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  • What in particular would you like to know? The random team generation is done through a routine which was made by FBI agent, I've asked him if I can share it and if he says yeah I'll send it to you, but the basic gist of it is that it generates a random number using the built in function, compares the resultant value with those in a table which consist of blacklisted species (legendaries and whatnot), and then repeats this thrice to generate a full team. The rest of it is just a lot of scripting: the Trainers are generated using random and createsprite, with their Trainer sprites being set based on a variable. The BP is just a variable which is incremented by one after each battle's victory, with the BP shop being a lot of multichoices. Setting the team to level 50 is done by one of FBI agent's public routines in his ASM Resource Thread, and the team selection and "cutting" is done using the built-in specials 0x9F, 0x27, 0x28 and probably a few others that I've forgotten.

    If you want to take a look at my scripts feel free to ask.
    if you go to my github page you can find a series of releases, most of them are bug fixes. There is no built-in support for english roms, you are free to find the offsets for your desired rom though and add a configuration file, the layout is xml based and very simple.
    Lol, Hello. I just wanted to say that your hack is one of the best I've played, I REALLY love the tropical feeling to it, tiles, etc. All the fakemon are great and professional, I was just.. Just so mad.. I've been working on my hack for 3 and a half years on and off now, and the starting home town of my hack is, welp. TURQUOISE TOWN. lol.. You beat me to it, I'll have to think of a new one lol. But anyway, really, good hacking, I'm excited to see the next beta come out!
    Sure! Just send me a patch and I'll get it done, but I can't promise to be quick lol. I've found a scripter but if I need anything like that soon I'll let you know.
    Thanks, I've improved/changed it a lot over the last months until I was finally satisfied haha.
    Nope. The table is extended. It should be included in the 'table' for the most recent rombase update.
    Well it's worth trying to insert it and seeing how it sounds, more often that not all the instruments I've chosen are already in the voicegroup I'm using so it works out fine.

    I'm pretty sure that has nothing to do with the voicegroups. As far as I know, MPlayDef.s is a file related to the sappy program itself, and should be in the same folder as Sappy. Maybe you accidentally moved or deleted it. Either way, all you have to do is re-extract/re-install Sappy and it should re-create that file.

    Yeah, feel free. I'm really no expert on the matter at all but if I can clarify anything I will!
    Yeah that makes sense.

    Not sure when I'll update it at this stage to be honest, lots of work going on at the moment.
    Well how I used to do things (I haven't done any ROM music in a while), was the following:
    I'd base the song I'm inserting off of another song. I'd make note of what instruments the songs used, and I'd just do my best to make sure the song I'm inserting uses only those instruments. Sounds a bit restrictive but it actually works out fine. A lot of songs in FireRed have instrument changes mid-song, so I found most of the voicegroups quite flexible.

    I absolutely agree that it's confusing though, so that was my method, rather than actually changing the voicegroups.
    TL;DR, mostly you'll have to edit a midi to make sure it "fits" over a FR one, but again, it's not quite as restrictive as it sounds. :)
    Hi, sorry, didn't see this message :)
    Not bothering me at all, but I'm afraid you'll have to do that yourself - my method of insertion is really basic and I'm sure people would frown upon it. All I do is make sure I'm using the same voicegroup as the song I'm replacing, and I think if I was certain the new song was longer than the old one, I'd assign it to a blank offset in the ROM. I never really encountered problems this way, so that's what I did when I inserted for you.
    There you go! Also, I just noticed I didn't reply to that last VM: I had to change the data for the overworld so that it had the same stuff as other walking overworlds such as the unknown pointers and whatnot and just kept the palette and frames pointer the same.
    Hi, you'd need to change the three lines prior:


    Each of these lines are doing small mathematical operations to register 0, which in the end holds the flag value.

    mov r0, #0xFF
    This line will set r0, to 0xFF. Sadly you can't just mov r0, #0xsomeFlagValue because 0xFF is the maximum value you can have in a register via the mov command.


    lsl r0, r0, #0xvalue
    Here we're doing a binary shift. Binary shifting a number to the left is the same as adding a 0 in binary. I.e multiplying by 2. As you may be able to guess, this this exponention. That is lsl r0, r0, #0x2 is the same as r0 = r0 * 4. That would imply that lsl r0, r0, #0x3 is the same as r0 = r0 *8. I think you see the pattern.

    add r0, r0, #0x4
    FInally, I'm just adding a constant value (0x4 here) to get the flag I want. This is similar to the move command as in it's limited. That's why we can't really do something like mov r0, #0x0; add r0, r0, #0xflag number.


    So those are the values you need to change. How much of it you need to change depends on the flag number.
    Oh, glad to hear that. :) With your thread closed I thought it was over. :P


    BTW your Fakemon for the game are amazing and really do look like they could be GF Pokemon.
    i use openemu for hacks/games etc and it bothered me that elite quest didnt have a cover. i whipped one up in a few mins its realllyy crappy (but better than nothing?) bc i used my trackpad and like some random paint software but i thought i'd share with you!! images (c) pokemon
    http://imgur.com/21J9Rww
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