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- Seen Jan 15, 2025
I am pretty bad with sprites, but it is my intention to eventually fix a lot of them for my hack, if nobody beats me to it.
Haven't been active here in a long time but I ported your branch to the Expansion 1.9.4, so it uses the expansion's (merrp's?) dynamic pals. I added the missing overworlds, polished up the older ones, and fixed all the swapping bugs.I am pretty bad with sprites, but it is my intention to eventually fix a lot of them for my hack, if nobody beats me to it.
Wanted to say thank you for your self-contained commit! I've incorporated your functionality into my RomHack just up to Gen 3.Haven't been active here in a long time but I ported your branch to the Expansion 1.9.4, so it uses the expansion's (merrp's?) dynamic pals. I added the missing overworlds, polished up the older ones, and fixed all the swapping bugs.
My surfing branch inherited a bunch of my other stuff but it's self-contained in this commit: https://github.com/zacwalton/pokeemerald-expansion/commit/a0fe52fa55cc03e05d43f431badf1c5999f8c75c.
It only adds up to gen 3, and I think the default blob has a broken palette. It'd probably be a few weeks worth of work to add the remaining gens but I'll probably do each gen in bulk, starting with IV, once I can be bothered to get around to it.
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Thank you so much for updating them in a nice clean way to put in people's hacks :)Apologies for the double-post. I didnt account for the new palette files being wiped with `make clean`, repointed palettes directly to the follower overworlds for the new mons. This makes it much easier to upkeep. I've now also added up to Basculin, the rest of the sprites barring regional forms have been defined. They wont render properly as the second layer of frames is missing on the sprites. Hoping to get at least gen 6, possibly gen 8 done by the end of the week but it's getting monotonous :D. Most sprites just edit the follower sprites, though I used some of the better ones from Ghoulslash's binary port where needed. changes found here: https://github.com/rh-hideout/pokeemerald-expansion/commit/3ad95f0d42c7a7b98cedffb29fc9cd6fb2ea7a83
Thanks for raising. I actually noticed this a couple days ago too but I had no idea how to tackle it until you posted.Wanted to say thank you for your self-contained commit! I've incorporated your functionality into my RomHack just up to Gen 3.
I did notice a bug though when fishing on a surfing mon which has an overlay sprite which splits the overlay sprite with the main surfing sprite resulting in "dismembered/duplicated head" situation. I recommend testing with Swampert or Milotic whilst fishing downwards to see the effect.
I did make a small update to add the "UpdateBobbingEffect" function to "UpdateSurfMonOverlay" so that when you fish whilst on a mon with an overlay it doesn't break when fishing . Unfortunately, adding "UpdateBobbingEffect" has broken "jumping" onto the mon when starting the surf animation. Would love any suggestions as to how to fix as I don't have a deep enough understanding to fix it up! (Branch linked below)
https://github.com/Exclsior/Pokemon_Emerald_Legacy_Enhanced/tree/dynamic-surfing-overworlds
Note: I've retrofitted the function into a base pokeemerald fork so it doesn't have the expansion overworld sprites etc.
Is this for an existing save? It adds some extra save data so that might be expected. I had a brief look, decorations seemed fine for me in the player house on a new save, and the name rater show played correctly. Cant test the mauville old man though. Feel free to DM me more specific examples/scenarios.Thanks Wally!
I'm curious as to whether you're seeing an issue that I'm seeing with SaveBlock data?
The code changes for the Surfing Overworld sprites somehow breaks (on my ROM at least) the Decoration Item storage, Mauville Pokemon Centre "Old Man" and PC, and occasionally TV calls freeze the player.
The only common thread between all of them is SaveBlock data and that if I go to a branch without the surfing changes all the issues seem to be fixed up.
If you haven't seen anything like this then I guess it's unique to my code and I'll just keep troubleshooting to find a fix.