Skeetendo

’Cause all games were better on the GBC

You are not logged in.

#51 2014-03-16 22:05:23

comet
Member
Registered: 2012-04-09
Post 404/679

Re: Crystal: Updating Growth Move to Gen V / VI Changes

comet wrote:

This is what the EFFECT_GROWTH constant refers to.

What I meant is EFFECT_GROWTH is used as an index in that table. By adding a new id (0x9d), it looks up the 0x9dth entry in the table. There isn't one, so it reads unrelated data as a move effect. This is causing the crash.

Offline

#52 2014-03-16 23:21:21

walk_away21
Member
Registered: 2014-02-20
Post 39/69

Re: Crystal: Updating Growth Move to Gen V / VI Changes

So what do I need to do to fix it? I didn't understand what you wrote here

My guess is you haven't added the new Growth effect to the move effects table:
battle/moves/move_effects_pointers.asm
@@ -11,7 +11,7 @@
        dw AttackUp
        dw DefenseUp
        dw SpeedUp
-       dw Growth
+       dw SpecialAttackUp
        dw SpecialDefenseUp
        dw AccuracyUp
        dw EvasionUp
@@ -155,4 +155,5 @@
        dw BeatUp
        dw Fly
        dw DefenseCurl
+       dw Growth
This is what the EFFECT_GROWTH constant refers to.

Offline

#53 2014-03-17 00:01:28

comet
Member
Registered: 2012-04-09
Post 405/679

Re: Crystal: Updating Growth Move to Gen V / VI Changes

add dw Growth to the bottom of the table

Last edited by comet (2014-03-17 00:07:37)

Offline

#54 2014-03-17 01:22:16

walk_away21
Member
Registered: 2014-02-20
Post 40/69

Re: Crystal: Updating Growth Move to Gen V / VI Changes

All hail Comet!!! I can't believe it was as simple as adding in dw Growth at the end since I added that new effect at the end of that table and needed it to match up. THANK YOU SO MUCH! If anyone would like the code to this I would be happy to give it in the .asm form. Much thanks to Comet again!


Was going to try to upload a video showing it but I;m not sure the best way to do it on Mac. It works I promise haha.

Last edited by walk_away21 (2014-03-17 01:23:18)

Offline

#55 2014-03-18 21:33:20

comet
Member
Registered: 2012-04-09
Post 406/679

Re: Crystal: Updating Growth Move to Gen V / VI Changes

Couple things.


_GrowthCommand:
    ...
    ld a, 2
    callba Function36532

callba overwrites a and hl. When reaching the destination a is 0xd, not 2. This is the part in Curse that lowers speed (2). Incidentally it lowers the enemy's accuracy (d) instead.


.cantraise
    ...
    ld hl, WontRiseAnymoreText
    callba StdBattleTextBox

StdBattleTextBox is in bank 0, so it doesn't need a callba.

Offline

#56 2014-03-19 21:36:21

walk_away21
Member
Registered: 2014-02-20
Post 41/69

Re: Crystal: Updating Growth Move to Gen V / VI Changes

comet wrote:

Couple things.


_GrowthCommand:
    ...
    ld a, 2
    callba Function36532

callba overwrites a and hl. When reaching the destination a is 0xd, not 2. This is the part in Curse that lowers speed (2). Incidentally it lowers the enemy's accuracy (d) instead.


.cantraise
    ...
    ld hl, WontRiseAnymoreText
    callba StdBattleTextBox

StdBattleTextBox is in bank 0, so it doesn't need a callba.

So replace 2 with 0xd in first part and just delete callba in the second?

Offline

#57 2014-03-22 02:02:40

walk_away21
Member
Registered: 2014-02-20
Post 42/69

Re: Crystal: Updating Growth Move to Gen V / VI Changes

@Comet can I get some clarification :)

Offline

#58 2014-03-22 02:28:06

comet
Member
Registered: 2012-04-09
Post 409/679

Re: Crystal: Updating Growth Move to Gen V / VI Changes

I can't be any clearer than that. I leave it to you to experiment.

Offline

#59 2015-01-28 17:53:58

walk_away21
Member
Registered: 2014-02-20
Post 46/69

Re: Crystal: Updating Growth Move to Gen V / VI Changes

So I'm back. I quit my project after I couldn't fix this. I'm thinking of just making it increase attack and special attack with no concern for the sun sharply raising. I'm having trouble remembering all that I changed so this should be interesting. I still never figured out the issue brought up in this thread on this page (3).

Offline

#60 2015-01-28 20:22:00

walk_away21
Member
Registered: 2014-02-20
Post 47/69

Re: Crystal: Updating Growth Move to Gen V / VI Changes

Ok so after testing the rom I think growth is lowering the opponents' accuracy like Comet said. It also causes the game to crash if I use Sunny Day when Growth has maxed out.


EDIT: In the can't raise stats part I changed callba to the code shown below

jp StdBattleTextBox

This fixed the crash when stats couldn't raise anymore. My only lingering problem is that using Growth is lowering enemy accuracy which I'm not sure how to fix.

Last edited by walk_away21 (2015-01-28 20:36:42)

Offline

#61 2015-01-28 20:50:02

comet
Member
Registered: 2012-04-09
Post 515/679

Re: Crystal: Updating Growth Move to Gen V / VI Changes

The problem was more or less that it couldn't fit in the same bank, and calling across banks was overwriting the stat you wanted to raise.

To avoid that, you could do the following (remove lines starting with -, add lines starting with +):

battle/effect_commands.asm

+RaiseStatB:
+     ld a, b

 Function36532:
battle/effects/growth.asm

 _GrowthCommand:
     ...
-    ld a, 2
-    callba Function36532
+    ld b, 2
+    callba RaiseStatB

Last edited by comet (2015-01-28 20:55:07)

Offline

#62 2015-01-28 21:22:26

walk_away21
Member
Registered: 2014-02-20
Post 48/69

Re: Crystal: Updating Growth Move to Gen V / VI Changes

comet wrote:

The problem was more or less that it couldn't fit in the same bank, and calling across banks was overwriting the stat you wanted to raise.

To avoid that, you could do the following (remove lines starting with -, add lines starting with +):

battle/effect_commands.asm

+RaiseStatB:
+     ld a, b

 Function36532:
battle/effects/growth.asm

 _GrowthCommand:
     ...
-    ld a, 2
-    callba Function36532
+    ld b, 2
+    callba RaiseStatB

Quick reply after many months! I think that may have fixed it. Everything's attack isn't missing anymore after using Growth and the power increase is definitely working on attack and special attack. Thanks so much! Hopefully I don't have any more trouble with this move in testing!

Offline

#63 2015-03-25 03:24:56

Chamber_
Member
Registered: 2013-12-31
Post 116/119

Re: Crystal: Updating Growth Move to Gen V / VI Changes

Alternative method.

You can do a variation of the commmand "BattleCommand9e" (skipsuncharge)  but named "skipsunendturn" with the next sintaxis and similar to the effect of Solarbeam:


; skipsunendturn
    ld a, [Weather]
    cp WEATHER_SUN
    ret nz
    ld b, $fe ; endturn
    jp SkipToBattleCommand

And the new MoveEffects would be:

Growth:
db $02//checkobedience
db $03//usedmovetext
db $04//doturn
db $9E//skipsunendturn ; new command
db $73//specialattackup
db $0A//effect0x0a
db $92//effect0x92
db $0C//effect0x0c
db $8C//statmessageuser
db $8E//statupfailtext
db $70//attackup
db $8C//statmessageuser
db $8E//statupfailtext
db $FE//endturn
db $7A//specialattackup2
db $0A//effect0x0a
db $92//effect0x92
db $0C//effect0x0c
db $8C//statmessageuser
db $8E//statupfailtext
db $77//attackup2
db $8C//statmessageuser
db $8E//statupfailtext
db $FF//endmove

When the sun is in play the command jumps up to specialattackup2, otherwise it runs as you normally would. This new command can have many uses, not only with the weather.

Last edited by Chamber_ (2015-03-25 03:26:28)

Offline

Board footer

Powered by FluxBB