Skeetendo

’Cause all games were better on the GBC

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#26 2015-10-30 12:52:41

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 3,108/3,512

Re: Rematches and/or cell phones?

It doesn't matter. Make the door to Gary's house take you there or something. That way you can get a Pokemon first and avoif accidentally getting into a glitch battle once you're out there.

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#27 2015-10-30 16:05:45

Fotomac
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Registered: 2015-10-25
Post 38/297

Re: Rematches and/or cell phones?

Great idea! The only problem is: how do I implement the warp from Pallet to Route 4 via Blue's house? (Clearly I still have much to learn.)

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#28 2015-10-30 16:17:34

LeaderKoko
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From: Majalengka-West Java,Indonesia
Registered: 2015-09-28
Post 10/81
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Re: Rematches and/or cell phones?

I m not really know for it ! Cause, i m hacking GBC,, but, if me change the warp, i have to open Goldmap and edited that warp. And GoldMap not compatible with RBY, i wish your map editor can work like that


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#29 2015-10-30 16:33:25

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 3,114/3,512

Re: Rematches and/or cell phones?

Fotomac wrote:

Great idea! The only problem is: how do I implement the warp from Pallet to Route 4 via Blue's house? (Clearly I still have much to learn.)

Go into the map objects file, look at the warps, replace the word BLUES_HOUSE with ROUTE_4 and the warp number with whichever warp you want to come out of on Route 4.

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#30 2015-10-30 17:11:52

Fotomac
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Registered: 2015-10-25
Post 39/297

Re: Rematches and/or cell phones?

Regarding that... I saw three numbers. I know the first two are respectively the vertical and horizontal coordinates (I was able to figure that much out for myself), but the third? I can't say I know what that one is.

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#31 2015-10-30 17:27:01

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 3,115/3,512

Re: Rematches and/or cell phones?

co ordinates, warp number, map ID. Indoor maps tend to use $FF instead of a defined map, to just return to the outside map.

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#32 2015-10-31 00:30:01

Fotomac
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Registered: 2015-10-25
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Re: Rematches and/or cell phones?

Warp numbers? Now that's an entirely new concept to me.

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#33 2015-10-31 00:49:51

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 3,116/3,512

Re: Rematches and/or cell phones?

It's saying which warp on the other map to warp to. First warp in the list is 0, then 1, then 2, etc. It's really not complicated.

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#34 2015-10-31 01:03:01

Fotomac
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Registered: 2015-10-25
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Re: Rematches and/or cell phones?

Yes, well, it can get confusing sometimes. For example, on Route 4, there are warps labeled 0, 0, and 7, in that order. The first is for the Pokémon Center entrance, the second for the western entrance into Mt. Moon, and the third for the eastern entrance into Mt. Moon.

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#35 2015-10-31 02:11:02

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 3,117/3,512

Re: Rematches and/or cell phones?

I think you are still confused. A route cannot have multiple "warp 0" entries. It does however have more than one warp which point to some other map's warp 0. The pokecenter warp is saying when you go through it, you come out on warp 0 of the pokecenter. Mt moon makes you come out on warp 0 of mt moon. Etc.

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#36 2015-10-31 02:23:30

Fotomac
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Registered: 2015-10-25
Post 43/297

Re: Rematches and/or cell phones?

Yes, but what about Mt Moon warp 7? How does that connect to Route 4 warp 2 on Mt. Moon B1F?

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#37 2015-10-31 02:32:16

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 3,118/3,512

Re: Rematches and/or cell phones?

I don't even know what you are talking about anymore, to be honest.

The first two bytes are the x and y values.
The next byte is the warp entry on the other map to watp to
The next byte is the map ID of the map you are warping to.


The warp number has absolutely nothing to do with how many warps are on the current map, but the map you are warping to.

So if the last two bytes are

0,ROUTE_4, it will take you to the first warp entry on route 4. The warp you're leaving could be the third warp on the map or the 7th or whatever.

To figure out which number to put there, just look at the other map's mapObjects file, and count to see which warp entry to come out on.

I really don't understand why this is so confusing :/

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#38 2015-10-31 03:11:05

Fotomac
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Registered: 2015-10-25
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Re: Rematches and/or cell phones?

OK, here's what I'm having a problem with, from data/mapObjects/route4.asm:

db $5, $18, $7, MT_MOON_2

Which would, of course, mark the eastern entrance to Mt. Moon. And here's it's equivalent, from data/mapObjects/mtmoon2.asm:

db $3, $1b, $2, $ff

I know the first two numbers are the coordinates, which, like I said earlier, I figured out for myself, and that MT_MOON_2 corresponds to Mt. Moon B1F and $ff corresponds to ROUTE_4, but I still don't understand how the warp number makes them connect. Perhaps I could understand better if I studied the warps between the various points in Mt. Moon more closely?

Additionally, I'm also having a bit of trouble understanding the warp-to section. All it tells me for each entry, respectively, are EVENT_DISP [INSERT_CURRENT_MAP_HERE]_WIDTH, then the respective vertical and horizontal coordinates, followed perhaps by where the warp goes to outside of the command, separated by a semicolon.

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#39 2015-10-31 03:19:06

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 3,119/3,512

Re: Rematches and/or cell phones?

The entry on route 4 is saying that warp takes you to entry $7 (the 8th one down if you count, since it starts with 0) on MT_MOON_2. This should be the $2 warp entry on Route 4's map objects.

The entry on MT_MOON_2 takes you to the $2 entry (third one down) on Route 4. This should be warp entry $7 on Mt Moon 2's map objects.


The warp-to points are basically something stupid Gen 1 did. Instead of warping to the X and Y values of another warp, they wasted space by adding warp-to points. These end up having the same X and Y values as warps and being in the same order. So it is technically warping you to a warp-to point, which happens to be on top of another warp. Because they are weird.

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#40 2015-10-31 03:21:14

Fotomac
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Registered: 2015-10-25
Post 45/297

Re: Rematches and/or cell phones?

No wonder I couldn't understand it!

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#41 2015-10-31 03:25:15

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 3,120/3,512

Re: Rematches and/or cell phones?

Do you get it now, though?

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#42 2015-10-31 03:30:11

Fotomac
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Registered: 2015-10-25
Post 46/297

Re: Rematches and/or cell phones?

I think so, yes.

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#43 2015-10-31 03:34:05

Mateo
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From: The Sims 4
Registered: 2009-11-25
Post 3,121/3,512

Re: Rematches and/or cell phones?

Good deal, glad we got that sorted out.

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#44 2015-10-31 03:47:05

Fotomac
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Registered: 2015-10-25
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Re: Rematches and/or cell phones?

Anyway, I decided to base the beginning of the new script on the following script from Pallet Town, as mentioned earlier:

CheckEvent EVENT_FOLLOWED_OAK_INTO_LAB
ret nz
ld a,[wYCoord]
cp 1 ; is player near north exit?
ret nz
xor a
ld [hJoyHeld],a
ld a,PLAYER_DIR_DOWN
ld [wPlayerMovingDirection],a
ld a,$FF
call PlaySound ; stop music
ld a, BANK(Music_MeetProfOak)
ld c,a
ld a, MUSIC_MEET_PROF_OAK ; "oak appears" music
call PlayMusic
ld a,$FC
ld [wJoyIgnore],a
SetEvent EVENT_OAK_APPEARED_IN_PALLET

I know at least five lines of code that can go, because I want the Route 4 music-Cerulean City music transition to play like any usual going from Route 4 to Cerulean City. Also, the player character will be facing right the whole time. I'll also be changing the name of the event to be checked to EVENT_RECEIVED_UNCHOSEN_STARTER and the name of the event to be set to EVENT_OAK_AIDE_IN_CERULEAN. Do you suggest I do anything else with the script beyond what I said will feature in the script, titled CeruleanCityScript5?

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#45 2015-10-31 04:31:45

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 3,122/3,512

Re: Rematches and/or cell phones?

Well assuming you want it to run as soon as you walk into town, you wouldn't really need any of the checks for the player's position or which way they are facing.

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#46 2015-10-31 04:36:02

Fotomac
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Registered: 2015-10-25
Post 48/297

Re: Rematches and/or cell phones?

So, which other lines of code do I remove when converting the script, based on that?

(Also, which of the below lines of code do I remove?)

ld a,$FF
ld a,$FC

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#47 2015-10-31 04:40:50

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 3,123/3,512

Re: Rematches and/or cell phones?

I would assume you wouldn't need any of this:

ld a,[wYCoord]
cp 1 ; is player near north exit?
ret nz
xor a
ld [hJoyHeld],a
ld a,PLAYER_DIR_DOWN
ld [wPlayerMovingDirection],a

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#48 2015-10-31 04:50:46

Fotomac
Member
Registered: 2015-10-25
Post 49/297

Re: Rematches and/or cell phones?

That leaves me with almost nothing; however, I noticed there was something labeled "trigger the next script" right below, and so I decided to combine it into the next Pallet Town script. After deleting both the $FF and $FC lines of code, I ended up with this:

CheckEvent EVENT_RECEIVED_UNCHOSEN_STARTER
ret nz
xor a
ld [wcf0d],a
ld am1
ld [hSpriteIndexOrTextID],a
call DisplayTextID
ld a,$FF
ld [wJoyIgnore],a
ld a,HS_PALLET_TOWN_OAK
ld [wMissableObjectIndex],a
predef ShowObject
SetEvent EVENT_OAK_AIDE_IN_CERULEAN

; trigger the next script
ld a,1
ld [wCeruleanCityCurScript],a
ret

So far, I haven't edited anything in the original script except placing it within the initial script. Obviously, I'm going to need to change at least one line of code in all this–the one which still refers to Pallet Town and Professor Oak.

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#49 2015-11-01 16:00:20

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 3,129/3,512

Re: Rematches and/or cell phones?

Ok the pallet town script there is going to be a bit complicated since they have it broken up across multiple scripts for whatever reason.

Assuming you want it to run as soon as you enter, we could probably make it start the same way the phone call events did, with a separate call outside of all the extra map scripts (Cerulean has several, since the Gary event is there). Then we just need to think about what you want it to do. If I got this right, you want it to:

- Have the Aide call you
- Have either him walk over to you, or you walk over to him
- Have him say some stuff
- Have him give you the starter nobody chose, if you have room
- Have him walk away and disappear


Honestly, I think it would feel more official to do this a little differently. Instead of having a scripted event like that depend on the player having an open slot in the party (since we have to find a good way to stop and resume it again if you have to make room) I think a better way to handle it would be similar to how Violet City does it in Gold and Silver.

- When you get to Cerulean, get a call to meet Oak's Aid in the Pokecenter or somewhere
- Maybe have some extra NPCs blocking you from getting to certain things first, if you wanted the player to not be able to go to the Gym or wherever before meeting the Aid
- When you talk to the Aid, have him tell you about what is going on and offer you the starter
  - If you have room in your party, he gives it to you, walks away, and disappears (and disappears any NPCs blocking things if you added them)
  - If you don't have room, he says he will wait here until you have room for it.



If you want to go that second way I described, I think it would be simpler to script and also feel more official at the same time. But just let me know.

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#50 2015-11-02 00:06:48

Fotomac
Member
Registered: 2015-10-25
Post 50/297

Re: Rematches and/or cell phones?

Perhaps I could go the second way.

Last edited by Fotomac (2015-11-02 08:03:53)

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