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[Other] Help with Pokémon TCG hack - 40-card deck possible?

  • 4
    Posts
    2
    Years
    Hello!
    I'm trying to make a Pokémon TCG hack using the TCG disassembly that has the deck size being 40 instead of 60.

    However that seems to affect the whole structure of the game... The intro gets all glitchy, and even if you keep going, the game freezes when you talk to Dr. Mason for the first time.

    I changed the constant (DECK_SIZE EQU 40 in card_data_constants), edited manually all deck lists and autodeck machine lists to have 40 instead of 60 cards (yes, boring work...), also text and layout wherever it showed 60 to be 40, and so on.

    Even adjusted the number of "vacant" bytes (ds ~) in wram.asm (there's a "ds $7" there that I changed to "ds $43", I could explain more about this if necessary) to make the memory sections fit the same space (the assembler did point to such an error, and doing this change apparently solved it); I thought this was the breakthrough that would make it work but!... nope...

    Also (and I have no idea if this matters or not) reordered the sections defined in "main.asm" so that all edited files, like decks.asm and auto_deck_machines.asm, appear below the files related to the intro sequence, for example. I thought, maybe the game is reading code of the intro sequence that is somehow "displaced" by the editing of these files, so if they are put before it could solve the issue... No effect.

    So does someone know how to deal with this? Why changing this seems to affect the game so much? This is unfortunately beyond my bare understandings of programming... Any help would be greatly appreciated!
    Thanks in advance!
     
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