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I think I've fixed the issue. I realized that the .exe won't run unless it is in the same folder as all of the other files that it depends on. Here's a new link that shows all of the contents of the folder: https://drive.google.com/drive/folders/1YJcbo89sap_CunsCyg_BTbG_TTzNbwIX?usp=sharing
As...
I believe this has been done before, though I can't remember the name of the hack(s) that did it. Basically anything would be possible in a rom hack or fan game, as long as you have the programming know-how and the hardware capacity to do it. The pokeemerald decomp gives a ton of flexibility...
Unfortunately, you aren't doing anything wrong. I just tried it myself, and the downloaded version of the .exe wouldn't run for me. It might be a security thing, since downloading and running an .exe is generally not safe. I'll see if I can figure out a way to get it to run without threatening...
I think I've fixed this now. I just pushed a couple changes, one of which being how the local id of the follower is handled. Hopefully that clears up this problem. The other change was more cosmetic, where the follower now goes into its pokeball when deposited at the daycare.
Just pushed a more efficient version of the daycare fix and fixed a graphical bug that would occur if you tried to rapidly get on and off of a bike and kept on making the follower go into/pop out of the pokeball over and over.
I'll see if I can find a fix for this bug. Thanks for pointing it out!
Just pushed a small fix for when you deposit your lead mon to a daycare. Before, the follower sprite wouldn't update to the next non-fainted mon in your team. Now it will update. Thanks to Karl for pointing the bug out to me.
I've been trying to use the subsprites in pokeemerald, located in src/data/object_events/object_event_subsprites.h to have an object event's sprite be half cut-off vertically, meaning the left half is visible while the right half is invisible. I see that a similar process is used in regards to...
Just pushed a couple of fixes:
- When the player is standing on stairs one tile north of the follower, the player was effectively standing on the follower's head. A similar bug to this, where the player and follower's positions were switched, was fixed awhile ago. Both versions of this...
The only other thing I'd try would be to make clean and make sure MPlayContinue, which is called by m4aMPlayContinue, actually enters that if-statement after running one of your custom fanfares. Like you said, everything seems to be setup correctly. Weird bug.
Could you provide extra context of the fanfare itself and where/how it's being used? Seeing the .s file could be helpful, as well as whatever event/code that triggers the fanfare.
Maybe try having the goto of BattleScript_EffectSemiInvulnerableChargeAbility go to BattleScript_SecondTurnSemiInvulnerable instead of BattleScript_SemiInvulnerableTryHit?
I just took another crack at this bug, and I got it fixed! For some reason, when I moved the berry trees' object events to the end of this map's list of object events, the bug no longer occurred. I don't know why that fixes the problem, but it does. Just pushed that to the repos.