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Like the breeder trainer classes from the generation 5 games. When you leave the route, they go back to where they first stood like normal, but they battle you again if you walk infront of them again. I can't find any kind of function or whatever it is for when you leave an area. And in that, what would I have to put to reset the trainers?
Last edited by Peej4321 (2018-02-18 20:36:44)
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Create a function that resets (ResetEvent) all the EVENT_BEAT_XXX constants in https://github.com/pret/pokered/blob/ma … stants.asm that you want from all maps, and call it at the beginning of EnterMap (home/overworld.asm).
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Create a function that resets (ResetEvent) all the EVENT_BEAT_XXX constants in https://github.com/pret/pokered/blob/ma … stants.asm that you want from all maps, and call it at the beginning of EnterMap (home/overworld.asm).
Thanks.
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Create a function that resets (ResetEvent) all the EVENT_BEAT_XXX constants in https://github.com/pret/pokered/blob/ma … stants.asm that you want from all maps, and call it at the beginning of EnterMap (home/overworld.asm).
Doing that is making "Main" too big and it won't build.
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Extract your new code to a separate function, and place it at the bottom of main.asm.
Then place a single instruction in the EnterMap routine that reads:
farcall MyFunc
Last edited by Crystal_ (2018-02-21 21:45:57)
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Extract your new code to a separate function, and place it at the bottom of main.asm.
Then place a single instruction in the EnterMap routine that reads:
farcall MyFunc
Now it says 'bank1E' is too big.
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