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#601 2019-02-23 23:43:28

Halfshadow
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From: Italy - Lucca
Registered: 2012-04-24
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Re: Simple Questions & Answers

Mateo are you still working on Safari battle type? Have you found a way to switch to it entering in the safari maps?


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#602 2019-02-24 04:43:21

Mateo
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From: The Sims 4
Registered: 2009-11-25
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Re: Simple Questions & Answers

I haven't touched Safari mode in a while. Should be able to just copy how the National Park enables Contest battle mode though.


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#603 2019-02-24 11:38:20

Halfshadow
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From: Italy - Lucca
Registered: 2012-04-24
Post 293/331

Re: Simple Questions & Answers

I can't understand how it does. And however there is a difference, in the bug contest the battle type contest don't work with the water, only for the grass, is the reason why the fountain is closed. There isn't a map script to switch the battle type like in R/B/Y? I remember that reaching the safari zone without passing trough the employed switch only the battle type entering the map, even if this don't add the safari balls, that are always in 0 unit and then illimitate.


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#604 2019-02-24 13:04:02

Kora
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Registered: 2019-02-20
Post 9/14

Re: Simple Questions & Answers

More little questions!

1)I have created new maps and I want to show the classic message box with the name of the map when entering them.
I have been investigating but I cant figure out how to do it. I'm sure it's something very simple, but I do not see it.

2) Im trying to put 2 totally different scenes enabled at the same time in the same map, but looks like only one can be enabled at the same time.

For example, imagine a map with a house on the left and a bridge on the right. What I intend to do is that if the player tries to enter the house, skip a scene with an npc that appears from nowhere to speak. And if the player tries to go to the bridge, skip another different scene that does not allow him to leave.

And when I play, only one of them works, the other seems disabled. This is a limitation or im doing something wrong?

Thank you!

Last edited by Kora (2019-02-24 15:15:26)

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#605 2019-02-25 00:16:08

Halfshadow
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From: Italy - Lucca
Registered: 2012-04-24
Post 294/331

Re: Simple Questions & Answers

Mateo wrote:

I haven't touched Safari mode in a while. Should be able to just copy how the National Park enables Contest battle mode though.

Re-thinking about safari battle type, the issue is basically that the battle type is different while fishing. Then in the bug contest the battle type is the classic fishing with the "hooked pokémon attacs" message.

Then I have another solution. Maybe fix the tiles. If the water tiles are made to allow to fish trough the collision data, there is a way to create tiles that are allowed to fish and surf encountering pokémon with that battle type? The tiles point to special routines? There is a way to add 2 collision datas, copy of the current grass and water collision to load another battle type?

I see on Github that there are a lot of unused collision types, but I cant find the asm where they point. I need of find the $18 and $29 asm to create a copy that load the different battle type, if possible... Then I should remap the Safari maps with new added tileset with the new collisions, but isn't really a problem.

There is a way to create 2 new collision types in a fast way linked to the debug battle type instead of the normal and hooked?

P.S. I fixed the bug that didn't tossed the ball from the count when used. I forgot to add the return from capture in the item usage.

Last edited by Halfshadow (2019-02-25 02:03:51)


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#606 2019-03-04 02:18:17

ayxelsid
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Registered: 2019-02-14
Post 10/19

Re: Simple Questions & Answers

Question:
Is it possible to add a 3rd or maybe even 4th bank for NPC sprites in Pokered?

I'm currently adding NPCs from G/S/C instead of overwriting and I think both of the banks (which I have already moved) are going to be full soon. Making a third bank results in a glitched overworld sprites. I assume it has something to do with "NPC_SPRITES_1 EQU $4" and "NPC_SPRITES_2 EQU $5". I tried adding "NPC_SPRITES_3 EQUO $6" but that doesn't seem to work. I don't actually know assembly but any direction would be helpful, thanks!

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#607 2019-03-04 12:21:09

KeiTaRo
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Registered: 2015-12-05
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Re: Simple Questions & Answers

ayxelsid wrote:

Question:
Is it possible to add a 3rd or maybe even 4th bank for NPC sprites in Pokered?

I'm currently adding NPCs from G/S/C instead of overwriting and I think both of the banks (which I have already moved) are going to be full soon. Making a third bank results in a glitched overworld sprites. I assume it has something to do with "NPC_SPRITES_1 EQU $4" and "NPC_SPRITES_2 EQU $5". I tried adding "NPC_SPRITES_3 EQUO $6" but that doesn't seem to work. I don't actually know assembly but any direction would be helpful, thanks!

this isn't hard, Yellow actually does exactly that using bank $3C I believe (though you can use any bank with free space--it doesn't have to be a dedicated bank), take a look.

Those "NPC_SPRITES_1 EQU $4" etc labels are just that, labels. This just allows you to declare a section called NPC_SPRITES_1, and it tells the compiler to place this in to Bank 4, which also has some other stuff in it. You really don't need to do this, it's just for our sake to make things look a little cleaner. You could change that "EQU $4" to any other number and it would get placed in that bank instead.

Not sure what you did exactly that's causing glitched sprites, but if you give some more info in to what you did it's probably an easy fix. (this was one of the very first problems I ever had with the disassembly!)

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#608 2019-03-05 02:30:06

ayxelsid
Member
Registered: 2019-02-14
Post 11/19

Re: Simple Questions & Answers

That's what I thought since I've already moved them to banks $36 & $38. Changing the EQUO doesn't seem to do anything.

I tried moving sprites into a third bank again and it seems like I only get the glitched sprite for surfing. It could be related to my save state I suppose.

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#609 2019-03-05 08:27:44

Halfshadow
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From: Italy - Lucca
Registered: 2012-04-24
Post 302/331

Re: Simple Questions & Answers

I don't know in G/S/C how use red tiles triggers to activate safari zone scripts walking through them, 'til now I didn't need of them but I don't know why I can't use them, if I put in the Safari gate map don't work when I walk into... Someone know how activate them? Maybe through ASM? But where is that asm? XD


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#610 2019-03-06 22:01:17

Kora
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Registered: 2019-02-20
Post 12/14

Re: Simple Questions & Answers

How can I move an NPC that is outside my range of vision? Applymovement causes the game to freeze, and moveObject does not seem to work either.
Thanks!

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#611 2019-03-07 01:15:39

Halfshadow
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From: Italy - Lucca
Registered: 2012-04-24
Post 304/331

Re: Simple Questions & Answers

Kora wrote:

How can I move an NPC that is outside my range of vision? Applymovement causes the game to freeze, and moveObject does not seem to work either.
Thanks!

It works if is under your vision next outside the screen only by 1 step. You can set a flag to hide it and use the command appear to set it to visible. Like Clair's event in Dragon's den sanctuary is made. You can use that as example.


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#612 2019-03-18 09:11:58

Kora
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Registered: 2019-02-20
Post 13/14

Re: Simple Questions & Answers

Hi guys. Im trying to change the tileset from Pokecenter to the Mansion tileset. Everything is fine except when i want something in yellow color. For some reason, when i enter the map, those yellow tiles are now blue. Every color works fine except yellow. What im missing? Its something about mansion tileset? Im using Polished Map.
Thanks so much!

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#613 2019-03-18 21:12:54

Kora
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Registered: 2019-02-20
Post 14/14

Re: Simple Questions & Answers

I'm going to upload a couple of images so you can better understand my problem.

As you can see, here I make the chair yellow:

FluxBB bbcode test

But for some reason, in the game, the yellow color is the only one that is not displayed correctly.

FluxBB bbcode test


Any idea what it can be? I have been researching but I have not found the solution. Some help? Thank you!

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#614 2019-03-21 12:44:25

DarioEMeloD
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From: Chile
Registered: 2015-03-06
Post 7/7

Re: Simple Questions & Answers

> PokeRed+CrysAudio

I'm trying to loop Crystal's Title Screen music, I used GBNote (by FroggestSipirt) to set the loop points and it kinda works, but I'm presented with the following problems:
- When I set the loop it doesn't save correctly, meaning the endloop it's set to the remaining notes after the loop.
- If I delete the leftover notes it loops correctly, but after it does the tempo is all messed up.
- I tried editing the original and the looped asm files to fix whatever I could, like adding a tempo variable after the loop starts and/or before it ends, but nothing is working.

Any clues?

Also I want to set it to stereo by default, since you can't change it in-game. I tried looking around crysaudio/engine.asm but couldn't figure it out.

Last edited by DarioEMeloD (2019-03-21 15:52:34)

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#615 2019-03-28 22:25:20

KeiTaRo
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Registered: 2015-12-05
Post 68/71
Website

Re: Simple Questions & Answers

Kora: several tilesets in Crystal use non-standard palettes, see the function LoadSpecialMapPalette ... you'd need to either remove the entry for Pokemon Mansion or manually modify it's colors, however keep in mind that doing so will make other elements look different than intended.

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#616 2019-03-30 18:11:30

IceGod64
Member
Registered: 2016-02-09
Post 18/21

Re: Simple Questions & Answers

Is is possible change the old pokedex order in Pokecrystal without having to do massive amounts of rearranging mons and ruining compatibility with the base game?
I'm thinking of something like how R/B/Y does is, but cleaner. Example, say I wanted Bulbasaur and chikorita's lines to switch places, but didn't want to break actual compatibility with vanilla Crystal?

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#617 2019-03-31 18:11:43

Rangi
Member
Registered: 2016-05-09
Post 887/894

Re: Simple Questions & Answers

Halfshadow wrote:
Kora wrote:

How can I move an NPC that is outside my range of vision? Applymovement causes the game to freeze, and moveObject does not seem to work either.
Thanks!

It works if is under your vision next outside the screen only by 1 step. You can set a flag to hide it and use the command appear to set it to visible. Like Clair's event in Dragon's den sanctuary is made. You can use that as example.

True. But if you really need to move an out-of-range NPC for some reason, you can "disappear" them, then "moveobject" to within range (including the one-step radius just outside the screen), then "appear" them; at that point "applymovement" will work, and when the cutscene is done you can disappear+moveobject+appear them again.

IceGod64 wrote:

Is is possible change the old pokedex order in Pokecrystal without having to do massive amounts of rearranging mons and ruining compatibility with the base game?
I'm thinking of something like how R/B/Y does is, but cleaner. Example, say I wanted Bulbasaur and chikorita's lines to switch places, but didn't want to break actual compatibility with vanilla Crystal?

That's exactly the use case for this tutorial. :)


Pokémon Polished Crystal (GitHub) — version 2.2.0 released
Pokémon Red★ and Blue★: Space World Edition (GitHub) — updated August 19!
Polished Map: pokecrystal+pokered map, tileset, and palette editor — version 4.1.0 released!

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#618 2019-03-31 20:53:57

Halfshadow
Member
From: Italy - Lucca
Registered: 2012-04-24
Post 325/331

Re: Simple Questions & Answers

Rangi wrote:
Halfshadow wrote:
Kora wrote:

How can I move an NPC that is outside my range of vision? Applymovement causes the game to freeze, and moveObject does not seem to work either.
Thanks!

It works if is under your vision next outside the screen only by 1 step. You can set a flag to hide it and use the command appear to set it to visible. Like Clair's event in Dragon's den sanctuary is made. You can use that as example.

True. But if you really need to move an out-of-range NPC for some reason, you can "disappear" them, then "moveobject" to within range (including the one-step radius just outside the screen), then "appear" them; at that point "applymovement" will work, and when the cutscene is done you can disappear+moveobject+appear them again.

Thank you, I didn't know.


The italian Pokémon Green creator.

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#619 2019-04-02 18:58:43

IceGod64
Member
Registered: 2016-02-09
Post 20/21

Re: Simple Questions & Answers

Thanks a million, Rangi!
There are so many tutorials and stuff for this I always miss the one that I need at a given time. XD

However, there is still a caveat.
6b83fad0f8.png

Last edited by IceGod64 (2019-04-02 19:39:53)

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#620 2019-04-09 05:03:13

SuperEgz
New member
Registered: 2017-09-01
Post 9/9

Re: Simple Questions & Answers

Simple question, how would I be able to make the Poke Seer in Cianwood City be able to read encounter levels higher than 63? I discovered this issue when I showed her my Mewtwo caught at level 70 and she said that I caught him at level 6!

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#621 2019-04-09 20:58:45

IceGod64
Member
Registered: 2016-02-09
Post 21/21

Re: Simple Questions & Answers

I just checked it. Unfortunately, it's not so simple. It seems you have to modify the Pokemon data structure to do that, meaning you'll risk corrupting your save file.

The location of the call itself is in Engine\events\poke_seer.asm, but what you'd want to edit is the actual data mask.

Going to constants\pokemon_data_constants.am, find this:

CAUGHT_TIME_MASK  EQU %11000000
CAUGHT_LEVEL_MASK EQU %00111111

This is a binary structure, using 6 bits. Bits 7 and 8 are used for the time of day, however, so you'll have to either remove caught time altogether, or expand the Pokemon data structure. Either way, the pokemon you already have will break.
Example, my riolu that I hatched at level 5 was seen as "met at level 129".
Changing the actual data structure entirely means that your entire save will break, and possible other issues.

If you want get rid of the caught time mask, you can change the
CAUGHT_LEVEL_MASK EQU 1

That should work, butt you'll have to get rid of the time of day memory for the seer as well as removing the time-of-day code for catching/hatching Pokemon as well.

------------------------
Also, in regards to my issue from earlier with the Pokedex, I've found where it prints the Pokedex numbers:

in engine\pokedex\pokedex_2.asm:

; Print dex number
    hlcoord 2, 8
    ld a, $5c ; No
    ld [hli], a
    ld a, $5d ; .
    ld [hli], a
    ld de, wTempSpecies
    lb bc, PRINTNUM_LEADINGZEROS | 1, 3
    call PrintNum

Still trying to figure out how to make the code work as I want though, were the mons pokedex_order_old index determined the printed number as well. The code from R/B/Y seems to be minimal help, though, as the way it works is entirely different.

Edit: By creating s new code, I managed to make it so the correct Pokemon index # shows up on the list. Unfortunately, trying to view an actual entry crashes the game at.

Edit2: Nevemind, I got everthing working by moving both pokedex asms to the same bank!

Last edited by IceGod64 (2019-04-09 23:17:09)

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#622 2019-04-14 06:12:28

Barmy
New member
Registered: 2019-04-14
Post 2/2

Re: Simple Questions & Answers

I'm hoping someone can shed some light on the issues I'm having adding callbacks to certain maps.

Let's say I'm editing GoldenrodCity.asm and want to add a simple callback that permanently hides GOLDENRODCITY_LASS from the map. No tricks or checks - just hides her.

A similar script exists on the Goldenrod map for the Move Tutor - although his has a few event checks in place.

I would think that all I would need to do is increase the callback db to 3, add:

callback MAPCALLBACK_OBJECTS, .Lass

and then finally, beneath the .MoveTutor callback script, add:

.Lass
disappear GOLDENRODCITY_LASS
return

However, this doesn't work.

At first I thought I was doing something wrong with my scripting, but if I move the .Lass callback up above the .MoveTutor callback, it works (and .MoveTutor subsequently breaks). So I thought maybe I was doing something wrong with adding callbacks, so as a test I added a new callback to PlayersHouse1F (which normally has none), and successfully disappeared PLAYERSHOUSE1F_MOM1.

So now I'm just really confused about why what I'm doing works perfectly on some maps and doesn't on others, or if there is some other key piece of information I'm overlooking that would explain the behaviour.

Last edited by Barmy (2019-04-14 06:20:11)

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#623 2019-04-14 19:03:30

celadonk
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Registered: 2019-04-14
Post 1/1

Re: Simple Questions & Answers

I was wondering what the easiest way to edit Pokedex entries in Pokemon Gold is without the use of the disassembly.

I am way too far into my ROM hack to use the disassembly, and besides, it looks pretty convoluted for me to use over simply using the tools that I used five-ish years ago to make ROM hacks.

I cannot find a tool online that edits Pokedex entries, the normal text editing tools don't have the Pokedex entries, and hex editing always just made the rom unusable, and besides, having to type out hex values instead of plain text was really tedious.

Is there any way to do this? It seems like such a simple thing to do yet I can't find any working way to do it.

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#624 2019-04-15 20:23:51

rbroab
Member
Registered: 2017-06-13
Post 87/87

Re: Simple Questions & Answers

Ive been working on a rom hack for a couple years now. Yesterday I went to fix an issue with a script that was causing the game to soft-lock. I made the directory clean by entering the command “make clean”. When I typed in “make” the compiler said this

$ make
make: *** No rule to make target ‘crystal.gbc’, needed by ‘crystal’. Stop.

I’ve never come across this issue in the hundreds of times I’ve compiled the rom. Needless to say, I’m unable to move forward. Does anyone know what causes this or how to fix it?

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#625 2019-04-25 02:45:18

KeiTaRo
Member
Registered: 2015-12-05
Post 70/71
Website

Re: Simple Questions & Answers

celadonk wrote:

I was wondering what the easiest way to edit Pokedex entries in Pokemon Gold is without the use of the disassembly.

I am way too far into my ROM hack to use the disassembly, and besides, it looks pretty convoluted for me to use over simply using the tools that I used five-ish years ago to make ROM hacks.

I cannot find a tool online that edits Pokedex entries, the normal text editing tools don't have the Pokedex entries, and hex editing always just made the rom unusable, and besides, having to type out hex values instead of plain text was really tedious.

Is there any way to do this? It seems like such a simple thing to do yet I can't find any working way to do it.

"having to type out hex values instead of plain text was really tedious." is literally the number one argument for using the disassembly :P it's not as scary as it seems. I knew literally zero assembly going in to it and was able to pick it up really, really quickly. Odds are you'd be able to port your hack over there pretty easily. If you're really determined to go the old fashioned route, you'll have to get an oldschool table-based text editor (not even sure where you'd get those anymore.......Zophar?) and manually scroll through your ROM until you find the data in question. This is, of course, simply glorified hex editing, but it's probably your best bet if no specialized tools exist.

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