Pokémblem - [Complete] v1.14

Haha so this is actually a concept I’ve wanted to do for a while now, I was gonna make a hack where you play through the Kanto region in FE. Each route and city is a chapter and you go through catching pokemon and playing srpg battles. These standing sprites are a hella of a lot better than the ones I was trying to make though.

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These are the official gen 3 sprites. I’ve just formatted them for FEGBA:

  • Colour reduced them as best I could
  • Re-arranged the palette
  • Touched some up slightly
  • Placed copies of each of the 302 frames into the corresponding 2,718 frame slots & exported the combined images

Repo post

Summary

However, the real next step would be re-drawing parts of the pokémon / cropping them to fit 16x16 or 16x32 image sizes where possible. Fe8 can display something like 60 different classes on the map at once if they’re all 16x16 images. As these are 32x32, even with lots of each one being transparent, it means a max of about 15 different pokémon/classes on a map at once. Most of them don’t fit within 16 pixels wide, so it would be quite an undertaking to re-draw those that are too wide. Even so, hopefully some peope find it useful. I’d be interested in doing some sort of collaboration for a pokémon themed hack, which is what I made this thread for.

:slightly_smiling_face:

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Do you plan to do all generations? Or just certain gens?

Just Gen 1 for now. It was a lot of work to convert them, and they present OAM issues as is.

If there’s significant interest in adding more (eg. I see projects using them) then I will probably port more at some point. But I wouldn’t expect anything in the near future.

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Understood

You can probably get some really good ideas from here.

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Thanks. @Leonarth is leagues ahead of me when it comes to any sort of coding, so I don’t want to lead the project if it were to go in that direction. But definitely some cool stuff there!

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Inserted areas up to Pewter, but only set the terrain for about half of it so far. The colours here are a bit weird unfortunately.

The Bulbasaurs below are really 60% pidgey 40% ratata. Using the ‘monster’ and ‘special’ markers, they vary who and where they are (by a couple of tiles).

I’ve closed off some areas for now (eg. Route 22 on the left) that I am not going to create until I have something playable.

Soon I’ll work on a bit of combat and see how that goes. Not really sure which combat elements to take from each game, but I’m hoping to have a little demo ready next month. If anyone has ideas, hit me up.

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wait this is soooo coolll wtf

Wasn’t it the Echoes hack that added learnable command skills? You could give the pokemon these command skills and adjust the PP values (hehe) to where switching them around is key.

Perhaps instead of a levelup system, the goal is to learn certain skills and discard others to make a well-optimized pokemans team? You can only have four skills, but leveling up always gives you a new one and you can choose to overwrite the old ones?

Just spitballing. Not sure if this is ASM you’re capable of performing, or willing.

Sorry, which hack is this? I’m interested.

I know that proc skills as combat arts exists as a version of skillsys, but I haven’t… assembled the knowledge needed to effectively utilize that sort of thing yet.

I’ll see myself out now. Thanks for the ideas.

It’s Sacred Echoes
Come to think of it, Promotion and Evolution is kinda same things

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It seems GaidenMagic isn’t compatible with SkillSys yet. However, these are some systems I would ideally love to prominently feature:

  • SkillSys by Circles, Sme, & others
  • Combat arts by Sme
  • Capture by Tequila
  • DangerRadius by Huichelaar
  • GaidenMagic by Gamma
  • SpecialCommand (per class) by 7743

I think I can event Teq’s capture to have the captured unit join your party instead of being dropped & killed. Perhaps I can even make it require having a pokeball in your inventory & have a variable chance of failure.

Eventing post nobody asked for:

yibNoxd3D4

This event uses the SetUnitStatus patch to warp a varying unit to a variable location. This just means the same event would work for any pokecenter, rather than nearly identical events for each pokecenter. The simpler way of using MOVEONTO that does almost the same thing will crash the game if walking through impassible terrain.

"That's useful for my hack too!", said no one

Here we have Tequila’s capture evented to have the unit join our party (automatically sent to the “PC box” for now). Thank you to 7743 for making this possible.
2TTROUriWW

More niche events

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That’s sick, recreating an entire game in a game, something like playing pac man on a calculator or something, and pokemon on other games.

What kind of breaking the 5th wall is this?

Good job man, this seems like a great hack, gonna play it later.
Thank you for that sick recreation, not a single soul on the forum could archieve tha alone, lucky you have an entire community to help.

PS: Will you recreate other games on FE ? If the answer is yes, then; Which one will be?

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I have no current plans of this.

I’m sure you’re aware, but this hack has very little complete so far. I haven’t released a demo yet, and the goal for the initial demo is the basic gameplay up to defeating Brock.

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You could check out SMS_FlushDirect at 0x08026F2C. I’m pretty sure this routine is used during chapters to update the standing map sprites. If you change a few cmps and branches you can simulate the speed at which the pokemon sprites switch between frames in the pokemon GBA games.

EDIT: So I couldn’t find the palette files at the bottom of the buildfile so the colours are off, but this is what I managed to get:

8 clockcycles for the first frame and 7 for the second. I Based the timing on what I would get in my pokémon emerald ROM.

It’s just three to five line changes in the vanilla code. No need to even hook into freespace. I’ll work out what could be added to the buildfile to get this working in a moment.

EDIT2:

PUSH

ORG 0x26F32
  SHORT 0x210F
  
ORG 0x26F4E
  SHORT 0xE005
  
ORG 0x26F5C
  SHORT 0x2C08
  
ORG 0x26F6E
  SHORT 0xE005

POP

If you add this to the buildfile the SMS timing should be like the PokeGBA games.

What I’ve done is skip the checks for SMS_frame2 as frame2 is the same as frame1. I also made it modulo #0xF instead of #0x48 from the clockcycle and made the frame3 check succeed if the result is #0x8. Thus for clockcycles 0 through 7 (8 clockcycles) frame1 is displayed. For cycles 8 through 14 (7 clockcycles) frame3 is displayed.

Now I believe the world map uses a different method of updating the SMS, so you may need to do some more digging if you want the world map to display this behaviour as well.

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Woah, thanks! I would have never figured that out on my own. My Pokemon just got a lot more energetic!

This next event took me way longer than it should’ve. It randomizes the coords of units in range. It even checks to make sure there isn’t a unit already there.
V4OuPqx9S3

I set it to repeat a few times as an example. This should happen off-screen so you don’t see them chilling in the corner momentarily.

“Trainers” have set positions, but I’ll randomize mons in the grass, I think. For non-square grass I can use the Valni routine instead.

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Wtf you can see the pokemon in the grass??? This is some wizard bullshit right here.

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Pokemon Sword and Shield would like to have a word with you.