- 109
- Posts
- 11
- Years
- Calgary AB Canada
- Seen May 30, 2018
Looks good so far, im quessing you will change the hero/heroine sprites right.....right? XD
It seems that you have positioned your PokePic(s) a tad too high. There are actually a few commands you can use to coordinate them, and if memory serves me correctly, they are "0x0" on the x axis (horizontally) and "0x4" on the y axis (vertically). I might be wrong, but just experiment with the "0x_" digits, and eventually you'll get it right. Hope this helps in some ways!
Edit:
I read what I wrote, and I felt that you might not be able to understand, but if you did, you can ignore this edit. Basically what I wanted to add was that the PokePic script is something like this:
#dynamic 0x800000
#org @start
lock
faceplayer
showpokepic 0xFD 0x0 0x4
msgbox @text
callstd 0x4
closeonkeypress
hidepokepic
release
end
#org @hi
= [Insert Text Here]
So basically, the bolded parts are the parts that determine the coordination/position of the PokePic on the screen. Hope this time it's clearer :O
Looking really good buddy! I like the tiles you are using now. Looks really well done! Can't wait to see more from this!
Thanks!! <3
Added water tiles, and a text box.
In addition to what Pinkish Purple said, Kyoko1 has created a tutorial that is (I think) fully based off of ASM. Which means, you don't have to replace Pokemon mugshots with your NPC/Trainer mugshots (Sorry I can't link it yet, ain't got no 15++ posts :O).
What.
I've no desire for NPC Mugshots?
Those pictures with Pokémon are suppose to be Pokémon.
Pinkish Purple was telling me how t set the pictures in the screen properly.