MakoReactor8
Resident Edgelord
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- Seen Apr 28, 2025
Yay, I know this will wind up helping a lot of people when it's done; especially the guys with Yellow version remakes and Gogo if he demakes HG/SS like he is Platinum.
I don't know anything about this, and it might not be my place to post here, but...
In RSE, The Mimic Circle on Route 119 mimics all of your movements... Maybe they have the code for a proper follow-me script.
IDK. It's just an idea I had. If someone already thought of this, then disregard this post >,>''
I don't know anything about this, and it might not be my place to post here, but...
In RSE, The Mimic Circle on Route 119 mimics all of your movements... Maybe they have the code for a proper follow-me script.
IDK. It's just an idea I had. If someone already thought of this, then disregard this post >,>''
So there is a posibility that we can see this fully implemented and working before the end of 2014?
Do you mind posting the ASM routines you've developed so far for this then? That way people could experiment with the routines, find ways to fix them, and port them to R/S/E. (I definitely want to port this to Emerald lol)Most definitely. Very very likely that this will happen. As of now, since we have a person following properly, all that would be needed is the proper interventions between certain events and stuff. Although in it's current state it would work nice for events like the following people in DPPt. Minus the double battles and stuff.
i have a very good idea its simple but should work good if i think so its just a bit hard to do it. (sisifus) but it works with XSE why we don't use simply the mapscript if you enter a map and a movesprite on player position and a getplayerposition command and some flag and vars so we need to add the sprite on every map and hide it until the flag is getten and then use a spritebehaviour to make it follow you over the map until you go on another map and the enter map script start a new getplayerpos and movesprite and spritebehaviour and showsprite and so on why this could not work?
this wouldn't work for many reasons.
First it would cause a delay in each move you make
second it doesn't support ledges or scripts that move you
third surfing isn't supported
fourth it takes too much space.
fifth it wouldn't work on changing maps
So a while back I posted a video of a follow me I had done for the heck of it, and since I haven't made much of any progress on it for a while I'd figure I'd release what I had and see where it goes. The code can be found on my GitHub here along with instructions in the README.md and the asm files for proper modification and hooking. It should be noted that there's a few issues, namely ledges and missing hooks that I have yet to add (ie running). For a basic follow me though, it should work fine. It should also be noted that this replaces the "Copy Player" movement type for NPCs in A-Map. The total size is under 0x200 bytes so it's very compact and easy to insert, even for beginners.
The code you posted on your GitHub doesn't function like the video; the OW collides with the player and thus leaves a 1 tile gap while walking. Could you please upload the needed byte changes onto the repo so that we can make this functional? GoGo said you have it working in your ROM.
I believe I mentioned this, but the solution I used in the video was to remove 100% of collision detection. I did this for demonstration purposes, but my original intent was to exclude the following players from collision between the player and itself. I'm trying to find the modification I made to achieve this but my IRC logs aren't showing anything unfortunately.
EDIT: Did a diff, if you replace the 0E at 0005BBDB with 20 you get walk through anything hax, which includes overworlds as well (and just about everything).
like a check, if an NPC is set to 'copy player', it ignores collision? Cause we still want the player to bump into stuff.Okay, thanks. I thought it might be something like that. I'm probably going to modify the collision detection algorithm so it ignores the NPC's and map boundaries, as well as the player for that behaviour alone.
ke a check, if an NPC is set to copy player, it ignores collision? Cause we still want the player to bump into stuff.
I'm going to modify the collision algorithm of only that NPC with that behaviour set. The player will still collide with everything, bar the NPC that is following him/her.
when you do this will you be publishing your work?