However, when I use it, my screen goes blank.
It works properly when I remove all the Floors from items.asm, and I can buy the Ice Stone (using Viridian Mart). I've done everything in your Adding Glaceon Test, but I get a "Unable to load ROMX section" error when I add "dw UnusableItem FLOOR_B2F" etc to items.asm So right now I'm trying to add the Ice Stone. Leafeon and Umbreon evolve perfectly via Leaf Stone and Moon Stone. I added Leafeon, Glaceon, Espeon, Umbreon, Sylveon, Scizor and Heracross and they all work fine if encountered in the wild. I changed the Fighting Dojo to a Bug Gym with Scyther and Pinsir as the prize Pokemon (and it works). I changed some Wild Pokemon data for Route 1, 2, 3 and Mt Moon. I changed some Gym Leader/Elite 4 Pokemon and levels. I have removed all the new moves I added, so the only changes I currently have are: asm files and notes in a different folder so I can retrace my steps and revert it to how it was prior to me messing with it.
#POKEMON DS ROM HACKS WITH A CHANGABLE CHARACTER SPRITE HOW TO#
Instead of making commits (because I don't know how to use github properly yet), I've been making backups of all. Test it to make sure it seems to work as I intended
I know, I used to be bad about that too, and sometimes I still end up with arbitrary commits when I realize I forgot to actually commit something before changing something else, but yeah, it really is good practice to try and keep commits coherent and simple, and to compile and test frequently. (Also, unless you plan on including Wurmple's line, there is no need to add EV_RAND anyway.) I would be willing to help you figure it out if you could show me what you did, but as Danny has pointed out, it seems like those changes will be buried in a lot of other stuff. :pĪlso, I saw earlier that you said you tried adding the new evolution methods that I made for Red++, but "nothing happened." If you copied them the way I had them, they should work (since they work in Red++) so I would assume you either made a mistake somewhere when copying, or you forgot to actually define any Pokemon as using those new methods in data/evos_moves.asm or something. Would also like to know what I'm missing there too.ĭid you notice that after the move constants were declared, we set the const value to STRUGGLE + 1 before listing the animation constants? If you didn't do that, and just slapped the new move constants in after Struggle and left the animation constants as-is, then of course you will get strange errors, because the other animation constants won't be properly meaningful anymore. Used about half the new moves added to Red++ on the following: moves_constants.asm, move_effect_constants.asm, moves.asm and move_names.asm I've added the stones to the following: item_constants.asm, items.asm, item_names.asm, item_prices.asm, mart_inventories.asm, evos_moves.asmĮDIT: Also added new moves but my game crashes when my Pokemon is called out to battle. When I go to use them, the screen just goes blank. They show up in Marts and I can buy them. So far I can get the Sun Stone to work, but I get a bug where my character sprite disappears and I have to walk in or our of a building for it to reappear.Īdded Ice Stone, Fairy Stone and Steel Stone items. I've decided to go with adding new stones instead. All the coding was fine and I could load the rom fine, but nothing happened. This is the file with the evolution constants, where you'll need to define that EV_MAP is a thingĮDIT: Keep in mind that Red++ is built on a different copy of Pokered than you are using, so the labels for RAM addresses might be different, like mine might say W_CURMAP and yours might have wCurMap for example.ĭidn't end up working for me. This is the file with the evolution routines. You would need to actually add the routine for that evolution method, since by default, EV_MAP doesn't mean or do anything.