January 6th, 2015 (7:58 PM).
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Why are you updating the repel system??
To eliminate a few button presses.

"The repel's effect wore off... Would you like to use another? Yes. Kanye used REPEL!"
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Old January 6th, 2015 (8:19 PM).
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Originally Posted by ShantyTown View Post
To eliminate a few button presses.

"The repel's effect wore off... Would you like to use another? Yes. Kanye used REPEL!"
Ohh, I see. Yeah that would be useful. Another idea would be to expand the hidden textbox on statues/bookcases to work on water and tree tiles, for quick way to surf or cut (though you might have already added something like this)
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Old January 6th, 2015 (8:41 PM).
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Ohh, I see. Yeah that would be useful. Another idea would be to expand the hidden textbox on statues/bookcases to work on water and tree tiles, for quick way to surf or cut (though you might have already added something like this)
That's how it works in the newer games, I believe.


Weird, that's never even crossed my mind. It does seem REALLY outdated to have to open your party up to use an HM move. That's worth looking into.
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Old January 6th, 2015 (8:54 PM).
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That's how it works in the newer games, I believe.


Weird, that's never even crossed my mind. It does seem REALLY outdated to have to open your party up to use an HM move. That's worth looking into.
I never thought about that either... Guess it shows how little I play Gen 1 games these days..

All this discussion has me hyped up for the release! Keep up the great work!
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Old January 6th, 2015 (9:19 PM).
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I never thought about that either... Guess it shows how little I play Gen 1 games these days..

All this discussion has me hyped up for the release! Keep up the great work!
Hold your horses. There's a looong ways to go.


I just finished the new repel system. Watch the .gif below to see it in action:


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Old January 7th, 2015 (5:57 AM).
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Nice. That was quick. One more suggestion while I'm thinking of it. I really like the rings (I'm doing something similar with potions), but I'm not sure I like the method of activating a ring.

Instead of placing them at the top of the pack, maybe you should just dedicate a separate byte that contains the 'current ring'.

You could change rings at the dresser in your bedroom or use an item like a 'Ring Case' to hold all of the rings. You can list the current ring being worn in the Player Card.

This way, it doesn't take up space in the pack, they don't even have to be items (a bitfield can be used to determine which rings you have found) and you can have up to 255 different types.

Its a little bit extra coding, since you can't just use the standard 'item pickup' function when a ring gets found, but that's just my elaborate suggestion. (Again, I'm doing something similar with a Flask item that holds a potion, so its one item but 255 different possible uses)
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Old January 7th, 2015 (1:08 PM).
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Originally Posted by ShantyTown View Post
Hold your horses. There's a looong ways to go.


I just finished the new repel system. Watch the .gif below to see it in action:


Will this work for Super/Max Repels as well?

And yeah I know it'll be a while, but I'm still stoked for it! xD
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Old January 7th, 2015 (8:30 PM).
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Originally Posted by PokeGlitch View Post
Nice. That was quick. One more suggestion while I'm thinking of it. I really like the rings (I'm doing something similar with potions), but I'm not sure I like the method of activating a ring.

Instead of placing them at the top of the pack, maybe you should just dedicate a separate byte that contains the 'current ring'.

You could change rings at the dresser in your bedroom or use an item like a 'Ring Case' to hold all of the rings. You can list the current ring being worn in the Player Card.

This way, it doesn't take up space in the pack, they don't even have to be items (a bitfield can be used to determine which rings you have found) and you can have up to 255 different types.

Its a little bit extra coding, since you can't just use the standard 'item pickup' function when a ring gets found, but that's just my elaborate suggestion. (Again, I'm doing something similar with a Flask item that holds a potion, so its one item but 255 different possible uses)
I agree with some of that. I'm going to change it so you can "use" the rings to wear them (only one at a time). However, I'm going to keep the Gen 1 item system intact. No separate pouches for stuff.


By the way, I think you're mistaken about the bitfield being able to hold 255 different types of items. If you use a byte as a bitfield, you can represent 8.


Quote:
Originally Posted by Prixy View Post
Will this work for Super/Max Repels as well?

And yeah I know it'll be a while, but I'm still stoked for it! xD
Yep. The way it works is that it first searches your bag for a REPEL. If you don't have a REPEL, it searches for SUPER_REPEL. If you don't have SUPER REPEL, it searches for a MAX REPEL.


I also added day/night pokemon tonight! The way it works is that when it's night, 3 of the wild pokemon slots are replaced for each route (1 common, 1 uncommon, 1 rare). I'll have to add Hoothoot now... And here's a screenshot that tells you what time of day it is when you press START, in case you're playing without color.


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Old January 8th, 2015 (12:48 AM).
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Originally Posted by ShantyTown View Post
Yep. The way it works is that it first searches your bag for a REPEL. If you don't have a REPEL, it searches for SUPER_REPEL. If you don't have SUPER REPEL, it searches for a MAX REPEL.


I also added day/night pokemon tonight! The way it works is that when it's night, 3 of the wild pokemon slots are replaced for each route (1 common, 1 uncommon, 1 rare). I'll have to add Hoothoot now... And here's a screenshot that tells you what time of day it is when you press START, in case you're playing without color.


Loving the updates! And thanks for the explanation!

I cannot wait for the release~ Keep up the great work!
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Old January 8th, 2015 (3:30 PM). Edited January 8th, 2015 by Jukai.
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Haven't tried this out, but I'll be sure to leave feedback once I do.

Edit: AAHHHHHH CHEMICAL PLANT
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Old January 8th, 2015 (6:21 PM).
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Haven't tried this out, but I'll be sure to leave feedback once I do.

Edit: AAHHHHHH CHEMICAL PLANT
Cool, thanks for playing! If a rogue Weepinbell starts evolving into a glitchy mess, please let me know.

(I'm glad someone appreciates Chemical Plant Zone :) )
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Old January 8th, 2015 (8:32 PM).
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I changed the way how Rings work. Before, to activate a Ring, you had to put it at the top of your inventory. Now, you wear a Ring by using it like you would any other item. You can only wear one Ring at a time still. You can take off a Ring by wearing another Ring or by using the same Ring again. If you deposit the Ring you're wearing into the PC, then it removes that Ring so you aren't wearing it anymore. I also added a window to the item screen so it's easy to tell which one you're currently wearing (see screenshots below):


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Old January 8th, 2015 (10:42 PM).
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Awesome. Would it be possible for you to provide me with details like who else you had in your party and what items you had in your bag? This happened to someone else, but I've been unable to reproduce the bug.
A Zubat, the Weepinbell, my Growlithe starter, Nidoran Male (caught in shiny ball), and a Murkrow were my team.
Items (in this order):
-Shield Ring
-Pokeball x11
-Antidote x4
-TM 39
-HM 05
-Rare Candy x1
-Great Ball x1
-TM 28
-Old Rod
-Hustle Ring
And it was in the Nuzlocke mode, in case that might be important as well
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Old January 8th, 2015 (11:26 PM).
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Originally Posted by Rowdy View Post
A Zubat, the Weepinbell, my Growlithe starter, Nidoran Male (caught in shiny ball), and a Murkrow were my team.
Items (in this order):
-Shield Ring
-Pokeball x11
-Antidote x4
-TM 39
-HM 05
-Rare Candy x1
-Great Ball x1
-TM 28
-Old Rod
-Hustle Ring
And it was in the Nuzlocke mode, in case that might be important as well
Thanks! This is super helpful. Hopefully I can reproduce the problem when I debug it tomorrow.
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Old January 9th, 2015 (12:51 AM).
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Thanks! This is super helpful. Hopefully I can reproduce the problem when I debug it tomorrow.
I wish you luck! The game's turned out very well so far and I've for one enjoyed it :)
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Old January 9th, 2015 (5:09 AM).
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Originally Posted by ShantyTown View Post
I changed the way how Rings work. Before, to activate a Ring, you had to put it at the top of your inventory. Now, you wear a Ring by using it like you would any other item. You can only wear one Ring at a time still. You can take off a Ring by wearing another Ring or by using the same Ring again. If you deposit the Ring you're wearing into the PC, then it removes that Ring so you aren't wearing it anymore. I also added a window to the item screen so it's easy to tell which one you're currently wearing (see screenshots below):


Nice! Good work. Also I thought I responded earlier, but I meant that you'll have 255 options when you dedicate a specific byte to the current ring, where as if you just looked at the top of the inventory you'd limit the amount of possible rings to however many ring items you created. Anyway, it doesn't matter anymore.

How man rings do you have/plan on making?

BTW maybe Rowdy can share his game save with you to help you debug?
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Old January 9th, 2015 (7:37 AM).
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Originally Posted by PokeGlitch View Post
Nice! Good work. Also I thought I responded earlier, but I meant that you'll have 255 options when you dedicate a specific byte to the current ring, where as if you just looked at the top of the inventory you'd limit the amount of possible rings to however many ring items you created. Anyway, it doesn't matter anymore.

How man rings do you have/plan on making?

BTW maybe Rowdy can share his game save with you to help you debug?
Ah, I see what you mean now. I've made 12 Rings so far, and I think that's all I'll make. I don't want to make too many new key items that you can't throw away...

The .sav file won't be compatible, since a LOT of data has moved in the ROM since June.
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Old January 9th, 2015 (2:16 PM).
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Originally Posted by ShantyTown View Post
Ah, I see what you mean now. I've made 12 Rings so far, and I think that's all I'll make. I don't want to make too many new key items that you can't throw away...

The .sav file won't be compatible, since a LOT of data has moved in the ROM since June.
Good points. What if you just use the same patch that Rowdy used?
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Old January 9th, 2015 (2:19 PM).
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Okay, feedback as promised:

This goes on my list of favorites. It has a good story, it has amazing music, and great new features, while still feeling like an official Pokemon game. I can't say that for many other hacks, so props to you.

I'm only at the second badge though, so I'm not finished. :P

Oh, about the Weepinbell, I haven't caught a Bellsprout yet so I can't confirm.
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Old January 9th, 2015 (5:30 PM).
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Originally Posted by PokeGlitch View Post
Good points. What if you just use the same patch that Rowdy used?
I had this same thought during the day... Duh. Especially when the entire project is tracked with git. It's trivial to back up to that point in time.


Quote:
Originally Posted by 가이오가 View Post
Okay, feedback as promised:

This goes on my list of favorites. It has a good story, it has amazing music, and great new features, while still feeling like an official Pokemon game. I can't say that for many other hacks, so props to you.

I'm only at the second badge though, so I'm not finished. :P

Oh, about the Weepinbell, I haven't caught a Bellsprout yet so I can't confirm.
Glad you're enjoying it! The second gym is where it starts getting good. How's the difficulty curve so far?
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Old January 9th, 2015 (6:32 PM).
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In case you're having issues with replicating the Weepinbell bug...
It seems that whenever the Weepinbell is just trained and levels up is when the bug happens. It ends up "Evolving" into a glitch. But the bug doesn't appear when a rare candy is used on it. It seems that no matter what I have in my bag the bug happens, though this could deal with the shield ring being in the first slot of the bag, maybe? I'm not fully sure since I haven't exactly seen what happens if, say, I have the hustle ring in the front instead.
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Old January 9th, 2015 (6:35 PM).
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Glad you're enjoying it! The second gym is where it starts getting good. How's the difficulty curve so far?
I'd say its fair. That may just be me, my Staryu is at Level 22.
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Old January 9th, 2015 (7:51 PM).
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Originally Posted by Rowdy View Post
In case you're having issues with replicating the Weepinbell bug...
It seems that whenever the Weepinbell is just trained and levels up is when the bug happens. It ends up "Evolving" into a glitch. But the bug doesn't appear when a rare candy is used on it. It seems that no matter what I have in my bag the bug happens, though this could deal with the shield ring being in the first slot of the bag, maybe? I'm not fully sure since I haven't exactly seen what happens if, say, I have the hustle ring in the front instead.
Check your pm inbox. Could you send me your .sav file, please?
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Old January 10th, 2015 (12:33 PM).
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I'd say its fair. That may just be me, my Staryu is at Level 22.
Cool, good to know.


Quote:
Originally Posted by Rowdy View Post
In case you're having issues with replicating the Weepinbell bug...
It seems that whenever the Weepinbell is just trained and levels up is when the bug happens. It ends up "Evolving" into a glitch. But the bug doesn't appear when a rare candy is used on it. It seems that no matter what I have in my bag the bug happens, though this could deal with the shield ring being in the first slot of the bag, maybe? I'm not fully sure since I haven't exactly seen what happens if, say, I have the hustle ring in the front instead.
I fixed this bug! It was an ever so slight error in the evolution code. Basically, when pokemon that evolve by Stone leveled up in battle, the evolution routine would read the Pokémon's evolution definitions incorrectly. It would start interpreting the Pokémon's level-up moves as evolution data. It just so happened that Weepinbell's level-up moves were able to be interpreted by the game as "Weepinbell evolves into an undefined pokemon at level X). All fixed now. Thanks for the .sav file!
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Old January 11th, 2015 (2:44 AM).
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I'm following this hack since the first beta release, but i have not tryed it yet. This still last until the 4th badge right?
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