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[EM] Battle Engine Upgrade (On Halt, Will undergo reboot!)

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yeah im still having that issue that says invalidargument =0
 
I did change that number to the amount of Pokémon I have now which is 999 and I still get that error
 
Here are a couple of simple animations for you:

Aqua Ring(mix of 1st part of waterfall, safeguard and recover):
Code:
00 2F 27 00 AB 27 00 9D 27 0A 03 0C 0C 08 03 AD 51 0D 08 05 05 00 00 00 00 02 00 17 00 01 00 04 05 19 8E 00 C0 02 38 52 59 08 02 04 0A 00 0A 00 19 00 00 00 04 04 19 8E 00 C0 02 38 52 59 08 02 04 F1 FF 00 00 19 00 00 00 04 04 19 8E 00 C0 02 38 52 59 08 02 04 14 00 0A 00 19 00 00 00 04 04 19 8E 00 C0 02 38 52 59 08 02 04 00 00 F6 FF 19 00 00 00 04 04 19 8E 00 C0 02 38 52 59 08 02 04 F6 FF 0F 00 19 00 00 00 04 04 19 8E 00 C0 02 38 52 59 08 02 04 19 00 14 00 19 00 00 00 04 04 19 8E 00 C0 02 38 52 59 08 02 04 EC FF 14 00 19 00 00 00 04 04 19 8E 00 C0 02 38 52 59 08 02 04 0C 00 00 00 19 00 00 00 00 04 28 0A 02 0C 08 08 19 E1 00 C0 02 64 3C 59 08 02 00 04 04 02 64 3C 59 08 02 00 04 04 02 64 3C 59 08 02 00 05 19 66 00 C0 03 05 5A 11 08 02 06 0A 00 00 00 02 00 00 00 0A 00 FF 7F 05 0B 02 0D 04 01 0E DF 79 2D 08 05 08
Metal Burst(something I had ported from FR):
Code:
00 14 28 0A 03 2A 01 03 D1 52 0D 08 02 05 00 00 02 00 00 00 08 00 01 00 0E EA 59 2D 08 0E EA 59 2D 08 0E EA 59 2D 08 0E EA 59 2D 08 05 0B 03 04 00 05 00 D6 27 19 B1 00 3F 04 03 02 1C 37 59 08 84 04 F0 FF F1 FF 01 00 00 00 19 B1 00 3F 04 03 02 1C 37 59 08 84 04 10 00 FB FF 01 00 00 00 19 B1 00 3F 04 03 02 1C 37 59 08 84 04 F4 FF 12 00 01 00 00 00 19 B1 00 3F 04 03 02 1C 37 59 08 84 04 00 00 05 00 01 00 00 00 19 B1 00 3F 04 03 05 08
Hey any chance that X Special will be split into X-Sp Attack and X-Sp Defense?
 
Hello. I'd like to ask how's the experience system in the current version?
If more than one Pokémon participate in battle, will they get the same amount of exp like Gen 6 or will it be halved like it was before?


Also, it looks like Sun & Moon will be updating a lot of mechanics. Will you guys integrate the changes on this engine or will you still focus on Gen 6?

Thanks and sorry if I bother you guys.
 
Hello. I'd like to ask how's the experience system in the current version?
If more than one Pokémon participate in battle, will they get the same amount of exp like Gen 6 or will it be halved like it was before?
Halved.
Also, it looks like Sun & Moon will be updating a lot of mechanics. Will you guys integrate the changes on this engine or will you still focus on Gen 6?

Thanks and sorry if I bother you guys.
Sooner or later yeah. I'll make that optional though, meaning you can have gen6 mechanics, gen 7 mechanics or some of the gen7 mechanics.
Hey any chance that X Special will be split into X-Sp Attack and X-Sp Defense?
I don't see why not.
 
I did change that number to the amount of Pokémon I have now which is 999 and I still get that error

Well, you'll need to meet me on IRC sometime.

Here are a couple of simple animations for you:

Aqua Ring(mix of 1st part of waterfall, safeguard and recover):
Code:
00 2F 27 00 AB 27 00 9D 27 0A 03 0C 0C 08 03 AD 51 0D 08 05 05 00 00 00 00 02 00 17 00 01 00 04 05 19 8E 00 C0 02 38 52 59 08 02 04 0A 00 0A 00 19 00 00 00 04 04 19 8E 00 C0 02 38 52 59 08 02 04 F1 FF 00 00 19 00 00 00 04 04 19 8E 00 C0 02 38 52 59 08 02 04 14 00 0A 00 19 00 00 00 04 04 19 8E 00 C0 02 38 52 59 08 02 04 00 00 F6 FF 19 00 00 00 04 04 19 8E 00 C0 02 38 52 59 08 02 04 F6 FF 0F 00 19 00 00 00 04 04 19 8E 00 C0 02 38 52 59 08 02 04 19 00 14 00 19 00 00 00 04 04 19 8E 00 C0 02 38 52 59 08 02 04 EC FF 14 00 19 00 00 00 04 04 19 8E 00 C0 02 38 52 59 08 02 04 0C 00 00 00 19 00 00 00 00 04 28 0A 02 0C 08 08 19 E1 00 C0 02 64 3C 59 08 02 00 04 04 02 64 3C 59 08 02 00 04 04 02 64 3C 59 08 02 00 05 19 66 00 C0 03 05 5A 11 08 02 06 0A 00 00 00 02 00 00 00 0A 00 FF 7F 05 0B 02 0D 04 01 0E DF 79 2D 08 05 08
Metal Burst(something I had ported from FR):
Code:
00 14 28 0A 03 2A 01 03 D1 52 0D 08 02 05 00 00 02 00 00 00 08 00 01 00 0E EA 59 2D 08 0E EA 59 2D 08 0E EA 59 2D 08 0E EA 59 2D 08 05 0B 03 04 00 05 00 D6 27 19 B1 00 3F 04 03 02 1C 37 59 08 84 04 F0 FF F1 FF 01 00 00 00 19 B1 00 3F 04 03 02 1C 37 59 08 84 04 10 00 FB FF 01 00 00 00 19 B1 00 3F 04 03 02 1C 37 59 08 84 04 F4 FF 12 00 01 00 00 00 19 B1 00 3F 04 03 02 1C 37 59 08 84 04 00 00 05 00 01 00 00 00 19 B1 00 3F 04 03 05 08

Very nice animations. Added them to the engine. Keep rolling more! Make sure to not attempt those from MrDS' claim list.

EDIT: I have added the pending move animations list to the git directory as well (so you can easily keep track of pending move animations).
 
Last edited:
I don't know if this has been fixed. But apparently using Tri Attack, there is a chance that a textbox saying that the Pokémon being attacked fell asleep...but it doesn't fall asleep.
 
One of my favorite parts of Emerald is the animated sprites. I have created a thread for the second frames of Pokemon from generations 6 and 7 that require custom second frames. I hope that my thread will be of great use to this engine in terms of providing sprites for the newer Pokemon. I only started to make these frames in order to further perpetuate the shift towards Emerald that you have started.

A huge shout out to the work of Mr. Dollsteak that made everything I have done possible. The thread is in my signature.
 
Glad you decided to use them.

It's probably my fault, because my descriptions may be vague to some people. You see, in theory it doesn't matter which you apply first or last. In practice though, you need to change all the defines correctly, which I may have not explained properly. You're right that the crash is caused by the lack of movesets for new pokemon.

What you should do is:
- open the 'defines.h' file in the src folder and change the "ALL_POKES 412" to whatever your number of all pokemon is
- now this will make all the new pokemon have their moveset as "empty", but the game won't crash
- note that the movesets form pokemon from gen4-6 are actually done, the code for them just commented out, so it won't actually compile. You can add them to the "learnset_table[ALL_POKES]" manually in order the pokemon are crated.
- that little thing "[411 ... ALL_POKES - 1] = &EMPTYSLOT_MOVESET[0]" means assign the empty slot for all pokemon starting from 411 to the last pokemon. So say you added 10 more movesets to the table you should change it to "[421 ... ALL_POKES - 1] = &EMPTYSLOT_MOVESET[0].
If you however added all the movesets, this line naturally isn't needed.
- You should be able to modify them in PGE too, not sure why you couldn't.

Thank you very much!! Thanks to your explanation, finally I could assign the moves set to the new pokemon correctly. I also modified the ini file and I was able to edit the pokemon's moves in PGE :)
 
This is probably the best resource ever but Dizzy or KDS can you guys explain how they should be installed and I know I'm asking for a lot but can u guys write the tutorial for how to install pokeExpansion, battle engine and items and like have the tutorial be like for example say you install the pokeExpansion first then the battle engine and then items can u write the tutorial for that and etc.

Like I said I know I'm asking for a lot but there are possibly many people including myself that can't open PGE with both emerald engine and PokeExpansion
 
If used, do Genesect Drives work with Techno Blast, and if so, how do you distinct a Douse Drive with a Shock Drive? Do you change the Extra of the Drive to the index of the type (i.e. putting B in the extra for Douse Drive for Water, D in the extra for Shock Drive for Electric)?
 
Very nice animations. Added them to the engine. Keep rolling more! Make sure to not attempt those from MrDS' claim list.

EDIT: I have added the pending move animations list to the git directory as well (so you can easily keep track of pending move animations).

The Aqua Ring animation works really well, but it shouldn't actually show the healing particles. What should happen, is when the heal takes place another animation should play that shows the healing particles (look at Ingrain) so what I would recommend is that the current animation removes the healing particles, and then when the heal takes place just the safeguard followed by heal should play. I would also probably make it so the safeguard particle is colored blue! I'll happily tweak the animations myself, but I think you or Dizzy will need to add the animation functionality to the end of turn heal.
 
This is probably the best resource ever but Dizzy or KDS can you guys explain how they should be installed and I know I'm asking for a lot but can u guys write the tutorial for how to install pokeExpansion, battle engine and items and like have the tutorial be like for example say you install the pokeExpansion first then the battle engine and then items can u write the tutorial for that and etc.

Like I said I know I'm asking for a lot but there are possibly many people including myself that can't open PGE with both emerald engine and PokeExpansion

I'll write a tut and upload it on git.

If used, do Genesect Drives work with Techno Blast, and if so, how do you distinct a Douse Drive with a Shock Drive? Do you change the Extra of the Drive to the index of the type (i.e. putting B in the extra for Douse Drive for Water, D in the extra for Shock Drive for Electric)?
Yes, they are distinguished by the extra field. The range is 0x1-0x4.

The Aqua Ring animation works really well, but it shouldn't actually show the healing particles. What should happen, is when the heal takes place another animation should play that shows the healing particles (look at Ingrain) so what I would recommend is that the current animation removes the healing particles, and then when the heal takes place just the safeguard followed by heal should play. I would also probably make it so the safeguard particle is colored blue! I'll happily tweak the animations myself, but I think you or Dizzy will need to add the animation functionality to the end of turn heal.

Feel free to improve any animation. And yes, we will add the animation at the end.
 
Yes, they are distinguished by the extra field. The range is 0x1-0x4.
Okay, that's good...which one's which then?
 
Okay, that's good...which one's which then?

Well, I don't remember. You can look in the bs_start_attack.c for this. I'm currently working on zen mode. After the project is complete, we'll document this thing properly so that people will know how to configure things with ease.
 
Will you update this with the new S/M moves and abilities?
 
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