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Dynamic Emerald Attack Rombase

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ANNOUNCEMENT!

This base will be re-written in C and combined with DizzyEgg's project.
Recently, DizzyEgg started working on an upgraded battle engine in C. After I released this base here, he gave me an offer to combine projects.
I found his work attractive and writing code in C is much easier and less time consuming as compared to ASM.
So we'll rewrite many routines in C and use some of them directly in the combined project.

If someone wants to rip routines from the ASM base. Feel free to do so, but do give credit to the appropriate person.
 
Dude, I tested your rom base and found a slight problem...(When my attack misses or fails, the screen freezes but the game music still running)
 
Dude, I tested your rom base and found a slight problem...(When my attack misses or fails, the screen freezes but the game music still running)

Redownload. I already corrected it. But it doesn't matter now since it is being remade.
 
Uh...
[PokeCommunity.com] Dynamic Emerald Attack Rombase

I keep on getting this error...
 
Okay I have a question on this I leave the the offset that all this goes to to the default so when I go and test it I can't choose my starter it freezes my game so please help me with this
 
Okay I have a question on this I leave the the offset that all this goes to to the default so when I go and test it I can't choose my starter it freezes my game so please help me with this

Try refollowing the steps. It doesn't matter as it being rewritten.
 
i am just curious would it be possible to choose which features are added whenever you make an installer like for example i want reusable tms but not the fairy type is that an option? if not its fine
 
i am just curious would it be possible to choose which features are added whenever you make an installer like for example i want reusable tms but not the fairy type is that an option? if not its fine

It will depend on the demand. But the general thing is, for example, if you don't like fairy types, then let it install, but don't use it.

As for installation, since the base is being re-written in C, I don't need to make an installer. The hacker using the rewritten base will need to install devkitARM and Python to compile and/or assemble the source files into the ROM just like Touched's Mega Evolution for Fire Red.
 
I redownloaded your patch, and using it with the thumb files, I get this:
[PokeCommunity.com] Dynamic Emerald Attack Rombase


And please don't tell me "It's being rewritten." I wanna know what the solution to this current problem.
 
I redownloaded your patch, and using it with the thumb files, I get this:

And please don't tell me "It's being rewritten." I wanna know what the solution to this current problem.

Well, it seems that you must have placed a garbage character before that statement. Please check that you didn't modify anything else except the values that you can customize before posting useless bugs that aren't even bugs.
 
Would you be willing to (maybe a few weeks from now) release an ips. for Dynamic Emerald?
 
you are probably right, but TBH I don't have much free time, so taking the time to compile the base and figure out how that works isn't an option for me right now ;(
 
It's not hard to compile the base! Honestly, it's easy. Just take your time. :P
That's funny since I did all the steps correctly and the compiler still doesn't work.

In fact, what really is annoying is that I found the problem as to why I was getting that glitch from before. It's annoying because it's probably the reason why the mega evolution function doesn't work in my game. In the defines.asm file, it reads:
@ Feel free to mod
.equ NumberEvoPerPokemon, 0x5 @ Number of evolution you have per pokemon
.equ SoundWeWantToPlay, 0x1 @ Sound we want to play when triggering the mega evolution.

Obviously, I want to change the 5 to an 8 because that's how many evolutions I have per mon. So, I do. It now reads:
@ Feel free to mod
.equ NumberEvoPerPokemon, 0x8 @ Number of evolution you have per pokemon
.equ SoundWeWantToPlay, 0x1 @ Sound we want to play when triggering the mega evolution.

Good. I go to compile the .bin file and...I get the error I got before. It's annoying because the file is telling me I can mod/change those values. I guess whoever read that doesn't know that 8 evos per mon is a thing. Nice job brah

Also, if you try and fix defines.asm little problem by changing the 8 back to a 5, you're shut out of luck, because the file is officially broken. In order to fix it, I hope you have a back-up of defines.asm, UNTOUCHED. Seriously, this is a big problem.
 
Last edited:
That's funny since I did all the steps correctly and the compiler still doesn't work.

In fact, what really is annoying is that I found the problem as to why I was getting that glitch from before. It's annoying because it's probably the reason why the mega evolution function doesn't work in my game. In the defines.asm file, it reads:
@ Feel free to mod
.equ NumberEvoPerPokemon, 0x5 @ Number of evolution you have per pokemon
.equ SoundWeWantToPlay, 0x1 @ Sound we want to play when triggering the mega evolution.

Obviously, I want to change the 5 to an 8 because that's how many evolutions I have per mon. So, I do. It now reads:
@ Feel free to mod
.equ NumberEvoPerPokemon, 0x8 @ Number of evolution you have per pokemon
.equ SoundWeWantToPlay, 0x1 @ Sound we want to play when triggering the mega evolution.

Good. I go to compile the .bin file and...I get the error I got before. It's annoying because the file is telling me I can mod/change those values. I guess whoever read that doesn't know that 8 evos per mon is a thing. Nice job brah

Also, if you try and fix defines.asm little problem by changing the 8 back to a 5, you're shut out of luck, because the file is officially broken. In order to fix it, I hope you have a back-up of defines.asm, UNTOUCHED. Seriously, this is a big problem.

Copy the code and paste into a new blank notepad, save as define.asm and replace it with the original copy. Now u can replace the evolution number, idk how the original copy will always create a garbage charater when I modify the code. It happens too when u try to modify hookandmisc.asm. Btw, the base seem fine to insert into a expanded pokemon/evolution/item afaik there is no major bug found if u do the thing in a right direction. The base is just simply too awesome and easy to compile.
 
is there a way to get this base to work with expanded pokedex?
 
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