Skeetendo

’Cause all games were better on the GBC

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#626 2019-04-28 09:59:23

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

Explosion and Selfdestruct are the only two attacks that still play an animation even if they miss. I know the code for this is in core.asm in Pokered, but I cannot seem to locate it for the life of me in Crystal (exhausting obvious options such as searching for instances of the move names, etc) Anyone have a clue?

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#627 2019-09-04 16:13:00

SteppoBlazer
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Registered: 2019-09-04
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Re: Simple Questions & Answers

I've got an issue with the current commit I pushed to my repo, basically it allows for shiny mons in the wild and it seems to work just fine, what I'm trying to figure out is how to assing to each mon a specific shiny palette instead of having those that my commit uses. Tho I'm having and hard time figuring out how to achive such. My repo for reference https://github.com/SteppoBlazer/pokespa … 50d7aba917

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#628 2019-09-15 23:39:05

Azure_Keys
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Registered: 2017-10-05
Post 51/59

Re: Simple Questions & Answers

I'm trying to understand the routine that animates the Magnet Train, and I can't find where it determines the source tilesets to use for the train and background. I understand how it's loading the tilemaps, but I can't find where it's actually determining to use the tiles from train_station.png, for example. Thanks.

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#629 2019-09-16 00:37:01

Mateo
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Registered: 2009-11-25
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Re: Simple Questions & Answers

Looking at it, the best I can tell is that it doesn't actually load those tiles itself, because it has no reason to -- it is only ever called when you are in a train station map, so the train station tileset is already loaded. It's certainly possible that I'm missing something, though. Have you tried calling it from a map with a different tileset to see what happens?

Last edited by Mateo (2019-09-16 00:38:26)


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#630 2019-09-16 02:38:16

Azure_Keys
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Registered: 2017-10-05
Post 52/59

Re: Simple Questions & Answers

Mateo wrote:

Looking at it, the best I can tell is that it doesn't actually load those tiles itself, because it has no reason to -- it is only ever called when you are in a train station map, so the train station tileset is already loaded. It's certainly possible that I'm missing something, though. Have you tried calling it from a map with a different tileset to see what happens?

You know, I didn't think of that. I'll test it out and see what happens. I'm planning to try and re-use most of the routine with a different tilemap to make a boat-riding cutscene. Thanks.

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#631 2019-09-24 02:51:31

Azure_Keys
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Registered: 2017-10-05
Post 56/59

Re: Simple Questions & Answers

Mateo wrote:

Looking at it, the best I can tell is that it doesn't actually load those tiles itself, because it has no reason to -- it is only ever called when you are in a train station map, so the train station tileset is already loaded. It's certainly possible that I'm missing something, though. Have you tried calling it from a map with a different tileset to see what happens?

This worked, by the way. Though the scene seemed to have trouble loading tiles with IDs above 7F. Either way, I got it working, so thanks!

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#632 2019-09-24 03:10:35

Mateo
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Registered: 2009-11-25
Post 3,630/3,631

Re: Simple Questions & Answers

Azure_Keys wrote:
Mateo wrote:

Looking at it, the best I can tell is that it doesn't actually load those tiles itself, because it has no reason to -- it is only ever called when you are in a train station map, so the train station tileset is already loaded. It's certainly possible that I'm missing something, though. Have you tried calling it from a map with a different tileset to see what happens?

This worked, by the way. Though the scene seemed to have trouble loading tiles with IDs above 7F. Either way, I got it working, so thanks!

No problem, glad I could help.


I am no longer active on this forum. I only pop in from time to time.

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