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- Seen Nov 3, 2021
EDIT:
Okay so now this is a bit embarrassing...
Seemingly the only problem was that I had the whole plane set on 'Elevation Level 4' (where Level 3 would be the standard).
After changing everything to Level 3 again every tile worked fine again.
So I guess the weather effect looks exactly how it should look?...
(Like...does the player practically 'walk' on the fog effect? That, I am still unsure about tbqh...)
___________________________
After installing the 'Dynamic Overworld Palette System' from this link here: https://github.com/Xhyzi/pokeemerald/tree/dynamic-overworld-palettes (as suggested by Jaizu) I could fix most problems.
A persisting one however is this:
Is this normal behaviour? I can't put my finger on how to fix this problem...
If anyone can help me out with this or has an idea on what went wrong I'd really appreciate the help!
(Old Post)
Okay so now this is a bit embarrassing...
Seemingly the only problem was that I had the whole plane set on 'Elevation Level 4' (where Level 3 would be the standard).
After changing everything to Level 3 again every tile worked fine again.
So I guess the weather effect looks exactly how it should look?...
(Like...does the player practically 'walk' on the fog effect? That, I am still unsure about tbqh...)
___________________________
After installing the 'Dynamic Overworld Palette System' from this link here: https://github.com/Xhyzi/pokeemerald/tree/dynamic-overworld-palettes (as suggested by Jaizu) I could fix most problems.
A persisting one however is this:
Messed up Player Sprite Priority
The Player is drawn in front of tiles, no matter what layer type.
![]()
This also goes for Weather Effects.
![]()
Is this normal behaviour? I can't put my finger on how to fix this problem...
If anyone can help me out with this or has an idea on what went wrong I'd really appreciate the help!
(Old Post)
Spoiler:
I recently added the 'Dynamic Overworld Palette System' to my hack, following these instructions: https://github.com/pret/pokeemerald/wiki/Dynamic-overworld-palette-system
(First thing I did was adding a 'breakable wall' that you can destroy with rock smash.)
After my first euphoria passed however I stumbled over some problems.
If anyone can give me some pointers on how to fix those problems, I'd really appreciate it.
For now I'm playing around with the idea of removing the system again, maybe making the rock smash-wall tile-based instead...but the palette system is such an amazing modification so I'd really like to get this working.
The reflection palette is different too, but this has been expected as it was stated in the instructions I posted above.
(If anyone knows how to implement the system to reflections too it would be amazing if you could help me out with it.)
(First thing I did was adding a 'breakable wall' that you can destroy with rock smash.)
Spoiler:
![[PokeCommunity.com] Problems with 'Dynamic Overworld Palette System' [PokeCommunity.com] Problems with 'Dynamic Overworld Palette System'](https://i.imgur.com/SgtLSRe.gif)
After my first euphoria passed however I stumbled over some problems.
1) Messed up player sprite priority.
(Player isn't covered by tiles with the 'Normal - Middle/Top' Layer Type)
Examples:
Spoiler:Normal - Middle/Top:
![]()
Split - Bottom/Top:
![]()
2) Messed up berry tree palettes
Examples:
Spoiler:![]()
![]()
![]()
(Last one happened after I learned my pokémon 'rock smash')
3) Messed up weather palettes
Example:
Spoiler:![]()
Aswell as the character, again not being covered.
This goes for rain and other weather effects aswell.
4) Weird error messages in compilation log.
(Secret Base/Battle Frontier)
Spoiler:...
data/maps/SecretBase_RedCave1/events.inc: Assembler messages:
data/maps/SecretBase_RedCave1/events.inc:2: Warning: value 0x100 truncated to 0x0
data/maps/SecretBase_BrownCave1/events.inc:2: Warning: value 0x100 truncated to 0x0
data/maps/SecretBase_BlueCave1/events.inc:2: Warning: value 0x100 truncated to 0x0
data/maps/SecretBase_YellowCave1/events.inc:2: Warning: value 0x100 truncated to 0x0
data/maps/SecretBase_Tree1/events.inc:2: Warning: value 0x100 truncated to 0x0
data/maps/SecretBase_Shrub1/events.inc:2: Warning: value 0x100 truncated to 0x0
data/maps/SecretBase_RedCave2/events.inc:2: Warning: value 0x100 truncated to 0x0
data/maps/SecretBase_BrownCave2/events.inc:2: Warning: value 0x100 truncated to 0x0
data/maps/SecretBase_BlueCave2/events.inc:2: Warning: value 0x100 truncated to 0x0
data/maps/SecretBase_YellowCave2/events.inc:2: Warning: value 0x100 truncated to 0x0
data/maps/SecretBase_Tree2/events.inc:2: Warning: value 0x100 truncated to 0x0
data/maps/SecretBase_Shrub2/events.inc:2: Warning: value 0x100 truncated to 0x0
data/maps/SecretBase_RedCave3/events.inc:2: Warning: value 0x100 truncated to 0x0
data/maps/SecretBase_BrownCave3/events.inc:2: Warning: value 0x100 truncated to 0x0
data/maps/SecretBase_BlueCave3/events.inc:2: Warning: value 0x100 truncated to 0x0
data/maps/SecretBase_YellowCave3/events.inc:2: Warning: value 0x100 truncated to 0x0
data/maps/SecretBase_Tree3/events.inc:2: Warning: value 0x100 truncated to 0x0
data/maps/SecretBase_Shrub3/events.inc:2: Warning: value 0x100 truncated to 0x0
data/maps/SecretBase_RedCave4/events.inc:2: Warning: value 0x100 truncated to 0x0
data/maps/SecretBase_BrownCave4/events.inc:2: Warning: value 0x100 truncated to 0x0
data/maps/SecretBase_BlueCave4/events.inc:2: Warning: value 0x100 truncated to 0x0
data/maps/SecretBase_YellowCave4/events.inc:2: Warning: value 0x100 truncated to 0x0
data/maps/SecretBase_Tree4/events.inc:2: Warning: value 0x100 truncated to 0x0
data/maps/SecretBase_Shrub4/events.inc:2: Warning: value 0x100 truncated to 0x0
data/maps/BattleFrontier_BattleTowerMultiCorridor/events.inc:2: Warning: value 0x100 truncated to 0x0
data/maps/BattleFrontier_BattleTowerMultiBattleRoom/events.inc:6: Warning: value 0x100 truncated to 0x0
data/maps/BattleFrontier_BattleFactoryBattleRoom/events.inc:9: Warning: value 0x100 truncated to 0x0
...
If anyone can give me some pointers on how to fix those problems, I'd really appreciate it.
For now I'm playing around with the idea of removing the system again, maybe making the rock smash-wall tile-based instead...but the palette system is such an amazing modification so I'd really like to get this working.
The reflection palette is different too, but this has been expected as it was stated in the instructions I posted above.
(If anyone knows how to implement the system to reflections too it would be amazing if you could help me out with it.)
Last edited: