Development New Battle System Page 4

Started by FBI November 24th, 2015 12:21 PM
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  • 178 replies

FBI

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Unknown Island
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Posted December 17th, 2019
1,910 posts
7.4 Years
Actually FBI the existing HP bars for double battles use the same size for the player and the opponent, only displaying, Name, Gender, Level, Status and HP. They're 32 x 128 for both. But realistically they're more like 32 x 104 with how they're presented on screen.

Also I have no problem trying to work out how to align them on the screen, my only question is are you doing this in the Fire Red style? Otherwise I can probably dummy up a set of HP bars to use in the Platinum or HGSS style. I assume the insertion process will be the same as in Fire Red, ie. not rewriting the HP bar generation system. If you are there's probably a bit more freedom.

That being said, I really don't see how you can show 6 64x64 sprites and then 6 32x128 HP bars on the screen without severely blocking things. Maybe Deokishu's suggestion could work, perhaps being able to cycle through the HP bars before a move has been selected, maybe only having two on screen, and only making one HP bar pop up when a specific pokemon takes damage.
Style doesn't matter too much to me as long as it looks good and organised. I'm trying to avoid a cluttered screen and I want this to have a nice and clean look to it. If you can make some HGSS or plat style look great, then I'm all for it :D


Well, I kinda imagined triple battles to be somewhat like this (status indicators became colored dots; notice the purple dot indicates PSN status) :

And along with a mockup of how the Pokemon sprites should be aligned:

Transparent version (a little harder to read but looks more modern-styled) :



P.S. Tell me if you need the doubles and singles battle versions. I just posted this so you can see my concept of it.
Hmm not exactly what I'm looking for. Imo it's a little too hard to read the fonts, also consider a large portion of the community is also color blind.

To me those look kinda squashed, the gba screen is just really small. What probably could be done is the following: Do not show every single pokémon on screen at the same time, but instead make it so you can scroll through them when targetting. That would probably easier.

Also FBI: I think we are missing each other in IRC again :D

~SBird
I'm still kind of wanting a new revamp for doubles battles and such so I'll let the people who want to make something make something.


For now I'll start working on the cycling thing, I also haven't pushed anything to git yet guys (sorry I'm just working on a lot of things at once and not all of it compiles immediately!). Currently trying to make stuff for text and battle start sequences :D
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MrDollSteak

Formerly known as 11bayerf1

Age 25
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Hong Kong
Seen 2 Days Ago
Posted March 24th, 2020
853 posts
11.5 Years
i think something like this would be really cool!


for the font, if you would style it like this one so it would still be of the same size and attach it to the hp bar background, it would look just fine!!!
Yeah I think something like this is probably the best bet to getting it to work! You'll need to move the status bar 1 pixel to the right. Also it could only be the 104x16 one in the middle tht would realistically work on screen.

Check10

Male
OHIO
Seen April 16th, 2016
Posted April 16th, 2016
34 posts
4.4 Years
First post ~

I'm a bit new to any kind of higher level coding, so a lot of that still hurts my head right now. lol

I've been attempting projects for a little over a year and constantly failed, but I think I've finally acquired enough knowledge to make a hack.

So will this be something I'll have to implement at the start of my hack? Or am I able to begin right now? If so, is there anything that I should avoid messing with and editing?

Thank you :)

chrunch

Male
Seen 4 Weeks Ago
Posted January 20th, 2018
1,350 posts
10.7 Years
First post ~

I'm a bit new to any kind of higher level coding, so a lot of that still hurts my head right now. lol

I've been attempting projects for a little over a year and constantly failed, but I think I've finally acquired enough knowledge to make a hack.

So will this be something I'll have to implement at the start of my hack? Or am I able to begin right now? If so, is there anything that I should avoid messing with and editing?

Thank you :)
It shouldn't be an issue, as long as you're not making any big changes to battles yourself.

FBI

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Unknown Island
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Posted December 17th, 2019
1,910 posts
7.4 Years
I'm just wondering about the attacks. How are they going to work now?

Are they going to be the same as now with the BSP and ASM routines or are you going to re-write them too in order to work different with the new system?
You wouldn't be using BSP or ASM routines for them. I'm trying to keep compatibility with how the original game's core is working. So it'll be extremely similar using callback1 to execute code sequences fast.

Actual attackscripts will be designed further in the future. I'm still not at that point yet, I've been actively thinking about it though, rest assured!

i think something like this would be really cool!


for the font, if you would style it like this one so it would still be of the same size and attach it to the hp bar background, it would look just fine!!!
Thanks, that looks really nice. I'm so sorry to say this after you went through the trouble of making this, but I've decided to show one HP Box at a time in triple and horde battles with a scrolling feature. If we dump that concept I'll use these!!


First post ~

I'm a bit new to any kind of higher level coding, so a lot of that still hurts my head right now. lol

I've been attempting projects for a little over a year and constantly failed, but I think I've finally acquired enough knowledge to make a hack.

So will this be something I'll have to implement at the start of my hack? Or am I able to begin right now? If so, is there anything that I should avoid messing with and editing?

Thank you :)
You should be fine as long as you document which tables you repoint, and when you modify game functions, you keep their output and inputs equivalent.

Recall that this uses a lot of game functions, as well as the tables in the game. So if you modify those, then you must make sure they're working for the intended cases.

It shouldn't be an issue, as long as you're not making any big changes to battles yourself.
almost

hello! as u said u will completely rewrite the battle engine code so will u be putting mega evolution with its particles or will still has to be done manually.
Not even that far yet :c

---

I made a lot of updates to this project while working in the dark. Now if you have devkitarm, python 3.5, you can compile and run this yourself. Right now it's just the battle intro sequence, but we're almost at the fun part of the project. If you're interested:

http://pastebin.com/R8XXQzrP
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FBI

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Unknown Island
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Posted December 17th, 2019
1,910 posts
7.4 Years
Glad to see this is what you've been up to, FBI! Hopefully there is still some good progress being made.
Yeah, I updated on Git a couple of days ago. The send out animations are all finished and I was working on the main Battle Script engine.

There will be some drastic changes to this project in the near future, so keep an eye out :)
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thedarkdragon11

New World Pirate

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Raftel, New World
Seen 11 Hours Ago
Posted 12 Hours Ago
895 posts
11 Years
I wonder if there will be an adjustment for the new move mechanics?

FBI

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Unknown Island
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Posted December 17th, 2019
1,910 posts
7.4 Years
Ahh, sorry guys I'm personally not working on this anymore. I've since quit ROM hacking and probably not looking to get back into it. Maybe in some distant future I'll consider finishing this, but I'm sort of bored with gen III ROM hacking for now :(

Right now there's just nothing really motivating me to do this.
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MarineTyler

Gus

Male
California
Seen April 7th, 2020
Posted March 17th, 2018
28 posts
4.2 Years
Ahh, sorry guys I'm personally not working on this anymore. I've since quit ROM hacking and probably not looking to get back into it. Maybe in some distant future I'll consider finishing this, but I'm sort of bored with gen III ROM hacking for now :(

Right now there's just nothing really motivating me to do this.
bruh
~Semper Fidelis~
Male
Seen June 7th, 2019
Posted July 25th, 2016
5 posts
4.3 Years
Got this Error While Compiling....

raceback (most recent call last):
File "./src/Defines/generation/stringsToCharArray.py", line 15, in <module>
lines = f.read().splitlines()
File "/usr/lib/python3.5/codecs.py", line 321, in decode
(result, consumed) = self._buffer_decode(data, self.errors, final)
UnicodeDecodeError: 'utf-8' codec can't decode byte 0xc0 in position 8: invalid start byte
./src/damage_calculator.c: In function 'get_base_attack':
./src/damage_calculator.c:1350:29: warning: logical not is only applied to the left hand side of comparison [-Wlogical-not-parentheses]
if (!attack->is_special == 1) {
^
./src/damage_calculator.c:1364:27: warning: logical not is only applied to the left hand side of comparison [-Wlogical-not-parentheses]
if (!attack->is_special == 1) {
^
Where is: 8388608<class 'int'>
data is: <class 'bytes'>
CSWTCH.14: 08808DF0
CSWTCH.15: 08808E1C
CSWTCH.17: 08808D78
CSWTCH.18: 08808DA4
CSWTCH.34: 08808CE0
CSWTCH.39: 08808CE8
CSWTCH.5: 08807AB4
CSWTCH.6: 08807AE0
CSWTCH.60: 08807C48
CSWTCH.61: 08807C74
__bss_end__: 08808E74
__bss_start__: 08808E74
__end__: 08808E74
__text_end: 08808E74
__text_start: 08800000
_end: 08808E74
ability_present: 0880307C
ability_present_ally: 088030C8
alloc_alt_resources: 08800BE8
apply_dmg_mod: 08803200
apply_mold_breaker: 08803100
ball_capture_anim: 08800194
ball_open_and_spark: 0880016C
ball_release: 08800198
ball_shake: 08800140
ball_throw: 088001A0
battle_end: 08802758
battle_init: 088027BC
battle_intro: 08801E08
battle_malloc_resources: 08802978
battle_prep: 088005C0
battle_prep_second_stage: 08800520
battle_slidein_bg: 088029F0
battler_init: 088026EC
berry_reduction: 08804CD4
c1_battle_prep: 08800574
cb_follow_sprite: 08800200
create_alt_object: 08800BB8
create_battle_box: 088006C8
create_curved_box: 08800738
create_oam: 08800AC8
damage_calculator: 08804DD4
decoder: 0880124C
del_oam: 08800F90
display_ball: 08800038
display_oam: 08800F78
display_textbox: 088006A4
do_anim: 088009EC
draw_hp_bar: 088014F4
draw_hp_nums: 08801A6C
draw_level: 08801B7C
draw_name_gender: 08801ADC
fade_in_obj: 0880021C
flush_string_buffer: 0880106C
gen_string: 088010C8
get_STAB: 08804C70
get_ability: 08803058
get_ability_from_bit: 08802650
get_base_attack: 088042B4
get_base_defense: 08804874
get_base_power: 0880347C
get_crit_dmg: 08804BA8
get_def: 088031E8
get_item: 08803180
get_item_modifier: 08803280
get_species: 088031F4
get_weather: 088031F8

LilBueno

Boy Wonder

Male
Straight Outta Gotham
Seen July 11th, 2018
Posted May 30th, 2018
243 posts
6.5 Years
Ahh, sorry guys I'm personally not working on this anymore. I've since quit ROM hacking and probably not looking to get back into it. Maybe in some distant future I'll consider finishing this, but I'm sort of bored with gen III ROM hacking for now :(

Right now there's just nothing really motivating me to do this.
That's a shame. I was looking forward to learning how to use this. Still, hopefully this inspires others to think outside the box with their projects
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FBI

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Unknown Island
Seen 5 Days Ago
Posted December 17th, 2019
1,910 posts
7.4 Years
Hmm, recently rebooted this and rewrote it completely.

Current progress:
https://streamable.com/lg6cn

Src:
https://github.com/EternalCode/battle_engine

I'll be working on this slowly myself, but help is always welcomed.
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Trev

i gave you everything...

Age 23
Male
Seen January 15th, 2020
Posted March 27th, 2019
What graphics do you need? I could try my hand at some custom ones if they're needed. Unfortunately I can't program but if I can help out this way, I'd be glad to!
voltaic pair: aaron rpdr club css shop

Froosty

The_Learner

Age 22
Male
Somewhere in this world.
Seen 1 Day Ago
Posted November 21st, 2019
544 posts
5.7 Years
Hmm, recently rebooted this and rewrote it completely.
Current progress:
https://streamable.com/lg6cn
Src:
https://github.com/EternalCode/battle_engine
I'll be working on this slowly myself, but help is always welcomed.
Would really love to help out though I am just learning the C-hacking as of now.
And thats preety much the reason I have lately been disturbing you around the DM,
and asking if we could have some talks on discord,

anyways what are you plans up next,
and is there anything that can be done ??

FBI

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Unknown Island
Seen 5 Days Ago
Posted December 17th, 2019
1,910 posts
7.4 Years
What graphics do you need? I could try my hand at some custom ones if they're needed. Unfortunately I can't program but if I can help out this way, I'd be glad to!
I'm able to work on graphical stuff if needed.
Thanks. Right now I don't need graphic work yet. I'll need graphic work when doing move animations (maybe I'll just rip the graphic resources from the EM project?).

What I need mostly right now is for move researchers. It's not a programming thing, it's just for you to figure out what moves behave in what way exactly. I need to know how certain abilities and move combinations work like together currently.


Would really love to help out though I am just learning the C-hacking as of now.
And thats preety much the reason I have lately been disturbing you around the DM,
and asking if we could have some talks on discord,

anyways what are you plans up next,
and is there anything that can be done ??
Hmm, if you're just starting out this project's source code may be intimidating (particularly the graphics code).

I think you should start by getting the project to build, though this is currently not possible without the deps folder I have https://www.dropbox.com/s/acjs8d5z8ma8cvp/deps.rar?dl=0
Extract that to the working directory of the project and follow the build instructions. From there, you can try to implement the "run" feature. It's the classic, "Got away Safely!" part and returning to the overworld (Careful of memory leaks!).

Personally, right now I'm working on the main battle loop.
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Trev

i gave you everything...

Age 23
Male
Seen January 15th, 2020
Posted March 27th, 2019
I can totally do move research for you. If you want, you can add me on Discord or something and just send me the stuff you need to know, and I can look it up for you in my free time.
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FBI

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Unknown Island
Seen 5 Days Ago
Posted December 17th, 2019
1,910 posts
7.4 Years
I can totally do move research for you. If you want, you can add me on Discord or something and just send me the stuff you need to know, and I can look it up for you in my free time.
Awesome I have something that actually needs to be done atm. It's move flags.

These are the flags that are used currently:
FLAG_CHARGEUP
FLAG_RECHARGE
FLAG_CONTACT
FLAG_DEFROST
FLAG_GRAVITY_DISABLED
FLAG_HEAL_BLOCK_DISABLED
FLAG_MIRRORABLE
FLAG_POWDER
FLAG_PROTECTABLE
FLAG_IGNORE_SUBSTITUTE
FLAG_IRON_FIST
FLAG_REFLECTABLE
FLAG_SNATCH
FLAG_SOUND_BASED
FLAG_STRONG_JAW
FLAG_BULLET_PROOF
FLAG_ONSELF
FLAG_TARGET
FLAG_HITS_ALL
FLAG_TRIAGE_AFFECTED
Here is an example of pound:
/*POUND_FLAGS*/	FLAG_CONTACT | FLAG_TARGET,
/* THIS IS A COMMENT */
FLAGS_CONTACT | FLAG_TARGET

the above means the move makes contact and hits a single target. For hitting all targets use FLAG_HITS_ALL. For hitting only opponent targets use both FLAG_HITS_ALL and FLAG_HITS_TARGET.
Don't worry you don't have to do it all from scratch. I generated something, though some moves have flags missing in them

https://pastebin.com/wx5yzqQh


If you have any questions, please ask!
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