Skeetendo

’Cause all games were better on the GBC

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#2 1970-01-01 00:33:30

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 12/3,578

Re: Red Wild Pokémon Headers

Thanks for copying these over! I think the next step will be taking some of these and compiling them into an easier to read form that we can post here as a main thread. But there's plenty of time to fool with that later. Keep it up man!

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#3 2013-02-07 15:42:42

Hat
Member
Registered: 2013-02-04
Post 5/118

Re: Red Wild Pokémon Headers

Rest of the discussion...
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Re: Red Wild Pokemon Headers

Post  Harrison on Thu Jun 18, 2009 5:19 am
What exactly are the 03: parts?

From what you say, a formula to get the pointer would be:

Pointer = PointerTableStart + (PointerSize * MapNumber)

And then all that would be needed would be to convert the pointer to an actual location, and then go to that location to read the data.

Is there a byte to mark the end of that locations wild pokemon, or is the end 00?

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Re: Red Wild Pokemon Headers

Post  IIMarckus on Thu Jun 18, 2009 5:29 am

    Harrison wrote:What exactly are the 03: parts?

Pointer notation. AA:BBCC refers to offset (AA × 0x4000) + (BBCC − 0x4000). I used that notation to differentiate from the memory location $D35E, which is not an offset.

    Harrison wrote:From what you say, a formula to get the pointer would be:

    Pointer = PointerTableStart + (PointerSize * MapNumber)

Yes. The pointers in the table are two bytes long.

    Harrison wrote:Is there a byte to mark the end of that locations wild pokemon, or is the end 00?

Neither. As the last post says, each map has a grass encounter byte and a water encounter byte. If the grass encounter byte is nonzero, it is followed by 0x14 bytes of wild Pokémon data in grass. If the water encounter byte is nonzero, it is followed by 0x14 bytes of wild Pokémon data in water.

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Re: Red Wild Pokemon Headers

Post  Harrison on Thu Jun 18, 2009 8:32 am
Alright, thanks. That cleared it up for me.

From what I've got right now, it looks like every area without wild Pokemon point to the same location. That'll make it easy to tell whether or not it need to bother following the pointer.

If all continues to go smoothly, I'll have the Wild Pokemon editor finished tonight.

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Re: Red Wild Pokemon Headers

Post  Harrison on Thu Jun 18, 2009 1:01 pm
Alright, I've got it working for the most part now. Everything works except for the routes with no land Pokemon at all. And saving.

Once this is done, I'll go ahead and release it as a standalone. Tomorrow I'll integrate it in with RedMap.

I'll finish it when I wake up tomorrow. I can't get saving to work.

I got saving to work, but there are a few more bugs.

Pretty much done with it now. I just have to fix the saving of places with water Pokemon only.

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Re: Red Wild Pokemon Headers

Post  Harrison on Fri Jun 19, 2009 9:36 am
And it looks to be finished. I'm waiting to hear back from BlueSonic/Jigglypuff about putting it under the GPL since a few parts are based off of GoldMap, so once he replies I'll release it.

Until then, enjoy some screenshots. :)

Spoiler:

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Re: Red Wild Pokemon Headers

Post  IIMarckus on Fri Jun 19, 2009 10:09 am

    Harrison wrote:I'm waiting to hear back from BlueSonic/Jigglypuff about putting it under the GPL since a few parts are based off of GoldMap, so once he replies I'll release it.

This might not be the time to start a religious discussion, but BSD licensing is sooo much better Laughing

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