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How do I move the music for defeating the wild Pokémon from the point where the wild Pokémon actually faints to the point where the winner gets experience points?
Thanks. I'll be sure to remember that.
Anyway, I've moved the relevant lines, and I'll test it out shortly and update this post if anything goes wrong.
UPDATE: The "wild Pokémon fainted" text didn't appear at all, and after the "player's Pokémon gained XXX Exp. Points" text, the "Exp. All" text appeared.
Last edited by Fotomac (2015-11-20 22:00:31)
Well! It would appear I calculated the line number after cutting the lines and pasted them at the wrong point. I'll try again shortly, after which I'll test it to see if there are any problems. Obviously, I'll leave an update if there still are.
UPDATE: It worked a bit too well--now the music's playing at the point where I get the experience points even if it isn't a wild Pokémon battle. Perhaps I might need to add a jump point or whatever it's called?
Last edited by Fotomac (2015-11-21 01:24:18)
You just want to fix the wild draw music bug dont you?
Try to learn something from it.
I deleted the red lines and added the green lines. By my count, I move lines 898-905 down a few to make the "victory against wild Pokémon" music wait until the point where it says "[INSERT PLAYER POKéMON HERE] gained XXX Exp. Points". After line 909 (call SaveScreenTilesToBuffer1), right?
I don't know what you did exactly but if you move the victory music call below SaveScreenTilesToBuffer1 it will affect both wild and trainer battles. If that's the case you'll have to add a battle type check to determine which kind of battle you're into:
ld a, [W_ISINBATTLE]
jr nz, .trainer
; wild only code
; common code
W_ISINBATTLE could be wIsInBattle in your repo
And I add that below "call SaveScreenTilesToBuffer1", correct?