Skeetendo

’Cause all games were better on the GBC

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#1 2017-03-23 18:06:53

Serhatisb
New member
Registered: 2017-02-13
Post 6/9

About Adding New Pokemon

So I added up to 200 Pokemon to my Romhack but when I try to encounter the Pokemon I see a trainer which has the Pokemon and then use Explosion. I knew what was causing this. It was the Trainer IDs. I tried to fix it so many times but it didn't work. I deleted the Github Repo files and added the files from a commit which i didn't edit any of the trainer files. Is there a simple way to fix this?

Last edited by Serhatisb (2017-03-23 18:32:22)

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#2 2017-03-23 21:48:02

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 3,460/3,578

Re: About Adding New Pokemon

There are probably several ways you could go about this, but the long and the short of it is that by default Pokemon and Trainers share a list of IDs, and IDs above 200 are treated as trainers by default. Depending on how many more you want to add, you can edit it to check an ID higher than 200. Like say you wanted 205 Pokemon. But to use all 255 slots, you'd need to start rewriting routines to make it treat pokemon IDs and trainer IDs differently.

ShantyTown's expand-dex base allows you to have as many Pokemon as you want, and also separates trainer IDs in the process. Assuming your copy of pokered is fairly up-to-date, it might be worth your time to try and merge that in.

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#3 2017-03-27 12:16:20

Serhatisb
New member
Registered: 2017-02-13
Post 7/9

Re: About Adding New Pokemon

Mateo wrote:

There are probably several ways you could go about this, but the long and the short of it is that by default Pokemon and Trainers share a list of IDs, and IDs above 200 are treated as trainers by default. Depending on how many more you want to add, you can edit it to check an ID higher than 200. Like say you wanted 205 Pokemon. But to use all 255 slots, you'd need to start rewriting routines to make it treat pokemon IDs and trainer IDs differently.

ShantyTown's expand-dex base allows you to have as many Pokemon as you want, and also separates trainer IDs in the process. Assuming your copy of pokered is fairly up-to-date, it might be worth your time to try and merge that in.

I merged everything in expand-dex to my rom hack but when I try to build it, it always says ROM0 Section too large. I tried moving some files from home.asm to main.asm and then it builds but the rom that is built doesn't work. Is there a way to increase ROM0?

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#4 2017-03-28 22:27:03

Crystal_
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From: Spain
Registered: 2012-09-16
Post 412/450
Website

Re: About Adding New Pokemon

Start by deleting unused code in bank 0. In particular OverwritewMoves, GetwMoves, CheckIfAlreadyEngaged, and WideYesNoChoice. All from home.asm. If that's still not enough space, you should be able to find some other functions that can be moved to another bank without much trouble by making the corresponding adjustments in the callers.

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#5 2017-03-28 22:54:53

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 3,464/3,578

Re: About Adding New Pokemon

You can also move Mart inventories in with the normal script data for a map instead of keeping them all together in bank 0. What I did was make a new folder called data/martInventories/ and put each mart list in its own .asm file and INCLUDE them with the map objects and map script files for those maps.

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#6 2017-03-29 17:31:01

Serhatisb
New member
Registered: 2017-02-13
Post 8/9

Re: About Adding New Pokemon

Thanks! But when you step into the grass Oak says "Hey don't go out!" but he doesn't come. Maybe it has something to do with Wram?

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#7 2017-04-02 08:34:44

Serhatisb
New member
Registered: 2017-02-13
Post 9/9

Re: About Adding New Pokemon

Can anyone help me? I tried changing wNumStepsToTake many times but I still don't see Oak.

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