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[Other] [EM & FR]Problems with Simple Modifications Directory

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    • Seen Jan 10, 2025
    Hey there, was going through the simple changes directory and was having some problems with 2 of the modifications. Custom Mugshot transitions, and Improving Ai switching. I beleive for both of these it seems to be due to methods, structures, or variables that may have changed since the mods were created. If anyone has any insight on how to get these to work, that would be awesome.
     
    Hey there, was going through the simple changes directory and was having some problems with 2 of the modifications. Custom Mugshot transitions, and Improving Ai switching. I beleive for both of these it seems to be due to methods, structures, or variables that may have changed since the mods were created. If anyone has any insight on how to get these to work, that would be awesome.
    Pay close attention to what the compiler tells you about whatever errors you come across inside your terminal as you try to build a ROM.
    99% of the time, those errors point you in the direction you should perform your fixes at.
    If you need to check a label that may have been renamed, you can use git log -n X -S "write some label here", where X is a number of commits.
    That command lets you check the commits in which the specified label was used.
    The one at the very top is normally the latest commit, and the one in which it was renamed.

    It's gonna be hard to tell you anything more specific if you don't provide any information that would let others help you, like for example some of those errors.
     
    Thanks you for your advice. I suppose I'll start with the Custom transitions. I've tried implementation in both Firered and Emerald, and neither work. Firered it will compile with no issue, but upon entering the battle that is supposed to have the transition, the entire game resets to the title screen. In Emerald, the compiler seems to forget the bool8 structure and see it as invalid. Attached are my compiler and include/battle_transition.h.
     

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    Also the according to the instructions include/battle_transition.h should contain this, which doesn't quite make sense.
     

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    Thanks you for your advice. I suppose I'll start with the Custom transitions. I've tried implementation in both Firered and Emerald, and neither work. Firered it will compile with no issue, but upon entering the battle that is supposed to have the transition, the entire game resets to the title screen. In Emerald, the compiler seems to forget the bool8 structure and see it as invalid. Attached are my compiler and include/battle_transition.h.
    That very first #include directive before the guards of include/battle_transition.h is wrong. You should never have anything written before the guards of a header file.
    Remove that and try to compile again.
    Also the according to the instructions include/battle_transition.h should contain this, which doesn't quite make sense.
    No, that is incorrect. The constant labels were replaced with an enum. The same enum you see right above those constant labels you defined.
    What tutorial are you following that told you to do something like that?
     
    This is the pret/pokeemerald Custom Mugshot transitions by Ghoulslash. Like I said i think its just dated, or perhaps unclear. I tried to reach out to Ghoulslash, but no reply.
     
    The other decomp tutorial that seems to no longer work correctly is Yak Attack's Switch If Specific Pokémon Has Specific Super Effective Revealed Move. It references two variables that are not referenced anywhere else, YOUR_MOVE_HERE, and YOUR_SPECIES_HERE.
     
    Ok awesome. Finally got this one working. So it #include location does matter, and in ghoul's tutorial, it just said "add it to the top". Setting #include "constants/battle_transition.h" after the methods and before the enum, and the #include "battle_transition.h" in src/data.c after the other #includes seems to have made it work.
     
    These are the bits for Yak's tutorial"image removed"
     

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    Last edited:
    The other decomp tutorial that seems to no longer work correctly is Yak Attack's Switch If Specific Pokémon Has Specific Super Effective Revealed Move. It references two variables that are not referenced anywhere else, YOUR_MOVE_HERE, and YOUR_SPECIES_HERE.
    You're... uh, you're supposed to actually replace those with a move and a species constants respectively.
    That's obvious enough, don't you think?
     
    I now realize that this method is far more limited in scope than I thought. I basically thought it was designed for encouraging ai to switch after getting hit super effectively for any mon. My bad.
     
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