pokeemerald
pokeyellow
pokeemerald | pokeyellow | |
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90 | 7 | |
2,033 | 674 | |
2.2% | 1.6% | |
8.5 | 7.8 | |
13 days ago | about 2 months ago | |
C | Assembly | |
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pokeemerald
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[Gen 3] Using RNG manipulation and the Dewford Trend to Determine Feebas Tiles and Secret ID
When you start a new game, the game generates the Dewford phrases (and Feebas tile seeds) from EasyChat words by making some calls to RNG, shown here in InitDewfordTrend and SeedTrendRng. To summarize (assume H16 is the upper 16 bits of the RNG seed on that advancement): It makes a call on Advance x to determine the first word, always pulled from CONDITIONS (H16 % 69) It calls RNG on Advance x+1 to determine whether the second word is from LIFESTYLE or HOBBIES (H16 & 1, LIFESTYLE if it's 1, HOBBIES if it's 0) Then it calls RNG on Advance x+2 to determine what that word will be (H16 % 45 for LIFESTYLE, H16 % 54 for HOBBIES) It calls RNG on Advance x+3 to determine whether the trendiness is increasing or decreasing (not important for this, but it's H16 & 1) It calls RNG on advance x+4 to try setting the maximum trendiness If this value is greater than 50, it calls RNG again (on advance x+5) to try setting the max trendiness. If this value is greater than 80, it calls RNG a third time (on advance x+6) to set the max trendiness (each of these calls are H16 % 98) Once it has the max trendiness (takes the result from above and adds 30, giving a max value of 127), it calls RNG to set the current trendiness (the value itself isn't really important for our purpose, but it's (H16 % (max trendiness value+1)) +30, where the max trendiness value is the value before adding 30. This value also has a max of 127) Finally, it calls RNG to set the associated Feebas seed (H16)
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[pokeemerald] Getting this into the game's over world (and colored correctly) was a bit more work than I initially expected but good learning, now for the other two.
it's used for working with decompilation projects like pokeemerald
- [pokeemerald] Figured out how to make running a toggle like newer games instead of having to hold B all the time
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PokeClassic: A Pokemon Yellow Remake in Pokemon Emerald.
This is the main one: https://github.com/pret/pokeemerald/wiki/Adding-new-event-object-or-overworld-sprites
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Corruption on PGE & pasting hex data into backups OR Am I being an idiot? More in comments
I strongly recommend you to switch your project to pokeemerald as it's more difficult to get those bugs. Also you'll get some tutorials in its wiki.
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Future updates to EE?
There are several reverse engineering projects out there which perfectly reconstruct 1:1 accurate C code and compile to the exact same bytes given the original compiler. Please see https://github.com/pret/pokeemerald . Of course you lose names and comments but it is not accurate to say no to this question here. It's perfectly possible to construct recompilable matching C code (purely in this narrow case, anyway.), it's just really tedious and a question of permutation through sets of C fast enough to find a matching member.
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Gba development
You could start by looking at the decompositions like https://github.com/pret/pokeemerald and seeing what resources they have, but it’s gonna require coding and it’s not as drag and drop.
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Nintendo classic 'Zelda: A Link to the Past' gets an unofficial PC port | It has key enhancements like widescreen support, faster transitions and pixel shaders.
Pokémon Ruby/Sapphire, Pokémon FireRed/LeafGreen and Pokémon Emerald.
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What is and isn't possible with Emerald ROM hacks?
I don't know about any sort of translation, but if you're trying to do something specific, you generally try to think of a place in the vanilla game that already does it and check out its script file to see how it works. You can see all the event functions (or macros as they're called in the files) here: https://github.com/pret/pokeemerald/blob/master/asm/macros/event.inc
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TIL that all of undertale’s dialogue is handled in one spaghetti code massive switch statement that takes thousands of lines
With enough dedicated people it doesn't have to be, https://github.com/pret/pokeemerald
pokeyellow
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Something a lot like Pokemon Yellow
Related: https://github.com/pret/pokeyellow
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The best pokemon era was 1996-2001
~195k lines of assembly for yellow
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Bi-Weekly Questions Thread
Take a look at the pokeyellow disassembly. You can edit maps with Polished Map and everything else can be done with a text editor.
i think most gen 1 hacks use the decomp projects, in this case pokeyellow.
- Disassembly of Pokemon Yellow
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Pokemon Red and Blue SNES Cartridges w/ Link ports
always wondered why no one has tried making native snes builds using the Pokemon RBY De-compilation project
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Reverse engineering a GameBoy Advance game — Complete Guide
Very cool. It's funny, I just started looking into Pokemon ROM hacking. It's made much easier by the fact that complete decompilations have been made of many of the ROMs, so instead of hex editing I'm able to actually write assembly code. It's pretty daunting making additions to a game that's already so complex but it's been fun to play with.
What are some alternatives?
pokeemerald-expansion - Feature branches for the pokeemerald decompilation. See the wiki for more info.
universal-pokemon-randomizer-zx - Public repository of source code for the Universal Pokemon Randomizer ZX
Complete-Fire-Red-Upgrade - A complete upgrade for FireRed, including an upgraded Battle Engine.
pokeemerald-ex-speedchoice
pokefirered - Decompilation of Pokémon FireRed/LeafGreen
universal-pokemon-randomizer - Public repository of source code for the Universal Pokemon Randomizer
RedPlusPlus
poryscript - High-level scripting language for gen 3 pokemon decompilation projects
pokegold - Disassembly of Pokémon Gold/Silver
Trainer-Editor - A trainer editor for the 3rd generation Pokémon games.
pokeemerald - disassembly of Pokémon Emerald