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[Graphic✓] [pokeemerald] Issues Implementing Certain Features (TM Case, Expanded Overworlds)

BrandoSheriff

Has a tendency to figure things out
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    Hi, so I'm slowly getting the hang of decomp so far, but I've run into a few weird graphical issues when implementing the aforementioned modifications. I should mention I am using pokeemerald-expansion if that changes anything.

    Firstly, the TM Case from here: https://www.pokecommunity.com/showpost.php?p=10378278
    I've gotten it into the game, pulling from the tx_ui_TmCase branch, though I noticed that the CanSpeciesLearnTMHM function was now CanLearnTeachableMove, so I changed that and fixed all the merge conflicts. But upon trying it out, the sprites in the TM Case menu weren't graying out or lighting up for the right moves.

    And then there's the Expanded Overworlds modification from here: https://www.pokecommunity.com/posts/10221532/
    It seems that when I implemented this, it changed every overworld sprite into Brendan, and kinda changed May's palette as well (who I was playing as for testing). Is this normal?

    If I need to show anything more, pls let me know. The game builds and works just fine, I just wanna know why these specific things happen lol.
     
    Last edited:
    I can't say anything of value about your issue with TheXaman's tx_ui_TmCase branch, but...

    And then there's the Expanded Overworlds modification from here: https://www.pokecommunity.com/posts/10221532/
    It seems that when I implemented this, it changed every overworld sprite into Brendan, and kinda changed May's palette as well (who I was playing as for testing). Is this normal?
    Make sure to make clean, make and then start a clean savefile.
    Alternatively, you can apply a touch on every file inside data/maps/NameOfAMap and then run make.
    Basically, you need to rebuild the files that make use of the object_event macro, which the branch modifies.

    If the problem persists, you likely solved one or more merge conflicts incorrectly.
    My usual suggestion there is to make sure that the parameters of the object_event macro match the contents of your struct ObjectEventTemplate.
     
    I can't say anything of value about your issue with TheXaman's tx_ui_TmCase branch, but...


    Make sure to make clean, make and then start a clean savefile.
    Alternatively, you can apply a touch on every file inside data/maps/NameOfAMap and then run make.
    Basically, you need to rebuild the files that make use of the object_event macro, which the branch modifies.

    If the problem persists, you likely solved one or more merge conflicts incorrectly.
    My usual suggestion there is to make sure that the parameters of the object_event macro match the contents of your struct ObjectEventTemplate.

    Thanks for the help! I ended up breaking something while trying to fix it and ended up just reverting back to before I ever implemented it 💀. I think I'll just replace unneeded overworlds for now until I might need to expand. I understand the limit without expanding OWs is 256, right? So I'd still be able to add more beyond the initial 239 up to the cap of 256, if I'm understanding event_object.h correctly?
     
    Thanks for the help! I ended up breaking something while trying to fix it and ended up just reverting back to before I ever implemented it 💀. I think I'll just replace unneeded overworlds for now until I might need to expand. I understand the limit without expanding OWs is 256, right? So I'd still be able to add more beyond the initial 239 up to the cap of 256, if I'm understanding event_object.h correctly?
    It's technically 256, yes. The count starts from the Event Object Sprite No. 0 which is not meant to be used, and it ends in 255.
    The game already uses every single slot by default, but there's a handful of them that do go unused and that you can certainly repurpose.
     
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