Skeetendo

’Cause all games were better on the GBC

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#1 2018-03-06 21:01:51

Fotomac
Member
Registered: 2015-10-25
Post 300/332

[PokeYellow] Running Shoes

How can it be done? At the very least I know it isn't as simple as it was in PokeRed.

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#2 2018-09-17 06:04:53

youdontsurf
New member
Registered: 2018-08-27
Post 3/6

Re: [PokeYellow] Running Shoes

I know this is late but I'm going to reply anyway for the sake of helping anyone with the same struggle. I was able to port the code from Red++. Unlike in most mainline games, this code doesn't "unlock" the running shoes. It's something you can use at any time, not restricted to being indoors and not turned on/off.
You can see my commit here: https://github.com/Mr-Gela/pokecerise/c … d8c66804b4
The only issue I encountered is the fact that Pikachu will NOT walk at the same speed as you, although it will catch up to you if you give it enough time. I haven't tested what happens if Pikachu is blocked by a trainer, a boulder or otherwise collision event, but I guess it uses a function that doesn't mimic your steps, but rather "find a way to you"? If anyone has more information regarding this, or knows how to speed up Pikachu up to Player speed while using the "Running Shoes", let me know please.

If you need to add a Bicycle to quickly test it, I just give myself one through the PC. Go to oak_speech.asm, and replace POTION with BICYCLE, and of course start a new save file.

Last edited by youdontsurf (2018-09-17 06:07:41)

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#3 2018-09-17 06:42:37

glodfinch
Member
Registered: 2018-09-10
Post 6/11

Re: [PokeYellow] Running Shoes

youdontsurf wrote:

If anyone has more information regarding this, or knows how to speed up Pikachu up to Player speed while using the "Running Shoes", let me know please.

Just had a quick look, haven't tried it but you might be able to double the magnitudes here:
https://github.com/pret/pokeyellow/blob … t.asm#L492

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#4 2018-09-17 13:33:02

youdontsurf
New member
Registered: 2018-08-27
Post 4/6

Re: [PokeYellow] Running Shoes

glodfinch wrote:
youdontsurf wrote:

If anyone has more information regarding this, or knows how to speed up Pikachu up to Player speed while using the "Running Shoes", let me know please.

Just had a quick look, haven't tried it but you might be able to double the magnitudes here:
https://github.com/pret/pokeyellow/blob … t.asm#L492

I'm not sure how to do that. Could you elaborate? Additionally, FastPikachuFollow (engine/pikachu_follow.asm) has about the perfect speed, but animates glitchly when not running. Perhaps it could be coded to always behave like that when pressing B?

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#5 2018-09-25 20:51:55

glodfinch
Member
Registered: 2018-09-10
Post 7/11

Re: [PokeYellow] Running Shoes

Sorry for my delayed response, I've been super busy with work this week!

Trying to build your repo I got stuck with this error:

make: *** No rule to make target 'maps/silphco2f.blk', needed by 'main.o'.  Stop.

Looking a bit closer I think that's thanks to Linux being case sensitive, and in this commit where you renamed the map files it doesn't match the casing in the INCBIN commands:
https://github.com/Mr-Gela/pokecerise-g … a2bb2a9c49

I submitted a pull request to fix this :)

Turns out you were correct with the modifications to FastPikachuFollow. I implemented it below, it's also in my pull request.
https://github.com/glodfinch/pokecerise … 1a340d7170

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#6 2018-09-27 13:23:21

youdontsurf
New member
Registered: 2018-08-27
Post 5/6

Re: [PokeYellow] Running Shoes

glodfinch wrote:

Sorry for my delayed response, I've been super busy with work this week!

Trying to build your repo I got stuck with this error:

make: *** No rule to make target 'maps/silphco2f.blk', needed by 'main.o'.  Stop.

Looking a bit closer I think that's thanks to Linux being case sensitive, and in this commit where you renamed the map files it doesn't match the casing in the INCBIN commands:
https://github.com/Mr-Gela/pokecerise-g … a2bb2a9c49

I submitted a pull request to fix this :)

Turns out you were correct with the modifications to FastPikachuFollow. I implemented it below, it's also in my pull request.
https://github.com/glodfinch/pokecerise … 1a340d7170

Approved the pull request. Thank you very much!<3<3<3<3

On the other commit renaming map files, I did that so Polished Map can recognize map tile sizes automatically (something it wouldn't do by default otherwise) as suggested by Rangi over Discord. I just compiled the rom and I'm not encountering any errors during it and I can play the rom just fine. Perhaps you're using a differing rgbds version or maybe it's something else? Maybe you're on a commit I quickly iterated on and I fixed it just a bit later? I know it took me a bit of trial and error with the filenames. I'm quite messy with commits still, I'm sorry. Let me know if I'm wrong.

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#7 2018-09-27 14:01:05

glodfinch
Member
Registered: 2018-09-10
Post 8/11

Re: [PokeYellow] Running Shoes

youdontsurf wrote:

Approved the pull request. Thank you very much!<3<3<3<3

On the other commit renaming map files, I did that so Polished Map can recognize map tile sizes automatically (something it wouldn't do by default otherwise) as suggested by Rangi over Discord. I just compiled the rom and I'm not encountering any errors during it and I can play the rom just fine. Perhaps you're using a differing rgbds version or maybe it's something else? Maybe you're on a commit I quickly iterated on and I fixed it just a bit later? I know it took me a bit of trial and error with the filenames. I'm quite messy with commits still, I'm sorry. Let me know if I'm wrong.

No problem!

I think it's just Linux systems like I'm running that have build issues with it, because unlike Windows they're case sensitive to file names. So you just need to make sure that the names written in your asm files have the same casing as the files on disk. There shouldn't be an issue with renaming the files like that for Polished Map, as long as the two match.

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