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Woke up from your slumber to work on the battle engine? xD @Fbi
Woke up from your slumber to work on the battle engine? xD @Fbi
There is less easily accessible information.
it's irrelevant when there's no documentation on forcing obedient mythicals or changing shiny chance (TSK's tool should be illegal TBH ;) ), for example.
Sorry man, but you're simply wrong. Fire Red's research is nothing compared to how much pokeruby and pokeemerald are documented.
That doesn't make sense and is blatantly the opposite of the truth. If there were more documentation on Emerald then it'd be used as the definitive hacking version, not FR, which most tools are made for, because of the documentation.
That doesn't make sense and is blatantly the opposite of the truth. If there were more documentation on Emerald then it'd be used as the definitive hacking version, not FR, which most tools are made for, because of the documentation.
Well, I agree with DizzyEgg, right now Emerald and Ruby are most documented than Fire Red because we have their source code for them. (Ruby 94.5% and Emerald 54%).
Hope that clears it!![]()
Kind of irrelevant to my argument TBH. Even before the other disassemblies, FireRed was always easier to hack because it had more bases and tools to work with, making it more fun and better to use.
It has not been the case since 2015 or even earlier. The days of FR are gone mate.
I've only ever used Fire Red.
But, i've been messing around with pokeemerald in the last day or so.
And produced the screenshots in my signature.
And all the graphics I've inserted. It's been far easier to do, than anything I've done with FR.
(especially the Trainer Sprites).
more better
In popularity, maybe, but the tools for FR outnumber the tools for Emerald by far. Unless you use the disassembly (which virtually requires you to know C) Emerald is notably more difficult.
DizzyEgg said:Now, you DO NOT need to know C to make great use of the decompilations. Think of it this way, you don't need to know asm to make a great romhack, right? You may use tools, script, map and use existing routines made by other people. It wil be the same with decomps, except asm changes to C.
The new approach will also have many advantages such as:
- no worrying about ANY pointers. That means you can edit any script, whether yours or the one already existing in the game, modify it, make it longer, shorter at any time and it won't overwrite anything.
- replacing graphics is as I said before as simple as changing one image in a folder to another, no hustle with repoiting things in a hex editor.
- no 'free space' concept. The compiler puts everything at run-time, so you don't have to worry if area 0x800000 - 0x8A00000 is free to use or one of the 10 patches you're using occupies it. Naturally, the 32-MB limit is still there but it is far more than enough space.