Skeetendo

’Cause all games were better on the GBC

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#26 2018-04-25 04:02:25

megamctaco
Member
Registered: 2015-08-23
Post 121/129

Re: Changing Trainers (Red)

That makes sense.

However, I think I messed up somewhere else when it comes to overworld sprites. Did exactly what you said, and most sprites are invisible or glitched out. Prof Oak's sprite worked for example, but no other sprites do except for the original BLACK_HAIR_BOY_2 trainer. This means all my overworld Ball and Snorlax sprites are glitched or invisible too.

Also, the enemy trainers now all seem to be blue or orange in the battle screen.

Any ideas where to look for both?

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#27 2018-04-26 20:43:40

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 3,536/3,578

Re: Changing Trainers (Red)

If overworld sprites aren't loading, I'm guessing you made a mistake somewhere when adding or changing some of the sprite headers. I'd look at those and compare them to Red++'s since I'm guessing you stole sprites from there like you did with trainers.

With trainer colors, originally they were all the same color of course (PAL_MEWMON) and we later came up with a way to make them use a pal table like Pokemon do. I'm not sure if you tried to copy this from Red++ or Pokered-Gen-II or something, so I'll take a look at it and see when I get a chance.

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#28 2018-04-27 05:21:22

megamctaco
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Registered: 2015-08-23
Post 122/129

Re: Changing Trainers (Red)

Mateo wrote:

If overworld sprites aren't loading, I'm guessing you made a mistake somewhere when adding or changing some of the sprite headers. I'd look at those and compare them to Red++'s since I'm guessing you stole sprites from there like you did with trainers.

With trainer colors, originally they were all the same color of course (PAL_MEWMON) and we later came up with a way to make them use a pal table like Pokemon do. I'm not sure if you tried to copy this from Red++ or Pokered-Gen-II or something, so I'll take a look at it and see when I get a chance.

I seemed to fix most of it by rewriting the sprite constants and super palettes from scratch (I think they were out of order, or repeated. My bad). Snorlax, James, Jessie* and Rocket F overworld sprites now work normally. However, Jessie's sprite is a SPRITE_BALL in Mt. Moon 3 for some reason (I loaded her sprite properly in Viridian Forest earlier and it worked fine there).

Flannery, Swimmer F and Prof Oak sprites still come up glitchy in the overworld though. Initiating a trainer battle with Flannery, Oak, Jessie and Rocket F has a big black block over their pic too. James works fine in a trainer battle though.

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#29 2018-04-27 06:30:16

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 3,537/3,578

Re: Changing Trainers (Red)

Can you go ahead and push the changes you've been making lately so that I can more accurately see what you're working with? Looks like your repo is a week or two out of date.

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#30 2018-04-27 06:49:50

megamctaco
Member
Registered: 2015-08-23
Post 123/129

Re: Changing Trainers (Red)

Mateo wrote:

Can you go ahead and push the changes you've been making lately so that I can more accurately see what you're working with? Looks like your repo is a week or two out of date.

https://github.com/MegaMcTaco/pokeredha … 4bfc3e1806

Sorry for the mess! And thanks so much for helping, Mateo! You're a champion and I can't wait to play the next update of Red++ :)

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#31 2018-04-27 20:32:07

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 3,538/3,578

Re: Changing Trainers (Red)

one thing that jumps out at me is that you messed up when adding the new OW sprites like I suspected. All constants after SPRITE_BALL are treated as single-frame sprites. If you look at RPP you'll notice that I added new walking sprites above SPRITE_BALL and new single-frame sprites like the Town Map and Pokedex at the end of the list with the other single-frame sprites. There was also no reason to add a duplicate SPRITE_PROF_OAK when there was already SPRITE_OAK further up in the list. I still need to look into stuff a bit more to see what is going wrong with those other issues. Are you maybe trying to use one of the entries marked as being a "sprite only, not a full trainer class" as if it was a full class? In retrospect that really wasn't the best way for me to set that up, but eh. Those are designed to be used by another class, using the CUSTOM_PIC trainer type, not declared as the class ID when making a trainer event.

EDIT: Also, it looks like you're using an older version of pokered-gbc as the base. Not sure how much difference that will make.

Last edited by Mateo (2018-04-27 20:44:29)

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#32 2018-04-28 01:56:16

megamctaco
Member
Registered: 2015-08-23
Post 124/129

Re: Changing Trainers (Red)

Mateo wrote:

Are you maybe trying to use one of the entries marked as being a "sprite only, not a full trainer class" as if it was a full class? In retrospect that really wasn't the best way for me to set that up, but eh. Those are designed to be used by another class, using the CUSTOM_PIC trainer type, not declared as the class ID when making a trainer event.

For trainer classes I'm doing stuff like "OPP_ROCKET_F, $1" or "OPP_PKMN_TRAINER, $1". Not stuff like "OPP_JAMES" etc. So my code in trainer_parties.asm is "db "EXECUTIVE@",CUSTOM_PIC,EXECUTIVE_F,15,RATTATA,ZUBAT,$FF" for example, which is right (correct me if I'm wrong).

EDIT: Also, it looks like you're using an older version of pokered-gbc as the base. Not sure how much difference that will make.

Is there a way to use the latest version without having to redo all my changes? I'm not *that* familiar with Github or Cygwin so if there's a certain command I should be using to merge the base changes with my own, that'd be fantastic. Would absolutely hate to redo it all (let's be honest, adding new Pokemon takes forever).

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#33 2018-04-28 02:11:13

megamctaco
Member
Registered: 2015-08-23
Post 125/129

Re: Changing Trainers (Red)

Mateo wrote:

one thing that jumps out at me is that you messed up when adding the new OW sprites like I suspected. All constants after SPRITE_BALL are treated as single-frame sprites. If you look at RPP you'll notice that I added new walking sprites above SPRITE_BALL and new single-frame sprites like the Town Map and Pokedex at the end of the list with the other single-frame sprites.

Just changed that to the correct order, so trainer sprites like James, Jessie etc. are all before SPRITE_BALL. Still not loading properly here and there though.

There was also no reason to add a duplicate SPRITE_PROF_OAK when there was already SPRITE_OAK further up in the list. .

Just got rid of that duplicate. I must have been drunk when I did that hahaha

EDIT: Trainer pics are loading properly (went back to using PAL_REDMON, PAL_BLUEMON etc. instead of PAL_JESSIE, PAL_JAMES etc.). Sprites are working too, just had to put them in the right set. Replacing the guard on Route 8 didn't work, so I had to replace LYING_OLD_MAN_UNUSED and it's all good now. The only issue I'm having now is that all the new sprites face downwards at all times. No clue where to look there.

Last edited by megamctaco (2018-04-28 03:09:31)

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#34 2018-04-28 05:45:49

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 3,539/3,578

Re: Changing Trainers (Red)

Sprites starting with SPRITE_BALL are one frame, so they don't try to turn when you interact with them. I wonder if there's a leftover hard-coded sprite ID in your copy still instead of checking against SPRITE_BALL. I'll take a look and see.


Also, since I know you've been using Red++ as a reference, you'll want to start looking here instead: https://github.com/TheFakeMateo/rpp-backup
We went ahead and merged the branch we've been working on into "master" on the main repo, and this one is a backup for referencing or whatever.

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#35 2018-04-28 05:50:48

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 3,540/3,578

Re: Changing Trainers (Red)

Glancing over your commit list, and how much of it seems to be you attempting to copy Red++'s updates and features piece by piece, it might actually be easier if you just downloaded that rpp-backup repo I posted, and then made whatever relevant changes to it (like adding a few Pokemon I didn't, which there are still slots for). Seems like it would  save you some trouble, but I might be wrong. Only things I can think of that I'd need to warn you about with that are:
- Breeding and the daycare have some issues I'd need to look into for you.
- Cries for Pokemon after Mew are probably wrong

Last edited by Mateo (2018-04-28 06:00:23)

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