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lɐɹǝuǝפ slɐiʇuǝssƎ puɐ ƃuiʞɔɐH - /ƃǝɥ/

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Thread replies: 190
Thread images: 39

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ɯɐlɐɯɐɹ ɥqʇ Edition

Discord: https://discord.gg/HfWa4Dg
IRC: irc.rizon.net #romhacking

Rom hacking
>Notable romhacks: http://pastebin.com/GfJ9zhqx
>Making a romhack: http://pastebin.com/fjGZfMzP
>Gen 4-6 hack tools: https://pastebin.com/WvTzcdPR
For Gen 1-2, use the disassembly
>Disassemblies: https://github.com/pret/pokered https://github.com/pret/pokecrystal https://github.com/pret/pokeruby

RMXP/Essentials
>Engine: http://pastebin.com/G5PdvaGD
>Wiki: http://pokemonessentials.wikia.com/wiki/Pokémon_Essentials_Wiki
>Tilesets: http://www.mediafire.com/download/sd99pug37y4v4se/Ziddy%27s+DS+Style+Tilesets+RMXP+.rar
>WIP Gen 5 tiles: http://imgur.com/a/CiudS

Places to share fangames:
>http://www.pokecommunity.com/
>http://reliccastle.com/

TOTT:
¿uo ƃuiʞɹoʍ noʎ ǝɹɐ ʇɐɥM
¿spɹɐʍoʇ ƃuiʞool ǝɹ,noʎ sǝsɐǝlǝɹ ƃuiɯoɔdn ʎuɐ ǝɹǝɥʇ ǝɹ∀
>>
Someone last thread wanted a link to Pokémon Golden Sun but I didn't see it until the thread 404'd.
https://drive.google.com/uc?id=0BxZC8R-cnl8ZUHFhbGluWlVtdkE&export=download
>>
Bump
>>
>>32863565
This is the future you chose
>>
What's everyone working on today?
>>
>>32863837
I haven't really done anything since I finished my Polished Crystal contributions, been taking a break and playing some vidya on my backlog.
>>
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I finally made it to the southern border, but feel a bit unsatisfied with the "town" near the southeastern bottom (the one with 8 blue-roofed buildings and the bridge). It's supposed to be this purposefully empty, fake village based on Kijŏng-dong, but it just feels like I could do so much more with it or something completely different.

I'm planning on taking a break to play some Pokémon Brown and see if I can get some new ideas before I start going north.

Someone put out their region map for critique in the last thread, so I'll ask, too.

Important to note: These tilesets are just for testing and map-making. Also, there's going to be more seasonal variety (read: snow and ice) in the northern region.
>>
>desu ramalam
>malamar hbt
what did they mean by this?
>>
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I'm trying to install the assembly for Crystal and make everything work using the guide >>32858733 posted and am following the video from the guide.
https://www.youtube.com/watch?v=fYytG7IUUWg
Everything is fine until I get to the part at ~8:40 where it asks to use the make command to spit out a ROM.

When I use the make command I get pic related as an error. I am using the most recent version of rgbds and can post any folder that would be helpful in figuring out what's going on.
>>
>>32864716
Did you follow the pokecrystal install.md? It says specifically to not use latest rgbds (not that it's related to your error so far).

Did you install gcc-core? I haven't been able to test if that properly creates the cc alias.
>>
>>32865161
>Did you follow the pokecrystal install.md?
I was not I was following the video instead. I'll try from the start with gcc-core and the older version of the tools, thanks man.
>>
>>32863837
Got a drawing done, got paid, got off work and I'm gonna get back to my mono-pokemon run.
>>
>>32865328
I think the tutorial I linked should place higher focus on the install file that comes with pokecrystal, given the video tutorial is a bit outdated, but I'm not the one who made it and I can't be assed to do my own write-up.
>>
>>32861919
Ealgrete is a very good rom hacker. He continued the gensokyo scenario project too and it's really great, hoping he adds more post game features now.
>>
>>32864055
>or something completely different
make the fake houses full of pokemon or have them all lead down into a system of tunnels meant to be a bomb shelter
a decaying 'ghost town' thats really just a facade for a massive abandoned military complex
>>
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plz help with what I did wrong.
>>
>>32868175
god hates your dogshit level design
>>
>>32868338
Tell me what's wrong with it.
>>
>>32861898
I don't think a lot of people will find this general when it's flipped upside down but it's neat anyways.
>>
>>32868344
The bottom-left ladder is right up against two walls. The basement is a plain rectangle with another rectangle inside it. If you go to the basement and bike clockwise across those cracked tiles, you reach... nothing.
>>
>>32869286
You don't understand the point of the dungeon.
>>
>use the search function on the catalog
>can't find /heg/
>thread may as well be invisible to my retarded ass
fugg
>>
>>32869356
what is the point of the dungeon then
>>
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>>32861898
can anyone scale this to 48x48
>>
>>32869483
The point is that once you reach the very end and fall down the correct holes you can continue further down the dungeon. If you fall in an earlier spot you are blocked and have to walk all the way back to the latter in the corner to try again. So no you don't just arrive to nothing at all.
>>
Any guys around? I'm trying to get a shiny buziel, originally caught in Sinnoh, to replicate one I had as a kid.

If you can help me i'll suck your dick and cry gratefully
>>
>>32869925
nevermind i'm in the wrong fUCKING THREAD
>>
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>>32863837
Same as usual, revamping most of the Kanto routes while watching lets plays. Gonna move on to editing base stats and movepools next, then trainer teams, and then the game should be different enough to playtest it and calibrate the difficulty level.

Will see if I have the time and skills to add new content/scripts after that phase, but given my little knowledge, I'm not shooting for the stars here.
>>
>>32869925
You know that"s kinda like reviving your own dead dog, right?
>>
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I'll pay someone if they can figure out how to apply these to TPPCrystal251pub
>>
>>32870020
Yeah, but I miss the little fucker. I even bought a plush buziel to try and fill the gap, I used to use him on all my teams but then I got flat out broke and had to trade my games in.
>>
>>32870203
Just look at how Prism does it.
>>
hey fellas please help out first timer.

I can not open a decrypted Moon on PK3DS. It tells me that file is too big.
>>
>>32870300
They run off completely different engines
By that I mean assembly engines. Not actual engine.

There are huge differences between how the two are scripted
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>>32870489
Use asi81's toolkit to unpack it first.
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>>32870599
I hate asking for everything but can't find that toolkit. Couldn't find anything on Google or OP's post
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>>32861898
working in assembly, how do you make a sprite disappear?
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>>32870692
Here you go: https://github.com/Asia81/HackingToolkit3DS
This should really be added to the OP, it's almost mandatory for making a 3DS hack.
>>
>>32866296
The maintainers are the best people to ask. Some of them are on the heg discord if you don't like irc.
>>
what's with all the spam lately?
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>>32873477
epic, simply epic
>>
Do you think it's possible to modify the safari zone code to work so you could catch your own starter? I'm not sure if it would be like a normal battle and crash without a pokemon in your party.
Though I could circumvent that by having someone loan you a pokemon.
I'd probably make the step counter really high/unlimited, and only give out one guaranteed-catch ball.
Then I'd close the area afterwards, of course.
>>
>>32861898
How is meta mercury going?
>>
>>32864716
I'll just wait until the gen 2 version of advanced map is made
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>>32874143
Is that a thing that is happening? I managed to deal with the error so I'm messing around with the Crowdmap program now.
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>>32874502
Probably not. I was just guessing. Mabye if we tell them we want it they will make it
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>>32874523
That's what Crowdmap is.
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>>32873878
It's been done in a hack before, though I forget the name of it. Definitely possible.
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>>32874143
But it's only called AdvanceMap because it's for a Gameboy Advance game.
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>>32875303
Sweet, thanks.
I feel it would be more fun to pick one out by searching.
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>>32875276
Cool. All i need now is a 802+ rom base and a trainer editor
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>>32878099
i don't think that's possible for gen 2
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>>32878099
The trainer editor is Notepad. Same as the Pokedex editor, and the move editor, and the script editor.

On the other hand, you ARE limited to 253 Pokemon, 255 moves, and 255 items. (Although it's not too hard to make TMs separate from other items, and you can probably do the same for key items and apricorns if you need even more item slots.)
>>
>>32878105
It's possible but it would require altering a ton of code slightly to accomodate it. It's definitely feasible for one person to do and someone has done exactly that with Gen 1 (it's not an 802+ ROM base but the structure is there to add as many Pokémon as you want; I think moves would need to be expanded to truly be worth making said base), just nobody has done it yet. I've heard from a trustworthy source that a certain someone is doing it but I don't know details and don't want to prod about it when it's meant to be secretive.
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>>32878597
Sweet
>>
Quick save
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>>32864055
Movin' up north.
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>>32881798
So what kind of pokemon call north korea home?
>>
>>32882773
Rattata, and probably lots of Poison-types like Grimer and Gloom, as well as Ghost-types (particularly Shuppet). Stantler and Teddiursa, too, along with any Pokémon that match the actual wildlife of NK. The northern areas where snow comes in will have regular ice types and caves will still be full of Zubats, because of course they are. If I can, I'd like to actually reduce the wild encounter rate, namely as a trade-off for the large amounts of tall grass I use.

Somewhat off-topic, but I actually thought about making Teddiursa the starter, but it having only two stages sorta tosses that idea out, I think.
>>
Does anyone have a good source to decent 96x96 sprites of Gen VI and Gen VII mons? And while, being at it, are there any animated sprites of these?
>>
>>32883456
Here's Gen 7:
http://www.smogon.com/forums/threads/sun-moon-sprite-project-dawn-of-a-new-day.3577711/
https://docs.google.com/spreadsheets/d/1SiHVq1didxKRw-G6jnUsyTFp-CzUBdNBd5aBQ_1hI_I/edit#gid=0
>>
>>32883456
>>32883868
And Gen 6:
http://www.smogon.com/forums/threads/xy-sprite-project-read-1st-post-release-v1-1-on-post-3240.3486712/
https://docs.google.com/spreadsheets/d/175-Dz01EzK9k1p1SknMUUlRlznX9WtlLZ7n6abYLVy4/edit
>>
>>32883868
>>32883875

Thank you very much, do you think that they will ever get animated? (f.e. the Gen VI one as they are mostly complete)
>>
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To anyone with intermediate to advanced knowledge of C# and/or Unity Engine, I'm developing a Cross-Platform Engine that will emulate the Gen IV and V aesthetics and funtionality
If you'd like to know more or get involved, message me on Discord or email me at [email protected]

>>32873953
Post related.
>>
>>32864055
>statue of kim jong
>he loved godzilla movies
>statue of a Ttar
Pottery, looking great NKanon
>>
page 9 rescue
>>
Seriously, all I want to change is one little type icon in HG, why is this so obtuse?
>>
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>They say Vega is good they say
>has an edgy background story that apparently was a romhack before Vega
>you're a champ that start out with nothing
>introduce you to an autistic man by the name of Mos
>tries to be a relevant/an annoying memelord by tagging "Mos was here" or some shit like that
>GEORGE XXDDDD
>Increasing 7-10 levels on the gym leader's pokemon is consider "challenging" when it just fucking cheap and you have to overleveled
>some of the fakemon is shit
>that one cutscene where you pretty much handed your pokenavi to a villain you beat 2 times prior to that point and you didn't even poke battle him. You just fucking surrender and give yourself as a hostage, even after you beat all the shit trainers in the tower
>They say Vega is good they say
Fuck, this pokemon rom hack is shit and I quit after that cutscene.
>>
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>>32887312
>end up finding the icon
>no sign of the pallet
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>>32888293
>They say they say
>>
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>>32889081
It's south of Viridian. Next time you should check the map before looking!
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>>32889335
It got recommended tons of time, probably because it one of the few hack that has a number of "good" fakemon in it. Everything else about it fucking suck.
>>
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>>32889346
:VVVV
>>
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>>32881798
Even further north.
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>>32890183
this is really something anon
where/when can I play this?
>>
>>32881798
whats up with the empty space behind that brown building? also the tiny lake looks interesting, seems like it would hold something rare.
>>32890183
comfy town and the kim jong un statue popping up again is funny too
>>
>>32890318
The large empty spaces in the top map behind the buildings are farms (see Johto Route 39 for similar farm design). The grass there is mostly filler until custom tiles for crops (or possibly brown and desolate land) are made.
>>
>>32890385
definitely make it desolate land
>>32881798
some pokemon id see popping up here considering the town after it:
>sneasel
>stantler
>spinarak
>spearow
>pikachu
>(in the tiny pond) lapras
>(in the tiny pond) chinchou
>(in the tiny pond) qwilfish
>>
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I don't get it /heg/. Should I just stop trying?

>working on Emerald hack
>decide I wanna start the technical shit now that I've mapped out some towns
>follow guide on creating npcs with unique text
>doesn't work
>try advancetext
>doesn't work

I don't understand. I'm beginning to worry it's cause I chose Emerald
>>
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>>32892639
Suggestions noted.

Anyway, since I'm making progress now up north, I went and updated/revised my northern region map. I've also finally given a name to the region(s): Eunja.
>>
>>32894964
>advancetext
Emerald is not the problem here. Never use advance text, it's shit.
NPC text can be edited easily with any script editor; XSE is used by most people so there are lots of resources available to help you learn to use it. If you haven't read diegoisawesome's scripting tutorial, start with that, it should cover the basics.
>>
>>32894964
Do you mean "revealing light?"
>>
>>32895021
I did, with XSE. For whatever reason when I change the text and go to test it, the game freezes, the screen turns black, or nothing happens.
>>
>>32895087
What offset are you using as free space? Are you repointing existing text or adding entirely new NPCs?
>>
>>32889354
>vega with lowered gym and league levels
Would it be better?
>>
>>32894964
Stop ROM hacking and start using essentials.

It's hilarious how romhackfags have trouble even doing basic shit like getting NPCs to talk.
>>
>>32895116
I'm just trying to search from the beginning in fsf and I'm trying to create entirely new stuff. But it also doesnt work when I try changing existing ones.
>>
>>32895335
You're searching for FF bytes right? Try starting the search from 0xE3CF64, everything after that offset is guaranteed to be free, but almost everything before it is data that shouldn't be overwritten unless you know what you're doing. If you post one of your scripts on pastebin or something I should be able to help you fix it.
>>
>>32895224
Even if you lower the level a bit, ie make it line like the rest of the pokemon series, it still doesn't fix bad story telling like turning yourself into hostage or the existence of Mos the autistic fuck. I get why some people think he "funny", but I think otherwise and always butt in trying to mememememe himself. Oh and >Undertale reference in the same city
>>
>>32895392
Here's my latest attempt at a msg script for a new npc. In the guide I watched, it said to search for free space from the beginning of the ROM. I can try manually searching after that offset you posted if you see anything wrong I did though.

#dynamic 0x30C700

#org @messagescript
lock
faceplayer
msgbox @msg1 0x6
release
end

#org @msg1
= What is on that rock...
>>
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>>32895284
>>
>>32895284
It's easy but it's probably shit in the end. No matter how hard rom hacking is, it'll be perfectly one for one with an official game. Essentials is only used for things that are impossible for rom hacking until there is a better solution.
>>
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I've been shilling this for a while and I'm finally gonna make it happen

once I can make it fit in the ROM, which may not happen. Halp compress more
>>
>>32896219
>It's easy but it's probably shit in the end

At least with essentials I can actually GET to an end.

meanwhile romhackfags are fumbling around trying to modify 13 year old games to do minor ass shit instead of actually making something new without hassle.
>>
>>32896647
nigga, what the fuck are you trying to do? Post your fresh, unedited one and I'll see what I can do for you
>>
>>32896666
how's that portable play going, satan?
oh wait
besides, what completed essentials games are there besides the three edgy as fuck ones?
>>
>>32896674
Fresh, unedited?

What I'm trying to do is overwrite the town map with that map, unLZ won't let me do that because the file is bigger than the vanilla and unchecking the "abort if too big" box leads to problems. I can't tell from the hex editor where the town map data ends either, I only know where it starts
>>
>>32896694
you can't tell me that you want those town blips to be that bland as fuck beige, do you?
>>
>>32896684
>how's that portable play going, satan?
I'd rather have a unique game on PC than a rehashed 3rd gen game on my phone.

>what completed essentials games are there besides the three edgy as fuck ones?
Uranium
>>
>>32896708
that's one of the edgy as fuck ones, anon
>>
>>32896697
The game fixes that. I managed at one point to load that into AdvanceMap out of the ROM and the town blips were the normal red. Sadly, the game just loaded a black screen when I went to the pokemon center and checked the town map
>>
>>32896712
ah, I see
have you even indexed the image? reinserted the palette?
on second thought, just follow this, okay?
https://www.pokecommunity.com/showthread.php?t=312794
>>
>>32896732
>>32896712
oh, one more thing, use this to make your tileset instead of doing it by hand
https://www.pokecommunity.com/showthread.php?p=9021624#post9021624
>>
>>32896732
Just noticed something in that thread I didn't originally see. The way I'm reading it now is that "automatically fix pointers" changes the offset where the game looks for the data. Is that right? I'm going to try that
>>
>>32896762
yes, it automatically points to the new graphic
>>
>>32895903
Looks okay apart from the starting offset, it's generally not good to start looking for small amounts of free space in the middle of Gamefreak's mess, there's a chance you'll overwrite something important. Seeing as you're using Emerald and dynamic offsets, you might want to add #freespace 0xFF to the start of the script. A lot of old tools mistakenly assume that Emerald uses 00 bytes as free space, and I don't know if that was ever corrected for XSE. Including that line will stop XSE from overwriting things it shouldn't.
>>
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Today I will remind them.
>>
>>32896803
but top right wasn't made in essentials
>>
>>32896710
Just ignore him, anon. I was in the Essentials community like 5 years ago. Literally nothing but 3edgy cancer and Spanish.
>>
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>>32896768
BLEEAAUUUGHH

but at least it tried
>>
>>32896903
you're getting there!
did you index the image?
>>
>>32896803
Does essentials have a modern battle engine yet? Last time I checked it still had gen 3 double battle mechanics, missing move and ability effects, and no move animations.
>>
>>32896912
Had to index the image before unlz would even try to load it. Might as well try indexing it again I guess
>>
>>32896913
It has most of the mechanics/moves/abilities up to and including gen 6. If there's something missing that you need just program it in yourself if you're not a shitter.
>>
>>32896774
In FSF I'm searching from the beginning like in guides I watched and read. Is it because it's Emerald? I'm sorry for being so new at this but holy shit I just wanna get started on the basics.
>>
>>32896937
But why would I want to waste time on that when I could have everything except a few animations up to gen 7 instantly in Emerald? Especially when half the engine needs to be rewritten just to break 5fps in the overworld.
>>
>>32896966
>But why would I want to waste time on that when I could have everything except a few animations up to gen 7 instantly in Emerald?

because you won't need to make a terrible looking gen 3 game and waste time fiddling around with basic shit like >>32896903
>>
>>32896984
essentials runs so badly, the only game I've seen not run like shit is sage, and that's because they went through and redid a ton of the code
>>
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>>32896914
I think my palette is bad and I'm really gonna hope I can just paintbucket this crap. I took the palette colors, put them in the CORRECT order, and got exactly what the game was showing me.

>>32896984
I'll have you know it's really satisfying when you finally make it work, plus you can port it to flashcarts imported from Chyna
>>
>>32896964
How old are these guides? They could be outdated. Generally it's just safer to start looking for free space at the end of Gamefreak's code, unless you're searching for a ridiculous amount of space every time. If you search for a small number like 64 bytes, you could find something that looks like free space, but is actually part of a sprite or audio data, which would then be overwritten and ruined.

In Fire Red you'd start at 0x800000 instead, the only difference in Emerald is that it has less free space available.

>>32896984
But then I'd just have a slow, ugly essentials game, and I'd just have to fiddle around with basic shit in essentials instead.
>>
>>32897020
okay, now you've gotta paste your old image over that
trust me
>>
>>32897026
Not sure but I can't imagine the programs get updated that often. I'll try what you recommended earlier and set the offset to that last value.
>>
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>>32897028
Mission accomplished, much appreciated
>>
>>32897071
glad to be of use
>>
>>32897026
I tried searching from the end and it still didnt work. The gun is loaded
>>
>>32897003
>and that's because they went through and redid a ton of the code

no it's because it's a fucking 1 gym game with barely anything in it

the lag in essentials is unavoidable because it's on a 15 year old engine. If there was a magic way to reduce lag it would be in the base essentials already.
>>
>>32897198
Could you show me what the script looks like once it's compiled? Also, assuming this is a newly added NPC that required you to repoint events, the issue could be with that instead; what settings did you use to find free space in advance map?
>>
>>32897298
When compiled it looks like any other pre-existing script. Would an issue be caused by me using the program Free Space Finder instead of the one in AdvanceMap?
>>
File: event.png (8KB, 190x548px) Image search: [Google]
event.png
8KB, 190x548px
>>32897428
No, that would have bypassed the problems with advance map. You could try repointing the events again to make sure they're in a free part of the ROM, but I'm not sure if that would make a difference. Could you post a snip of the event data from advance map (pic related)?
>>
>>32897477
In my script offset, I have 00 in front of it. Could that be an issue?
>>
>>32897477
>>32897428
Instead of using a free space finder, open the ROM in a hex editor and find the point where it goes from meaningless jumble to a wall of FFs. This is where the free space begins.

In the vanilla ROM this point is at exactly 71A23C.

>>32897506
And leave the 00, in fact if it takes 8 digits include them.
>>
>>32897506
Shouldn't be as long as you still have the $ and the other six digits after the 00.
>>
>>32897522
Isn't that the Fire Red offset? Emerald's is E3CF64, right after the big block of 00 bytes that people originally thought were free space.
>>
>>32897539
Yeah, that's FireRed 1.0, my bad
>>
Editing scrub here, so do I not use the 00 in my offsets for Emerald?
>>
>>32897612
No, free space is FFs not 00s
>>
File: 1449295988735.png (74KB, 270x403px) Image search: [Google]
1449295988735.png
74KB, 270x403px
>>32897020
>>32897071
Why do your screenshots have so many .jpg artifacts
I know it shouldn't bug me but it bugs me
>>
>>32897649
Because I set the snipping tool to use .jpg at some point and never bothered to set it back to .png
>>
File: idgi.png (65KB, 1156x688px) Image search: [Google]
idgi.png
65KB, 1156x688px
>>32897642
I just don't understand. I don't wanna scrap my project and do FireRed.
>>
>>32897642
Fuck, I just realized. How relevant is it that my Emerald ROM is not vanilla?
>>
Is there any way to disable stuff like Burn Heal, Paralyze Heal, etc from being able to be used in battles? And if so do you think it would be a fair change?
>>
>>32899024
Depends on which gen you're hacking, but it should be doable in all of them before 6. I tried it in Platinum, as long as the AI can't use items either it's a reasonable change.
>>
>>32898507
Pretty relevant. What did you add?
>>
>>32900301
I'm using Eccentric Emerald as my base but I've made a few edits myself to trainers and Pokemon and many other things
>>
>>32869086
I thought someone just hadn't made a thread for 4 days, because searching "heg" turned no results.
>>
>>32873878
>>32875303
>>32876927
It's been done in Ultra Violet if you refuse the initial starters.
>>
Any ideas for more post game that would be cool to make in Emerald? I really hate that after you get the other legendaries there is nothing to do with them other than the E4, Steven, or rematches. Nothing like a huge story but small side quests that allow the option of using legendaries or maybe even quests centering around some of them like Deoxys.
>>
>>32901648
You could expand on some of the rumors from back in the day. Like that one where you could hitch a ride on the shuttle to the moon and catch Jirachi.
Maybe require Deoxys to gain access to the space station's shuttle somehow. Clefairy and Clefable could be rare encounters on the moon too, with an area to "mine" moon stones.
>>
>>32901710
That's a sick idea for whole hack. Pokemon lunar when?
>>
>>32901648
You could add Zinnia to the game.
>>
>>32901710
>with an area to "mine" moon stones.
Stardust and star pieces could be common items as well. It'd be a nice way to allow the player to get money post game.
>>
>>32901722
>Pokemon lunar when?
The protagonist for Solar dies immediately.
>>
>>32901710
clefairy and clefable are good ideas but id add things like magnetite/ton and porygon(2) too. space and technology themed pokemon so its not super empty.
>>
>>32901710
That sounds like a neat idea. But I have other plans for Jirachi that involve Meteor Falls just to give that place more meaning. Deoxys can be the focus of going to the moon though. I want to keep Birth Island a thing but going to the moon and whatever plot centers around it could have to do with gaining access to the island.
>>32901737
That's a pretty neat bonus.

I'm gonna still add more stuff post game to have more things to do than just the Battle Frontier. I plan on adding in an area for that empty island above route 134 but I've yet to come up with anything but it'll come in due time.
>>
>>32901792
Maybe some lunar-esque variants of rock types, too. oh, plus solrock and lunatone
>>
File: fghmnss.png (3MB, 1453x1084px) Image search: [Google]
fghmnss.png
3MB, 1453x1084px
Same anon who's making that updated Emerald hack that I've decided to name Emerald Advance. These are the routes and towns I did. Do they look good, what would work better? This is pretty much what I'm doing as far as the overworld aside from entrances to new places or just new locations all together like Forina Valley.
>>
>>32903740
I like what's shown here, but there doesn't seem to be any obvious, long straight for egg hatching near the day-care.
I like that you managed to make the areas seem not so flat anymore.
>>
>>32903781
Another anon pointed that out when I was working on 117 and that was never something I ever noticed before. I can't really think of what else I can do to change it but maybe update Mauville too but I don't want that being too long. Could the loop near the daycare work?
>>
>>32903827
Add an underground tunnel that goes in a straight line :^)
>>
>>32903740
I really like what you did with the layout of 117. It seems you're interested in working with elevations and such. I'm also super interested in adding elevations but I'm a little stand-offish. Any tips?
>>
>>32903740
>Forina Valley
Nice. Have you mapped it yet?
>>
>>32903740
Oh wow, you got a real talent for making maps far more interesting. I would love to see new locations in this hack too.

Have you worked on anything else besides maps? I would love to see more from this hack sometime.
>>
the search for the ??? type icon's palette continues
it's a shame all of the other people who added the fairy type to HG/SS dropped off of the face of the earth
>>
>>32905401
i keep finding a bunch of "nvm fixed it" when I try looking for a hint
god i hate people
>>
File: shit.png (22KB, 480x432px) Image search: [Google]
shit.png
22KB, 480x432px
I'm trying to build eevee's fork of the pokered disassembly because those unique party icons are dope, but it seems that a certain parameter is forced and I can't figure out how to disable it.

The color-new-icons branch adds in the new icons and also implements the full color options. Great, that's totally what I want. But it also forces the Gen II graphics upgrade for Pokemon and trainer sprites, as well as adding the EXP bar. I don't want those.

Looking through it, it seems like everything for a build with the original sprites is present, and everything that would be different is changed with an if/else statement checking whether "GEN_2_GRAPHICS" is enabled. The only problem is this parameter is enabled by default and I can't find any way to disable it.

Any ideas?
Here's the branch:
https://github.com/eevee/pokered/tree/color-new-icons

I tried patching the resulting ROM from just "new-icons" with the full color patch, but they're totally incompatible.
>>
>>32904734
Make sure to not cliffs look man made. Have a general idea for a path but try to work around it to not seem so stiff. There's no real logic behind how every one of my cliffs look, I just experiment with whatever can work to see if it looks nice. Add in all sorts of details not just to cliffs but for an entire map, kind of like decorating. It all just boils down to creativity after that. I find some other maps that I like and take inspiration from those.
>>
File: RSE Latias and Latios.jpg (63KB, 500x363px) Image search: [Google]
RSE Latias and Latios.jpg
63KB, 500x363px
>>32904758
Not yet but now that I figured out how to add in extra locations I can make it whenever. I'd like to add in other places too but I think some would be too big to really pull off.

>>32904785
Thanks, I planned on adding Munchlax, Lucario, and Manaphy since they were introduced in Gen 3. Of course new moves will make it's way but only for those pokemon. No Physical/Special split either I want to keep things true to Emerald. That unused character in pic related I'll be adding in for post game. I'm going to make a few more post game quests just to have more things to do after the E4. I'm adding in the event legendaries so they aren't just events.
>>
File: NK 25-33.png (294KB, 4000x2016px) Image search: [Google]
NK 25-33.png
294KB, 4000x2016px
>>32894966
Filling in the northern region more. Next up is a forest. Debating whether or not to tuck away a hidden Celebi shrine deep in the forest. Debating further beyond that whether it should be a long-abandoned shrine, or whether Celebi could make an actual appearance in-game.

Thoughts?
>>
nump
>>
bump for palettes
>>
>>32911466
bump for what do you mean?
>>
>>32911489
Palette Town redesigns.

Also, you really don't have to bump this much.
>>
>>32911514
I don't think that's what he meant
>>
>>32911514
It was my bad, my page said we were on page 7
>>
File: 1424153596467.jpg (45KB, 345x345px) Image search: [Google]
1424153596467.jpg
45KB, 345x345px
>>32911608
>>32911630
Don't reply to buttscab, he does it for the attention
>>
>>32901648
You could always add the Sevii Islands
>>
>>32912014
Nah I think thats a little too fire red specific but its good material to brainstorm ideas.
>>
alright, time to write a novel

Decided to take the bull by the horns and see if I could add a completely new trainer to Route 1 in pokered disassembly. Saved my current progress in a separate folder, compared all the existing files to see what was needed to be in place, and this is what I did:

scripts\route1.asm
https://pastebin.com/qEdMSV2Y
Copied the text from a different route asm file to the top of the document, replaced all numbers to 1, added a fourth text pointer, a Route1TrainerHeader0, and more text pointers at the bottom.

text\maps\route1.asm
https://pastebin.com/Qh982p6L
What the trainer would say before and after the battle, and then talking to them after that.

data\mapObjects\Route1.asm
https://pastebin.com/bNQ29F7S
Added a new trainer to the map objects, with the $4 pointing to the text files, and the $d pointing to which Youngster team would be used. I hope.

data\trainer_parties.asm
https://pastebin.com/ydP1xxEE
Just showing off the Youngster category. The very bottom one was unused, so I gave it a low levelled Rattata and changed the footnote to say that it's now used for Route 1, corresponding to the $d in the above mapObject paragraph.

constants\event_constants.asm
https://pastebin.com/HYCi9dUz
There appears to be a whole lot of space for new events since so few of them are labelled, but just for simplicity's sake, I placed this trainer battle event right next to the event that handles the free potion you receive.

cont
>>
>>32912868
I thought I had everything covered at this point, so I assembled it.

$ make blue
rgbasm -D _BLUE -h -o audio_blue.o audio.asm
rgbasm -D _BLUE -h -o main_blue.o main.asm
rgbasm -D _BLUE -h -o text_blue.o text.asm
rgbasm -D _BLUE -h -o wram_blue.o wram.asm
rgblink -n pokeblue.sym -o pokeblue.gbc audio_blue.o main_blue.o text_blue.o wra m_blue.o
D:\Pokeblue\usr\local\bin\rgblink.exe: Unknown symbol 'wRoute1CurScript'
make: *** [Makefile:47: pokeblue.gbc] Fel 1

I searched for CurScripts in the github directory and found that practically every location had one, besides Route 1 for some reason.

wram.asm
https://pastebin.com/sY34wyEt
This is definitely a moment where I had no clue what I was doing, but I added a new line at the bottom of them all for Route 1 and gave it a pointer that nothing else had (d66a).

I assembled things again, and now everything went fine. Cautiously, I booted up the game, and was told the save file was unusuable, which is fine and probably unavoidable. All the business with Oak and Gary went fine, went into Route 1 and ..... the trainer isn't there. Interacting with the spot he's supposed to be in triggers nothing either. BUT THIS IS THE FUN PART: The guy who gives me the Potion sample acts like a trainer when he sees me, complete with bubble with ! mark and trainer music, but that scripts procedes per usual and no battle starts. Triggering a wild Pokemon encounter makes the trainer music stop afterwards.

So, I'm unsure where to go from here. I suspect that the very first file up above (scripts\route1.asm) is the one that's not set up properly since the trainer didn't even appear, and instead was used on that other person on the route. The other person is unaffected. I also have no clue what CurScripts do, so that could certainly be where I went wrong too. I've found no tutorials or documentation on how to add trainers in disassembly, but if any of you have such resources, I'd love to read them.

Halp.
>>
>>32905514
I have implemented the same in my hack and haven't experienced your problems. MY initial problem was that Cygwin didn't download eevee's files and instead the vanilla pokered files, so I went here

https://github.com/eevee/pokered/commit/765d65db58823072abaceeb79ea0f77ec4cba0cb

and pasted all of the changes into the relevant files and downloaded the pictures into their correct folders, and then it worked.
>>
>>32895721
'Mos the autistic fuck' isn't bad story telling, there's nothing objectively wrong with him.

I think you're the autistic one here mate.
>>
File: wasdf.png (4KB, 221x97px) Image search: [Google]
wasdf.png
4KB, 221x97px
How come some scripts are only a bunch of zeros in Advance Map?
>>
File: 8SomSZM.png (6KB, 630x567px) Image search: [Google]
8SomSZM.png
6KB, 630x567px
>>32912868
>>32912871
Found the issue: I forgot to set the objects in the mapObjects file from $2 to $3. Now the trainer appears and work as intended ..... except he doesn't walk up to me, talking to him triggers the battle just fine.

Two steps forward, one back I suppose.
>>
How do I just inject Battle-ready Pokémon into the game?
>>
File: YJZgIaa.jpg (55KB, 500x763px) Image search: [Google]
YJZgIaa.jpg
55KB, 500x763px
>>32914692
Okay so I played around some more in the mapObjects file.

db $3 ; objects
object SPRITE_BUG_CATCHER, $5, $18, WALK, $1, $1 ; person
object SPRITE_BUG_CATCHER, $f, $d, WALK, $2, $2 ; person
object SPRITE_BUG_CATCHER, $a, $e, STAY, DOWN, $3, OPP_YOUNGSTER, $d

Bottom line is the trainer I added to the route. In this setup, my trainer's battle can only be initiated by talking to him, he doesn't notice the player character. The top row, an NPC who talks about ledges, gets a ! bubble, approaches me and gives their dialogue, and then the trainer music continues to play unless a wild encounter happens.

Since the top row is the one that behaved as a trainer, I simply put my trainer code there instead:

object SPRITE_BUG_CATCHER, $a, $e, STAY, DOWN, $3, OPP_YOUNGSTER, $d
object SPRITE_BUG_CATCHER, $5, $18, WALK, $1, $1 ; person
object SPRITE_BUG_CATCHER, $f, $d, WALK, $2, $2 ; person

Now, the third row, the potion gifting NPC, acts like a trainer. So, just for the sake of it, I try the other possible setup.

db $3 ; objects
object SPRITE_BUG_CATCHER, $5, $18, WALK, $1, $1 ; person
object SPRITE_BUG_CATCHER, $a, $e, STAY, DOWN, $3, OPP_YOUNGSTER, $d
object SPRITE_BUG_CATCHER, $f, $d, WALK, $2, $2 ; person

My trainer now behaves as expected with the other two NPCs not being affected whatsoever.

The fuck?
>>
>>32916047
Wrong thread.
>>
File: file.png (816KB, 956x635px) Image search: [Google]
file.png
816KB, 956x635px
>>32912876
I didn't have that problem at all. I just downloaded the files from the branch and compiled. The resulting ROM has is what you would expect, Pokemon Red with full color, Gen 2 sprite upgrades, and unique party icons.

If anyone could find out how to comment out the Gen 2 sprite upgrades, it'd be super helpful.
>>
>>32908499
make it a salt marsh with lots of tiny surf areas and marine-themed pokemon
celebis shrine could be tucked way into the back corner blocked by a little whirlpool puzzle
>>
>>32916121
There isn't one though
>>
>>32916335
Make one?
Thread posts: 190
Thread images: 39


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