Skeetendo

’Cause all games were better on the GBC

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#551 2018-06-20 22:53:40

thechemist
Member
Registered: 2018-04-15
Post 11/12

Re: Simple Questions & Answers

Rangi wrote:
thechemist wrote:

Hi all,

I want to start by apologizing if this is the wrong place to ask this.

I have pretty much completed my quality of life rom hack for crystal but I have a friend who tested it for me give me an idea of which I do not know enough to implement.

I would like to have Elm ask the player a question before they choose their starter. Where he asks the player "what kind of experience are you looking for?" followed by a pop-up menu where the player can choose between 3 options, of which the answer determines which starters are available to choose from. Editing the question into Elm's script is something I already know how to do and I'm familiar with working within the assembly; however, I do not know how to make choice menus, make them appear, where to store the data if there isn't room in the current bank, and how to create their effects of the choice.

Any guidance to an already existing post with roughly the info I need or some tips on how to start this would be much appreciated.

maps/DragonShrine.asm has some custom menus for the Elder's quiz questions.

; part of the script
    loadmenu DragonShrineQuestion1_MenuHeader
    verticalmenu
    closewindow
    ifequal 1, .RightAnswer
    ifequal 2, .WrongAnswer
    ifequal 3, .RightAnswer
DragonShrineQuestion1_MenuHeader:
    db MENU_BACKUP_TILES ; flags
    menu_coords 8, 4, SCREEN_WIDTH - 1, TEXTBOX_Y - 1
    dw .MenuData
    db 1 ; default option

.MenuData:
    db STATICMENU_CURSOR | STATICMENU_DISABLE_B ; flags
    db 3 ; items
    db "Pal@"
    db "Underling@"
    db "Friend@"

pokecrystal was recently refactored to use named MENU constants instead of inscrutable $hex values for the menu flags, so that helps a lot. Usually the only parts you'd need to change are the .MenuData item count and text (of course), and the menu_coords (those are for the top-left and bottom-right coordinates). You may also want to review constants/menu_constants.asm and see what's possible with other MENU flag constants, or check other map scripts to see how their custom menus behave.

You're the best, thanks so much.

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#552 2018-06-20 23:00:33

thechemist
Member
Registered: 2018-04-15
Post 12/12

Re: Simple Questions & Answers

stubbyfinger wrote:

Hi all, so I recently upgraded my computer and i'm trying to transfer over all my hacking stuff from my laptop, and getting back into it, but i'm having troubles getting Cygwin up and running.  I can open it and type commands just fine, but whenever I try to use "make" I get

$ make

make: *** No rule to make target 'pokecrystal.link', needed by 'pokecrystal.gbc'
.  Stop.

i'm guessing that means i'm missing a package, but I have no idea which one to get...or maybe i'm totally wrong about that.  I'm sure this is a simple fix, but i'm absolutely clueless when it comes to Cygwin, do you guys have any ideas?

I think priceman is right because if I remember when I was starting out on my windows partition when I was first getting into this I think I had the same problem. But if you're starting fresh on a new computer I would try the following:

make clean all

then

make

and see if that helps

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#553 2018-06-21 01:02:32

Rangi
Member
Registered: 2016-05-09
Post 849/869

Re: Simple Questions & Answers

Follow this tutorial to have 253 Pokémon: https://github.com/pret/pokecrystal/wik … ew-Pokémon

Slot $00 has to remain unused since it's the "nothing" marker; also slot $FF is the end-of-list marker. If you really wanted to you could replace EGG with a 254th Pokémon, but nobody has tried that before and you may run into difficulties with parts of the engine assuming that Eggs still exist.


Pokémon Polished Crystal (GitHub) — version 2.2.0 released
Pokémon Red★ and Blue★: Space World Edition (GitHub) — updated August 19!
Polished Map: pokered+pokecrystal map, tileset, and palette editor — version 3.4.1 released!

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#554 2018-06-21 12:50:04

Halfshadow
Member
From: Italy - Lucca
Registered: 2012-04-24
Post 270/283

Re: Simple Questions & Answers

Is compatible also with Gold/Silver? I tried to remove the "Is a pokémon" routine in Silver like in Crystal to have two more pokémons to show their sprite in the museum but didn't work, only in Crystal...


The italian Pokémon Green creator.

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#555 2018-06-21 20:57:09

IceGod64
Member
Registered: 2016-02-09
Post 12/12

Re: Simple Questions & Answers

Rangi wrote:

Follow this tutorial to have 253 Pokémon: https://github.com/pret/pokecrystal/wik … ew-Pokémon

Slot $00 has to remain unused since it's the "nothing" marker; also slot $FF is the end-of-list marker. If you really wanted to you could replace EGG with a 254th Pokémon, but nobody has tried that before and you may run into difficulties with parts of the engine assuming that Eggs still exist.

That much I already did by myself.
Yeah, I knew that $FF was as end of list marker. I tried putting the egg there, but it resulted in eggs that never hatch, so I guess I'll just have to stick with the 253 I have. Thanks, though! I'll just have to hide Zeraora in a game some other day.

Edit: After expanding the roster, I notice an issue with some art in the battle scene:
bb4227997d.png
What's causing this..?

Last edited by IceGod64 (2018-06-23 23:53:15)

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#556 2018-07-08 01:55:56

vanlach
New member
Registered: 2018-03-04
Post 3/5

Re: Simple Questions & Answers

I've got a question and some issues:

So I've been trying to add in a new event for Oak that gives the player the Kanto starters, but it doesn't work. I replaced EVENT_03B in constants/event_flags since after a search it showed up no where except this file so I assume it's replaceable. Then I added the .ReceiveKantoStarters script (using the Dratini event to copy from) and the checkevent before Mt. Silver's to OaksLab.asm:

Oak:
    faceplayer
    opentext
    checkevent EVENT_GOT_KANTO_STARTERS_FROM_OAK
    iffalse .ReceiveKantoStarters
    checkevent EVENT_OPENED_MT_SILVER
    iftrue .CheckPokedex
    checkevent EVENT_TALKED_TO_OAK_IN_KANTO
    iftrue .CheckBadges
    writetext OakWelcomeKantoText
    buttonsound
    setevent EVENT_TALKED_TO_OAK_IN_KANTO
.CheckBadges:
    checkcode VAR_BADGES
    ifequal NUM_BADGES, .OpenMtSilver
    ifequal NUM_JOHTO_BADGES, .Complain
    jump .AhGood

.ReceiveKantoStarters:
    checkevent EVENT_OPENED_MT_SILVER
    iffalse .CheckBadges
    writetext OakGiveKantoStartersText
    waitbutton
    checkcode VAR_PARTYCOUNT
    ifequal PARTY_LENGTH, .PartyFull
    writetext OakPlayerReceivedKantoStartersText
    playsound SFX_CAUGHT_MON
    waitsfx
    givepoke BULBASAUR, 5
    waitbutton
    givepoke SQUIRTLE, 5
    waitbutton
    givepoke CHARMANDER, 5
    waitbutton
    setevent EVENT_GOT_KANTO_STARTERS_FROM_OAK
    closetext
    end
.PartyFull:
    writetext OakKantoStartersPartyFullText
    waitbutton
    closetext
    end

Not copying the added texts to save space

The event is skipped entirely and Oak goes straight to the check pokedex script. Also as an aside, would it be better to separate the three pokemon into their own events instead of giving all three at once?

Last edited by vanlach (2018-09-03 20:28:14)

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#557 2018-07-10 03:58:19

vanlach
New member
Registered: 2018-03-04
Post 4/5

Re: Simple Questions & Answers

Well I tried various things earlier today when I had some free time and got the Oak giving the player the Kanto starters script to work. It seems to work as expected which was a pleasant surprise for me.

Oak:
    faceplayer
    opentext
    checkevent EVENT_OPENED_MT_SILVER
    iftrue .KantoStarters
    checkevent EVENT_TALKED_TO_OAK_IN_KANTO
    iftrue .CheckBadges
    writetext OakWelcomeKantoText
    buttonsound
    setevent EVENT_TALKED_TO_OAK_IN_KANTO

.KantoStarters:
    checkevent EVENT_GOT_KANTO_STARTERS_FROM_OAK
    iftrue .CheckPokedex
    checkcode VAR_BADGES
    ifequal NUM_BADGES, .ReceiveKantoStarters
    jump .CheckPokedex

.ReceiveKantoStarters:
    writetext OakHasKantoStartersText
    waitbutton
    checkcode VAR_PARTYCOUNT
    ifequal PARTY_LENGTH, .PartyFull
    writetext OakGivesKantoStartersText
    playsound SFX_CAUGHT_MON
    waitsfx
    givepoke BULBASAUR, 5
    givepoke SQUIRTLE, 5
    givepoke CHARMANDER, 5
    setevent EVENT_GOT_KANTO_STARTERS_FROM_OAK
    closetext
    end
.PartyFull:
    writetext OakPartyFullText
    waitbutton
    closetext
    end

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#558 2018-07-12 19:18:15

Stray
New member
Registered: 2018-07-01
Post 2/5

Re: Simple Questions & Answers

Please anyone help, I have an issue trying to make the rom, I followed the tutorial in this link https://www.youtube.com/watch?v=fYytG7IUUWg I don't know what I have done wrong
link of the image: https://imgur.com/a/6NGVGEf

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#559 2018-07-12 20:08:10

Rangi
Member
Registered: 2016-05-09
Post 851/869

Re: Simple Questions & Answers

Stray wrote:

Please anyone help, I have an issue trying to make the rom, I followed the tutorial in this link https://www.youtube.com/watch?v=fYytG7IUUWg I don't know what I have done wrong
link of the image: https://imgur.com/a/6NGVGEf

1) That video is titled "Install pokered disassembly"; you're installing pokecrystal.
2) The video is over three years old and out-of-date.
3) Its first step is reading INSTALL.md, and then following the instructions as written. So just do that. (The beginning of pokecrystal's README.md also says "To set up the repository, see INSTALL.md.")


Pokémon Polished Crystal (GitHub) — version 2.2.0 released
Pokémon Red★ and Blue★: Space World Edition (GitHub) — updated August 19!
Polished Map: pokered+pokecrystal map, tileset, and palette editor — version 3.4.1 released!

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#560 2018-07-12 21:32:17

Stray
New member
Registered: 2018-07-01
Post 3/5

Re: Simple Questions & Answers

Thank you very much for the help, I overlooked certain files

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#561 2018-07-14 12:47:42

Stray
New member
Registered: 2018-07-01
Post 4/5

Re: Simple Questions & Answers

Is there any good image editing program to create blocksets without messing th tile placement like overlapping and such (organise them), I'm interested  to know what are the programs used for such tasks

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#562 2018-07-15 22:03:48

Stray
New member
Registered: 2018-07-01
Post 5/5

Re: Simple Questions & Answers

is  there any tutorial to create blocksets, for me they just seem a grey mess with different dimension tiles any help is appreciated

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#563 2018-07-17 09:05:25

LusoTrainer
Member
Registered: 2015-05-06
Post 20/31

Re: Simple Questions & Answers

In pokecrystal, how do I increase the odds ratio of held items?

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#564 2018-07-17 16:44:51

rbroab
Member
Registered: 2017-06-13
Post 70/85

Re: Simple Questions & Answers

Been working on restoring functionality to the Pokeflute. It works both in and out of battle. Next I was trying to restore the sound effects in game. Using the script below, I was able to make it play sound. However, it does not check if any Pokemon are asleep. Even if no Pokemon are asleep, the player can still select it during battle, it will play, then says "Now that's a catchy tune!" It does work when waking sleeping Pokemon in battle though. How can I make it check if Pokemon are asleep, and if they aren't make it run the message saying it won't have any effect without wasting a turn.

PokeFlute: ; f50c
    ld a, [wBattleMode]
    and a
    jr nz, .in_battle
.in_battle
    xor a
    ld [wd002], a
    ld b, $ff ^ SLP
    push de
    callba SaveMusic
    ld de, MUSIC_NONE
    call PlayMusic
    call DelayFrame
    ld de, SFX_POKEFLUTE
    call WaitPlaySFX
    call WaitSFX
    callba RestoreMusic
    pop de
    ld hl, PartyMon1Status
    call .WakeUpEntireParty

Also I've tried to add the sound effect while not in battle. But every time I try and compile the ROM, I get an error saying "PC-relative value must be 8-bit". There are lots of bits about Snorlax because the Pokeflute can be used to wake him up, which works without issue.

PokeFlute: ; f50c
    ld a, [wBattleMode]
    and a
    jr nz, .in_battle
    ; Add code for using the item while facing Snorlax
    ld a, [MapGroup]
    ld hl, .SnorlaxMapGroups
    ld de, 2
    call IsInArray
    jr nc, .skip_snorlax

.skip_snorlax
    xor a
    ld [wd002], a
    ld b, $ff ^ SLP
    callba SaveMusic
    ld de, MUSIC_NONE
    call PlayMusic
    call DelayFrame
    ld de, SFX_POKEFLUTE
    call WaitPlaySFX
    call WaitSFX
    callba RestoreMusic
    ld hl, PartyMon1Status
    call .WakeUpEntireParty
    ld a, [wd002]
    and a
    ld hl, Script_CatchyTune
    ld a, $0
    jr z, .do_script
    ld hl, Script_WokeAllPokemon
    ld a, $1
.do_script
    push af
    call QueueScript
    pop af
    ret

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#565 2018-07-17 16:55:13

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 3,551/3,573

Re: Simple Questions & Answers

To fix "PC-relative value must be 8-bit", look at the line number it's complaining about. There should be a jr instruction there. Change it to jp, and it should stop giving you the error. A relative jump (jr) only works over short distances, if the code is too far away you'd have to use a normal jump.

Last edited by Mateo (2018-07-17 16:55:36)

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#566 2018-07-17 17:49:00

rbroab
Member
Registered: 2017-06-13
Post 71/85

Re: Simple Questions & Answers

Awesome, thanks Mateo, changing the jr to jp made it work. Now I just need to figure out how to make it check if a Pokemon is actually asleep during battle.

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#567 2018-07-18 18:43:13

LusoTrainer
Member
Registered: 2015-05-06
Post 21/31

Re: Simple Questions & Answers

LusoTrainer wrote:

In pokecrystal, how do I increase the odds ratio of held items?

Does anyone know? For example, the ratio of Cubone with Thick Club or Poliwhirl with King's Rock.

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#568 2018-07-18 19:07:50

Rangi
Member
Registered: 2016-05-09
Post 853/869

Re: Simple Questions & Answers

LusoTrainer wrote:
LusoTrainer wrote:

In pokecrystal, how do I increase the odds ratio of held items?

Does anyone know? For example, the ratio of Cubone with Thick Club or Poliwhirl with King's Rock.

Where have you tried looking so far?


Pokémon Polished Crystal (GitHub) — version 2.2.0 released
Pokémon Red★ and Blue★: Space World Edition (GitHub) — updated August 19!
Polished Map: pokered+pokecrystal map, tileset, and palette editor — version 3.4.1 released!

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#569 2018-07-18 19:47:21

LusoTrainer
Member
Registered: 2015-05-06
Post 22/31

Re: Simple Questions & Answers

Made a search for the items in question in the whole repository. effect_commands, item_constants, attributes, item_effects, the pokémon themselves, etc... Never found the ratio values.

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#570 2018-07-18 19:56:22

Rangi
Member
Registered: 2016-05-09
Post 854/869

Re: Simple Questions & Answers

LusoTrainer wrote:

Made a search for the items in question in the whole repository. effect_commands, item_constants, attributes, item_effects, the pokémon themselves, etc... Never found the ratio values.

Items don't have individual ratios. There's a single probability routine in engine/battle/core.asm.


Pokémon Polished Crystal (GitHub) — version 2.2.0 released
Pokémon Red★ and Blue★: Space World Edition (GitHub) — updated August 19!
Polished Map: pokered+pokecrystal map, tileset, and palette editor — version 3.4.1 released!

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#571 2018-07-18 20:26:48

LusoTrainer
Member
Registered: 2015-05-06
Post 23/31

Re: Simple Questions & Answers

Rangi wrote:

Items don't have individual ratios. There's a single probability routine in engine/battle/core.asm.

Thanks! I guess this is the part I'm looking for, right?

call BattleRandom
    cp 8 percent ; 8% of 25% = 2% Item2
    ld a, [wBaseItems]
    jr nc, .UpdateItem
    ld a, [wBaseItems+1]

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#572 2018-07-18 23:34:46

rbroab
Member
Registered: 2017-06-13
Post 74/85

Re: Simple Questions & Answers

I've got a new bug with the pokeflute. After it's used in battle, it loads the previously played song instead of the battle music. So you could fight your rival and he has his walk up music. Then the fight starts and it plays battle music. Play the pokeflute in battle, and when it's finished, it will start playing the rival walk up music.

What in the script did I overlook? Any pointers would be appreciated. My first guess would be that it can only save one song at a time, and when it goes to load the saved music it's loading the music saved from before the fight.


A completely separate question, does anyone know where the palettes are for the dolls in pokecrystal? Ever since I added menu icons for every single pokemon, the dolls in the player's room are all using the red palette.

Last edited by rbroab (2018-07-20 06:42:01)

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#573 2018-08-08 16:31:59

LusoTrainer
Member
Registered: 2015-05-06
Post 24/31

Re: Simple Questions & Answers

Recently I was trying to compile pokecrystal after adding the Physical/Special split, and the following error appears:

data/events/happiness_probabilities.asm: no newline at end of file
data/events/happiness_probabilities.asm: no newline at end of file
rgbasm -D _CRYSTAL -D _CRYSTAL11 -o gfx/sprites11.o gfx/sprites.asm
ERROR: gfx/sprites.asm(106):
        Section 'Sprites 2' is too big (max size = 0x4000 bytes).
make: *** [Makefile:73: gfx/sprites11.o] Error 5

I never changed anything in the 'gfx' folder. Did something affect the size of the sections? Do I need to create a new section?

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#574 2018-08-08 16:50:32

Rangi
Member
Registered: 2016-05-09
Post 858/869

Re: Simple Questions & Answers

LusoTrainer wrote:

Recently I was trying to compile pokecrystal after adding the Physical/Special split, and the following error appears:

data/events/happiness_probabilities.asm: no newline at end of file
data/events/happiness_probabilities.asm: no newline at end of file
rgbasm -D _CRYSTAL -D _CRYSTAL11 -o gfx/sprites11.o gfx/sprites.asm
ERROR: gfx/sprites.asm(106):
        Section 'Sprites 2' is too big (max size = 0x4000 bytes).
make: *** [Makefile:73: gfx/sprites11.o] Error 5

I never changed anything in the 'gfx' folder. Did something affect the size of the sections? Do I need to create a new section?

Read the FAQ.


Pokémon Polished Crystal (GitHub) — version 2.2.0 released
Pokémon Red★ and Blue★: Space World Edition (GitHub) — updated August 19!
Polished Map: pokered+pokecrystal map, tileset, and palette editor — version 3.4.1 released!

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#575 2018-08-09 18:37:23

LusoTrainer
Member
Registered: 2015-05-06
Post 25/31

Re: Simple Questions & Answers

My bad, completely missed it. Thanks.

One other question: how are wild areas determined in a map? Say I want to add Pokémon to a wild grass tile I just added to New Bark Town. If I add the respective table to 'johto_grass.asm', how does it link to the respective tile as opposed to the whole map (assuming that's how it works)?

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