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Strange. Hmm, I'll have to look into that more. Hopefully we can get this worked out without you having to lose data from a backup.
I am not very active on this forum. I only pop in from time to time.
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I'd aim for fixing the glitch by preserving the 256-tile hack.
Taking it out would also take out the possibility of using more than 0x80 tiles, right?
I already found out that 0x15EE is the offset where the assembly for changing the bytes at 0x8FE0 (if I remember correctly) is although I don't think that will fix anything. In 0x8FE0-0x8FFF the game stores graphics data for the cubes and black screen which is displayed after "talking to trainer" ends.
However, you could do this - open VBA's VRAM Viewer and set "Automatically update" on and you'll see whether anything is loaded to that offset or not. It contains graphics of numbers 8 and 9 when font is loaded.
Anyway, I tried to search for the patch file for the tile hack earlier but couldn't find it.
I feel like helping you out with this although I don't have time to hack until Friday but that shouldn't be a problem :)
Last edited by Miksy91 (2012-02-28 07:01:19)
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You could consult my patch readme and just look at the one offset you need to change things around a bit at to be able to use more than 0x80 blocks.
cYa,
Tauwasser
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I'd aim for fixing the glitch by preserving the 256-tile hack.
Taking it out would also take out the possibility of using more than 0x80 tiles, right?
I already found out that 0x15EE is the offset where the assembly for changing the bytes at 0x8FE0 (if I remember correctly) is although I don't think that will fix anything. In 0x8FE0-0x8FFF the game stores graphics data for the cubes and black screen which is displayed after "talking to trainer" ends.
However, you could do this - open VBA's VRAM Viewer and set "Automatically update" on and you'll see whether anything is loaded to that offset or not. It contains graphics of numbers 8 and 9 when font is loaded.Anyway, I tried to search for the patch file for the tile hack earlier but couldn't find it.
I feel like helping you out with this although I don't have time to hack until Friday but that shouldn't be a problem :)
Miksy91, would you mind giving me your email address? I'd like to talk to you about all of this a bit more.
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Miksy91 wrote:I'd aim for fixing the glitch by preserving the 256-tile hack.
Taking it out would also take out the possibility of using more than 0x80 tiles, right?
I already found out that 0x15EE is the offset where the assembly for changing the bytes at 0x8FE0 (if I remember correctly) is although I don't think that will fix anything. In 0x8FE0-0x8FFF the game stores graphics data for the cubes and black screen which is displayed after "talking to trainer" ends.
However, you could do this - open VBA's VRAM Viewer and set "Automatically update" on and you'll see whether anything is loaded to that offset or not. It contains graphics of numbers 8 and 9 when font is loaded.Anyway, I tried to search for the patch file for the tile hack earlier but couldn't find it.
I feel like helping you out with this although I don't have time to hack until Friday but that shouldn't be a problem :)Miksy91, would you mind giving me your email address? I'd like to talk to you about all of this a bit more.
Why don't you just e-mail me through this site (because don't feel like giving it to every possible person lurking around here) ?
You could consult my patch readme and just look at the one offset you need to change things around a bit at to be able to use more than 0x80 blocks.
Basically, it's quite easy to fix the bugs. You've probably just got to change the data in the offset where the game does "VRAM changes" back to what it was before though I'm not sure yet because I haven't looked at it.
Last edited by Miksy91 (2012-02-29 06:58:32)
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UPDATE:
Miksy91 took a look at the game, and was able to fix the glitches I was having. Also, the encounter rate problem. Wouldn't have been possible without him.
I'm now fixing up the last few minor bugs and I can release a Demo. However, I'm debating on whether to increase the length of it. So far, it will be this long:
-First Town
-First Dungeon
-First Route
And end before you can enter the Second Town. My question is, would you guys like me to work on it and make it longer, and delay the Demo release, or just release it after I correct the few glitches I have left?
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I too vote for adding another town, but I'm looking forward to playing any amount of this hack so it's up to you xD
I am not very active on this forum. I only pop in from time to time.
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(I also vote for adding another town (for obvious reasons :D)) - don't count this one if you're planning to somewhat choose by a voting.
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Here's three new images:
The second two are of my new, redesigned PokeCenter. The second floor will have salesmen as the PokeMart is now part of the PokeCenter. Any criticism is gladly appreciated.
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It looks epic to me.
The Storm is here!
Gotta hack them all, Gotta hack them all, Pokemon.
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I love the concept. Not entirely sure about the blue floor on the second level, it looks a little... "off" to me somehow. But Other than that, looking good. I think its cool that you went with that, I was originally going to make a multi-level pokecenter when I was making that tileset, and ended up scrapping the idea. (Mine would have been more tedious, because it would have placed the second-floor NPCs up top, which would have meant adding events to every map, and this was eventually replaced with 1 floor Pokemon centers and the Global Trade Station on South Isle which has all of the 2nd floor functionality).
I am not very active on this forum. I only pop in from time to time.
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Here's three new images:
http://img14.imageshack.us/img14/8038/towng.png http://img843.imageshack.us/img843/6755/center1.png http://img571.imageshack.us/img571/346/centerdt.pngThe second two are of my new, redesigned PokeCenter. The second floor will have salesmen as the PokeMart is now part of the PokeCenter. Any criticism is gladly appreciated.
It look like the girl hair was part of the blue tile. (Pic1)
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Quick poll. What do you think looks better as the floor tiles? I have two different shades of blue.
First or second? I know there's not too huge of a difference, but still. Thanks for all of the support!
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I vote for the second one!
“To live is the rarest thing in the world. Most people exist, that is all.” ― Oscar Wilde
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I like the lighter shade as well.
I am not very active on this forum. I only pop in from time to time.
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Quick poll. What do you think looks better as the floor tiles? I have two different shades of blue.
http://img843.imageshack.us/img843/6755/center1.png http://img201.imageshack.us/img201/4577/center2t.pngFirst or second? I know there's not too huge of a difference, but still. Thanks for all of the support!
Lighter shade xD
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The first one, emphasizes the color of the circles on the darker blue tiles..
Email!
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The first one, emphasizes the color of the circles on the darker blue tiles..
Sir,the color combination is not suitable :)
Last edited by PortgazHyde (2012-03-14 16:10:39)
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I originally thought the darker one looked better, but the more I look at it I can see the second is a much better choice. Everyone's feedback definitely helped, thanks, it's very appreciated.
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I originally thought the darker one looked better, but the more I look at it I can see the second is a much better choice. Everyone's feedback definitely helped, thanks, it's very appreciated.
I think tile nowdays should be light coloured because we need to take care of our eyes :)
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Time for another quick update. Here are some new screenshots:
What could have caused this cave to have collapsed? It seems the police are investigating...
MobiBattle System? Sounds like a new feature to me.
Revealing another city name and a route. That female character looks important too.. [I realize it is Kris, but it's just a placeholder until I make a new female sprite]
Last edited by Melash (2012-03-18 04:51:13)
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It's looking really nice, keep up the good work. I'll be interested to play it, for sure.
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Very nice as always! I'm also a fan of the arrows on the signposts, its a nice touch.
I am not very active on this forum. I only pop in from time to time.
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http://img607.imageshack.us/img607/7048/route.png
Revealing another city name and a route. That female character looks important too.. [I realize it is Kris, but it's just a placeholder until I make a new female sprite]
Nicely done signpost :)
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Thanks for all of the feedback. Yes, I came up with the arrow idea when I messing with the font. I'm not sure if any of the newer generation games use it, as I've never played them.
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