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Old 7th October 2013, 04:32 AM   #21
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I really love seeing demakes. It makes playing a similar story feel fresh again. If ASM is a problem then why not eventually give it a go after you got a decent chunk of the hack complete or a beta. There should be some ASM tuts and docs floating around there somewhere.
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Old 7th October 2013, 11:25 AM   #22
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It's really great to see Pia posting in this thread again! And yes, demakes are lots of fun
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Old 7th October 2013, 12:06 PM   #23
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If worst comes to worst, I'll have to get someone to help with map connections and eventually Assembly (Z80). I'm not much of a hacker these days, which is why I said it's graphical right now.
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Old 7th October 2013, 01:38 PM   #24
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Quote:
Originally Posted by Pia Carrot View Post
If worst comes to worst, I'll have to get someone to help with map connections and eventually Assembly (Z80). I'm not much of a hacker these days, which is why I said it's graphical right now.
Sad to say, but I don't think you'll find any help with that unless a 3rd gen "pro" decides to help you out and investigate how these kind of things work. There aren't many of us who are into this scene that could help out. Around here, I can pick up only me and possibly Mateo who could do that kind of work.

Nevetheless, editing map connections ain't all that bad, but if you just play around with them, the game will eventually turn into a mess if you can't organize the maps under certain categories well and such.

I have posted quite a lot of information in Skeetendo Inc. though I could say that only town/flying map editing (along with putting maps under certain areas) is well documented. Map connections aren't, but with a little bit of practice, you could work around them by trying out what kind of problems false values in different occasions cause.

ASM programming is actually a lot simpler than any of the previous stuff. It's not like you would have to hex edit (or use "a little better" tool but whatever) all kinds of data structures unless you were planning to do something massive that is.

Here is what I've written based on map connections and making a new region by the way;
http://hax.iimarck.us/topic/311/
http://hax.iimarck.us/topic/852/
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Old 7th October 2013, 03:14 PM   #25
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Quote:
Originally Posted by Miksy91 View Post
Sad to say, but I don't think you'll find any help with that unless a 3rd gen "pro" decides to help you out and investigate how these kind of things work. There aren't many of us who are into this scene that could help out. Around here, I can pick up only me and possibly Mateo who could do that kind of work.

Nevetheless, editing map connections ain't all that bad, but if you just play around with them, the game will eventually turn into a mess if you can't organize the maps under certain categories well and such.

I have posted quite a lot of information in Skeetendo Inc. though I could say that only town/flying map editing (along with putting maps under certain areas) is well documented. Map connections aren't, but with a little bit of practice, you could work around them by trying out what kind of problems false values in different occasions cause.

ASM programming is actually a lot simpler than any of the previous stuff. It's not like you would have to hex edit (or use "a little better" tool but whatever) all kinds of data structures unless you were planning to do something massive that is.

Here is what I've written based on map connections and making a new region by the way;
http://hax.iimarck.us/topic/311/
http://hax.iimarck.us/topic/852/
Thanks a lot, I'll take a look after I get back from college.
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Old 29th January 2014, 02:47 PM   #26
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So, Mateo and I are picking this up again as a collaboration. We talked about it over the last couple of days and we think it's very plausible to do so. We've even gone so far as to plan the Distortion World. I'm going to make a concept demo soon, after I get back from classes today of what that's all about.

I would like to discuss the features here as well as the video once its made and how we're going about porting or changing them for the demake.

Honey Trees - Much like in Pokemon Christmas, you'd use honey on a honey tree and a pokemon may or may not appear. There is no annoying delay like in D/P/Pt.

GTS - We have something planned for this too, but I think Mateo wants to keep this one a secret besides to the people that already know about it.

Pal Park - Time Capsule for those that have flash carts or an emulator that supports linking (would simply be for amusement since the games wouldn't be compatible :s)

Poketch - Pokegear with Sinnoh Stations...

Lucas/Dawn's Little Sister - Since the Pokegear takes care of swarms, this girl has no real use. So we're thinking about making her give you a chain quest for a manaphy egg (pretty rock she found on the beach).

Distortion World - This is the big one. We'd borrow a lot of inspiration from Tin Tower and use ledges and warp pads to our advantage. I'd most likely remap the distortion world as a whole.

Battle Frontier - We're thinking perhaps making it like a second Elite Four with some minigames to play, earning you coins to trade in for Pokemon or rare items.

Forme Changes - We're not sure on this one. We'll take a look at unown and see if we can apply this stuff to Giratina, Rotom, Burmy, Wormadam and Arceus.

Music Changes - I don't think it's realistic to give you all a full D/P/Pt musical score, so we're limited the music changes to a few. Some key ones would be Twinleaf and the Distortion World.

Contests - Doubt it. Fantina will probably have an altered quest.

Great Marsh - We're nixing the binocular concept and the train tracks bs and allowing people to free roam, Mateo thinks there's a surfing byte that plays the grass animation so we may make use of that :3

Eterna Forest and other Double Battle Oriented dungeons - Obviously we'll have to change this, this is unrealistic to add into GSC and won't happen. Most likely slight remapping and less trainers in dungeons.

World Map - We're still looking at it, but sinnoh is huge. We may split the sinnoh world map into east and west, adding a monorail system through Mt. Coronet.

Underground Man - We'll be replacing him with an old dude that you trade shards to for stones and a girl that trades things like plates for your cash. Fossils may be obtainable, though we may use fossils in a Raurk sidequest.

New Moves - We hope to have a few, mainly Signature moves such as Roar of Time, Spacial Rend, Shadow Force, Judgement, Draco Meteor and then some odd ones like Ice Fang and Close Combat.

Any More features I missed? I haven't played this game since 2010, so I may have missed a few things. Feel free to ask and I'll include those points in my video!
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Old 29th January 2014, 06:36 PM   #27
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Wow you idea its seems promising, i wish you can make this project.
I see you new features to be implemented, the list of soundtracks of pokemon platinum are very hard to rearrange to GBC, I try to demake the giratina battle sound, but the sound in the rom sounds like a Hell melody D:

Implement new moves is very easy, my friend theaches me how to make new effects and animations. I can make a tutorial to make new move effects and move animations. (I dont found logic put close combat without lose Def. And Spec. Def.)

I only wish you look in you project, Good bye!!!
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Old 29th January 2014, 07:05 PM   #28
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Here's a quick concept video of the Distortion World so far:
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Old 2nd February 2014, 08:53 PM   #29
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Pokedex in progress:


Sprites by: Pia Carrot, Gamefreak, Mateo, BynineB, and amvz
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Old 2nd February 2014, 10:13 PM   #30
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Wow the pokedex looks interesting
But some devamps can be better, for example the togekiss can be better.
Look this example
In my opinion, my togekiss looks better
If you need a devamp only ask me, i have very much devamps
Good luck!
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