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...what?
Not really sure what you're getting at here. I'm well aware of the post you linked, I used FBI's work to make this.
Please explain what bug you are seeing in the hack. If there is a bug, I'd like to confirm the fix, but I don't understand what you're trying to fix here.
When you open the menu is Restarts
When you start a game and open the menu restarts, you send that page is for you to check and mend the error, If you want good haha xD , alone Help wanted .
Is there any way you can make it so you still need a badge to use these moves? For example after having the first gym badge, your fighting pokemon can use rock smash?
Each new HM script has two flag checks that allow you to enable/disable the HM with events in the game. First, there's a flag that controls whether or not the new HM check system itself is active. If this flag is cleared, the HMs will behave exactly as they do in vanilla FR. However, if you set the flag, they'll use the new system of checks instead. ...
Also, each script checks a second, individual flag beforehand, so you can make them dependent on badges as well if you want. I've set the flag for each one again to 0x828 so they're immediately active by default, but like the overall enable/disable flag above, this is easily changeable. If you want to use a different flag, simply go to each offset specified below and overwrite the existing two bytes with the reverse hex of the flag you want to check instead:
Code:Surf - 0x7602D8 Waterfall - 0x76038D Cut - 0x7600DF Rock Smash - 0x76016D Strength - 0x7601FD Flash - 0x760044 Fly - 0x76055C
Yes. From the Advanced Usage section of the OP:
Emphasis mine. If you wanted the first Gym badge to allow Rock Smash, all you'd need to do is go to 0x76016D and paste-write 20 08 (the reverse hex of the first badge flag, 0x820).
I think I understand. I'm not confident in hex editing but I suppose all I need to do is search for the correct offset and replace the first two bytes with 20 08, for the first badge at least.
You know, it might be a good idea to do a version of this patch where you still need badges too. At a later date, if you think it would not take long. It seems like something people would use as it would stop players from getting to places they shouldn't before the right time.
I'll do my best to implement what you said first though.
Unfortunately, you really have to learn basic hex editing if you want to be a successful hacker. In a perfect world, it'd be obsolete, but unfortunately we're still pretty far from that. Any edits that there aren't already existing tools for have to be done through hex. Fortunately a huge amount of the important/useful offsets are documented.
And I'd rather leave this hack the way it is, with optional badge checks, to avoid fragmenting if I ever have to release an update. It actually took a fair amount of work and thought to do it this way - my first draft didn't have badge checks at all, I rewrote it to add them for situations just like this.
If you have trouble or you just want some help getting start with hex editing, send me a PM. I'd be happy to teach you the basics, just don't want to turn this thread into an off-topic tutorial.
Its an amazing work!
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I have a question though....
I was somehow clear at the first but got confused though after reading replies....
You said grass pokemon use cut but is there any chance than non-grass types like charmander can also use cut (even from the summary menu)
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In the current implementation, I have not changed how HMs can be used from the Pokemon menu, only how they can be used directly in the overworld by interacting with objects.
So, if you have a Bulbasaur who doesn't know Cut, you can Cut trees by interacting with them, but you won't find Cut in the options for Bulbasaur in the Pokemon menu.
If you have a Charmander who knows Cut, you WON'T be able to Cut trees by interacting with them, but you WILL be able to Cut through the options for Charmander in the Pokemon menu.
I've found a problem, the system is working, but when I use the HMs the first pokémon in my party appears using it, except Flash.
FIXED: Removing the line "setvar 0x4001 LASTRESULT" of each script, and changing "bufferpartypokemon 0x0 LASTRESULT" & "setanimation 0x0 LASTRESULT" to "bufferpartypokemon 0x0 0x4001" & "setanimation 0x0 0x4001", respectively, of each script.
There is way to pass it to Ruby and emerald
Is there an Emerald version of this check?
I would like to test to confirm this, but I want to say thank you for taking the time to actually report what the bug is, along with your fix! I have not tested it yet but that sounds totally reasonable. I did my initial testing with only one Pokemon in the party so I would not have seen this bug.
I will test when I get a chance, and if that confirms the bug and the fix, I'll update the patch and add you to the credits.
Thank you, I've started a thread to connect with your thread, with all my addons for this resource. ^^
When my thread is approved I will redirect my post to it.
EDIT: I found another odd thing, it happens only when I apply your patch:
Spoiler:![]()
These overworlds becomes bugged, but only with this map.
I finally had some time to test. I have confirmed the bug, it is exactly as you said, the animation shows (and announces) the first Pokemon in your party using the HM move, rather than the Pokemon with the correct type.
I am verifying your fix now. It seems correct, I'm just hunting down some of my documentation and testing to make sure it doesn't break anything else. Assuming that pans out, I will incorporate the change and release an update this weekend.
However, I have not been able to recreate the bugged overworlds you saw. Have you had a chance to look into those?