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[SOLVED] Pokeemerald Expansion, Overworld Expansion + Dynamic Overworld Palette system (Guidance Needed)

  • 3
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    163
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    Hi Guys,

    I have recently moved over from Binary to Decomp and I'm loving the flexibility. I'm basically trying to get a pretty solid base decomp to build my custom game on that will need it's own sprites and tiles.

    I'm using the latest Pokeemerald Expansion repo because of all the features available.

    I've seen a lot of talk about OW Expansion to increase limits as well as the Dynamic Overworld Palette System to make adding in new sprites and tiles a much easier and less restricted process.

    Adding in the OW Expansion was pretty simple and didn't require much code tweaking to get everything working with the updated decomp code and the game runs fine.

    The bit where I'm having issues is with the Dynamic Overworld Palette System. I've looked at the repo's available and tutorials but details seem a little scarse and the code available is years old. When compared with the latest Pokeemerald and the expansion, there's a lot of new changes to the base code.

    I got half way down manually updating the code when I realised a lot had changed so I best ask first before I spend the next few days fixing issues.

    Is it worth adding this into my project? Or am I best to stick with the fixed palette's and just benefit from the increased overworld objects?

    I'll be creating new maps with their own tiles & new OW sprites.

    Any help in the right direction would be greatly appreciated!

    Thanks
     
    Unfortunately, the base pokeemerald, as well as the expansion, seems to have gone through enough updates that both the OW Expansion and Dynamic Overworld Palette System are no longer readily mergeable. This is especially true of the Dynamic Overworld Palette System due to how structs get initialized in EWRAM now. So, even if you apply all of the changes in the comparison log, you are still likely to run into errors when you try to compile the rom.

    Fortunately, I have recently reworked both of these features to be compatible and readily merge with pokeemerald-expansion! You can find my repo here where I include both of these features in one branch. I've tested them both and they seem to work exactly as the original creators intended. However, I will tell you that I did have to alter them a bit to work within the most recent version of the expansion. So, please let me know if you run into any bugs or issues. I'm not expecting any, but I don't want to make any false claims. As of this moment, both features work flawlessly for me.

    If you run these commands in the console (where you run your "make" commands), both of these features will automatically be merged into your project:
    Code:
    git remote add Bivurnum https://github.com/Bivurnum/pokeemerald
    git pull Bivurnum expansion+ow-ex+dyn-pals

    If you want to manually make the changes yourself, you can view the comparison here.

    I advise you run a "make clean" command after successfully implementing this. Sometimes the overworld graphics can act a bit weird after huge graphics changes like these are made. The "make clean" command just makes sure that the compiler gets all of these things straight before compiling the rom again. You only have to run it once, and then you can go back to your usual "make" command.

    I cannot take credit for these lovely features. I may have tweaked them for compatibility, but they are still to be credited to their original creators.
    Thank you to ghoulslash for creating OW Expansion!
    Thank you to Slawter666, Xhyzi, ShantyTown, ExpoSeed, UltimaSoul, and ShinyDragonHunter for Dynamic Overworld Palette System!

    Let me know if you have any questions!
     
    Unfortunately, the base pokeemerald, as well as the expansion, seems to have gone through enough updates that both the OW Expansion and Dynamic Overworld Palette System are no longer readily mergeable. This is especially true of the Dynamic Overworld Palette System due to how structs get initialized in EWRAM now. So, even if you apply all of the changes in the comparison log, you are still likely to run into errors when you try to compile the rom.

    Fortunately, I have recently reworked both of these features to be compatible and readily merge with pokeemerald-expansion! You can find my repo here where I include both of these features in one branch. I've tested them both and they seem to work exactly as the original creators intended. However, I will tell you that I did have to alter them a bit to work within the most recent version of the expansion. So, please let me know if you run into any bugs or issues. I'm not expecting any, but I don't want to make any false claims. As of this moment, both features work flawlessly for me.

    If you run these commands in the console (where you run your "make" commands), both of these features will automatically be merged into your project:
    Code:
    git remote add Bivurnum https://github.com/Bivurnum/pokeemerald
    git pull Bivurnum expansion+ow-ex+dyn-pals

    If you want to manually make the changes yourself, you can view the comparison here.

    I advise you run a "make clean" command after successfully implementing this. Sometimes the overworld graphics can act a bit weird after huge graphics changes like these are made. The "make clean" command just makes sure that the compiler gets all of these things straight before compiling the rom again. You only have to run it once, and then you can go back to your usual "make" command.

    I cannot take credit for these lovely features. I may have tweaked them for compatibility, but they are still to be credited to their original creators.
    Thank you to ghoulslash for creating OW Expansion!
    Thank you to Slawter666, Xhyzi, ShantyTown, ExpoSeed, UltimaSoul, and ShinyDragonHunter for Dynamic Overworld Palette System!

    Let me know if you have any questions!
    Hey Bivurnum,

    Thank you for the in depth information and the solution!

    Thought as much when I was comparing the code, it's moved on a lot since the original code was creation for these implementations.

    I've cloned your Repo for a fresh project and I'll get to work.

    Thanks for the help and your efforts - I'm sure this may become very popular as a base.

    I'll let you know if I run in to any issues.

    Thanks
     
    To clarify, the Pokeemerald-expansion is already using Merp's iteration of the Dynamic Overworld Palettes system. It was added alongside Following Pokémon.
    For now, these features are only available in the Upcoming branch, but if everything goes well, it's gonna be a matter of time for them to make their way into the Master branch.
    Once that happens, it's gonna be a matter of git pulling and solving conflicts as usual to get things going.
    For more information, see: https://github.com/rh-hideout/pokeemerald-expansion/pull/4022
     
    To clarify, the Pokeemerald-expansion is already using Merp's iteration of the Dynamic Overworld Palettes system. It was added alongside Following Pokémon.
    For now, these features are only available in the Upcoming branch, but if everything goes well, it's gonna be a matter of time for them to make their way into the Master branch.
    Once that happens, it's gonna be a matter of git pulling and solving conflicts as usual to get things going.
    For more information, see: https://github.com/rh-hideout/pokeemerald-expansion/pull/4022
    Hey Lunos,

    Thanks for the heads up! That's going to be a great update. I'll keep an eye out for it being merged into the master.

    I was wondering why it hadn't already been included as standard.
     
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