- 4
- Posts
- 6
- Years
- Seen Nov 6, 2023
This adds a Gen VI-inspired Key Item registration menu to pokeemerald, allowing you to register up to 4 Key Items at the same time and pick from them by pressing SELECT+DPAD.
When designing this I wanted to use as few palettes as possible, so that it doesn't conflict with having a lot of NPCs or sprites on-screen. This uses only 1 sprite palette (for the UI boxes) and 2 BG palettes (reusing the slots for UI text and windows), so displays correctly in basically any situation.
Like all my features, this is compatible with vanilla save files--a Key Item registered in vanilla will migrate over. I reuse some unused rematch entries to store the 4 registered items in the saveblock:
This feature is also compatible with my followers and lighting branches but does not require either, and doesn't require a dynamic overworld palette system to work.
Screenshots:
It works in Granite Cave / any cave where you need to use Flash:
The repo can be found here. To add it to your pokeemerald project:
Bugs:
You can post here or contact me on Discord (username: merrp) with bug reports. I'm in the Discords for PRET as well as RHH.
Credit
When designing this I wanted to use as few palettes as possible, so that it doesn't conflict with having a lot of NPCs or sprites on-screen. This uses only 1 sprite palette (for the UI boxes) and 2 BG palettes (reusing the slots for UI text and windows), so displays correctly in basically any situation.
Like all my features, this is compatible with vanilla save files--a Key Item registered in vanilla will migrate over. I reuse some unused rematch entries to store the 4 registered items in the saveblock:
Code:
// MAX_REMATCH_ENTRIES decreased from vanilla's 100 to 92
// This is to accomodate 4 non-vanilla registeredItems
/*0x9CA*/ u8 trainerRematches[MAX_REMATCH_ENTRIES];
/*0xA26*/ u16 registeredItems[MAX_REGISTERED_ITEMS];
/*0xA2E*/ //u8 padding3[2];
/*0xA30*/ struct ObjectEvent objectEvents[OBJECT_EVENTS_COUNT];
This feature is also compatible with my followers and lighting branches but does not require either, and doesn't require a dynamic overworld palette system to work.
Screenshots:
It works in Granite Cave / any cave where you need to use Flash:
The repo can be found here. To add it to your pokeemerald project:
Code:
git remote add pokemerrp https://github.com/aarant/pokeemerald
git pull pokemerrp key-item-wheel
Bugs:
You can post here or contact me on Discord (username: merrp) with bug reports. I'm in the Discords for PRET as well as RHH.
- Sometimes the item palettes may flicker for a frame, because of the scanline effect used to swap them.
Credit
- GruntLucas, for help with windowing and a memory leak
Last edited: