Re: Pokémon access

2021-01-13 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

PatrykK wrote:I know, but I even dont have any docs how to do translation, if someone will tell me how I can translate it, I'll try, but it will not be soon, because there will be so many content to translate.Do I can type my translation in notepad or I need to download any separate programs to do so?Quoted from the readme:New translations for the supported games are welcome. You should translate the files "maps.lua" and "sprites.lua" located on the game/[game]/[lang]  ([lang] can be any of the existing languages, choose which is better for you to translate from). You should translate asswell the file messages/[lang].lua (applies same rules). Once translated, you can send these files to me (or make a PR).You'd have to translate every line (only the contents after the = symbol).

URL: https://forum.audiogames.net/post/606595/#p606595




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Re: Pokémon access

2021-01-13 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

PatrykK wrote:I know, but I even dont have any docs how to do translation, if someone will tell me how I can translate it, I'll try, but it will not be soon, because there will be so many content to translate.Do I can type my translation in notepad or I need to download any separate programs to do so?Quoted from the readme:New translations for the supported games are welcome. You should translate the files "maps.lua" and "sprites.lua" located on the game/[game]/[lang]  ([lang] can be any of the existing languages, choose which is better for you to translate from). You should translate asswell the file messages/[lang].lua (applies same rules). Once translated, you can send these files to me (or make a PR).You'd have to translate every line (only the contents after the = sign).

URL: https://forum.audiogames.net/post/606595/#p606595




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Re: Pokémon access

2021-01-06 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

pika-san wrote:Oh i see. What about pokemon prism? It works a bit with PCA, but doesn't with this pokemon access script.with last version of the script it works. You have to configure its base script to Pokémon Crystal with shift+h, but you can use it as well as with PCA.

URL: https://forum.audiogames.net/post/604777/#p604777




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Re: Pokémon access

2020-12-12 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

pika-san wrote:Hello, here are some more hacks i've tested:Pokemon chrismas, i can't find the HM surfPokemon gold sinnoh, i don't get the storyI wanted to try pokemon orange (the crystal hack) but the game isn't supported.Pokemon yellow plus, i don't know what's the difference between the original yellow one.Pokemon coral, again, game not supported.Remember that with last update you can add support even if the script says game not supported... or did you find any problem even with this update?

URL: https://forum.audiogames.net/post/597971/#p597971




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Re: Pokémon access

2020-12-12 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

pika-san wrote:Hello, here are some more hacks i've tested:Pokemon chrismas, i can't find the HM surfPokemon gold sinnoh, i don't get the storyI wanted to try pokemon orange (the crystal hack) but the game isn't supported.Pokemon yellow plus, i don't know what's the difference between the original yellow one.Pokemon coral, again, game not supported.Remember that with last update you can add support even if says game not supported... or did you find any problem even with this update?

URL: https://forum.audiogames.net/post/597971/#p597971




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Re: Pokémon access

2020-12-10 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

Okay, I've updated the first post to version 2.4. Hacks are fully supported now, regarding headers, checksums and all of that. You can take a look at the readme in order to learn how it works now. In upcomming days I'll update the post with the steps.

URL: https://forum.audiogames.net/post/597492/#p597492




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Re: Pokémon access

2020-12-10 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

Gamulation wrote:Hi everyoneIf anyone want to make a script for any of the ds games I have good news. Desmume supports lua scripting now. Just wanted you all to know that. It is in the latest release.Yes... thanks for that. However, it's not as simple as lua support. Lua support has been in desmume for years. The main problem is that desmume releases are x64, not x86. We can get a lua dll for x64, this is not a problem. We could get as well an x64 dll for the "tolk" and for the screen reader modules. The main problem here is that desmume uses official lua, not luagit, which is what we use for the script until now. I tried to use luagit on desmume, and yes, it works with some functions... with others, the emulator breaks completely and closes. So... sorry but no, at least for me, nintendo ds is more far away than GBA...

URL: https://forum.audiogames.net/post/597455/#p597455




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Re: Pokémon access

2020-12-10 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

cj89 wrote:I haven't played a bunch of Crystal stuff yet, but one thing I immediately noticed when I went to test out how these scripts worked with it are the amount of trees that show up. Is there any visual indication on which trees you can pick for berries?Also something super minor and knitpicky really, but I've noticed that when you level your new stats don't get announced and you have to press T. Just curious, was this a design choice?The trees which give you berries or apricorns are called Fruit Tree by the script. All other Trees are Headbut Trees.

URL: https://forum.audiogames.net/post/597343/#p597343




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Re: Pokémon access

2020-12-10 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

SilverEagle wrote:Nope. Still getting the game not supported message. But at least I now know where the checksum was supposed to go. The new code you provided explains the structure a lot better, by the way.Okay... I downloaded the Aniversary Crystal and patched it... same problem as Prism and Brown, a custom header... it seems I have to develop a new method for HackRom support, I didn't know so many hacks have a custom header...pulseman45 wrote:OK, so I wanted to allow perfect red, roaming red, red++ hard and red++ normal in the list, in that specific order as in my hack.lua file, but it doesn't seem to work, and I'm not sure about what I may have broken. There it is:{  ["crystal"] = {    [0x8447] = {      game = "crystal-clear",      language = "en"    },  },  ["red_blue"] = {    [0x0a0c] = {      game = "red_blue",      language = "en"    },    [0xa6b0] = {      game = "red_blue",      language = "en"    },    [0xe729] = {      game = "red_blue",      language = "en"    },    [0x6ac3] = {      game = "red_blue",      language = "en"    },  },}Thanks in advance.Your code is perfect. The problem it's in the core script file, a little thing I oversaw regarding Red and Blue hacks... I'm looking at this.Edit: Even if this is a script problem, your hacks.lua is broken. You should fill the game values copying the model of crystal clear directly from the .lua file, not from the post on this forum... if you copy from here, the encoding of the file gets broken and it stops working.

URL: https://forum.audiogames.net/post/597195/#p597195




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Re: Pokémon access

2020-12-10 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

SilverEagle wrote:Nope. Still getting the game not supported message. But at least I now know where the checksum was supposed to go. The new code you provided explains the structure a lot better, by the way.Okay... I downloaded the Aniversary Crystal and patched it... same problem as Prism and Brown, a custom header... it seems I have to develop a new method for HackRom support, I didn't know so many hacks have a custom header...pulseman45 wrote:OK, so I wanted to allow perfect red, roaming red, red++ hard and red++ normal in the list, in that specific order as in my hack.lua file, but it doesn't seem to work, and I'm not sure about what I may have broken. There it is:{  ["crystal"] = {    [0x8447] = {      game = "crystal-clear",      language = "en"    },  },  ["red_blue"] = {    [0x0a0c] = {      game = "red_blue",      language = "en"    },    [0xa6b0] = {      game = "red_blue",      language = "en"    },    [0xe729] = {      game = "red_blue",      language = "en"    },    [0x6ac3] = {      game = "red_blue",      language = "en"    },  },}Thanks in advance.Your code is perfect. The problem it's in the core script file, a little thing I oversee regarding Red and Blue hacks... I'm looking at this.Edit: Even if this is a script problem, your hacks.lua is broken. You should fill the game values copying the model of crystal clear directly from the .lua file, not from the post on this forum... if you copy from here, the encoding of the file gets broken and it stops working.

URL: https://forum.audiogames.net/post/597195/#p597195




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Re: Pokémon access

2020-12-10 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

SilverEagle wrote:Nope. Still getting the game not supported message. But at least I now know where the checksum was supposed to go. The new code you provided explains the structure a lot better, by the way.Okay... I downloaded the Aniversary Crystal and patched it... same problem as Prism and Brown, a custom header... it seems I have to develop a new method for HackRom support, I didn't know so many hacks have a custom header...pulseman45 wrote:OK, so I wanted to allow perfect red, roaming red, red++ hard and red++ normal in the list, in that specific order as in my hack.lua file, but it doesn't seem to work, and I'm not sure about what I may have broken. There it is:{  ["crystal"] = {    [0x8447] = {      game = "crystal-clear",      language = "en"    },  },  ["red_blue"] = {    [0x0a0c] = {      game = "red_blue",      language = "en"    },    [0xa6b0] = {      game = "red_blue",      language = "en"    },    [0xe729] = {      game = "red_blue",      language = "en"    },    [0x6ac3] = {      game = "red_blue",      language = "en"    },  },}Thanks in advance.Your code is perfect. The problem it's in the core script file, a little thing I oversee regarding Red and Blue hacks... I'm looking at this.

URL: https://forum.audiogames.net/post/597195/#p597195




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Re: Pokémon access

2020-12-10 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

SilverEagle wrote:Nope. Still getting the game not supported message. But at least I now know where the checksum was supposed to go. The new code you provided explains the structure a lot better, by the way.Okay... I downloaded the Aniversary Crystal and patched it... same problem as Prism and Brown, a custom header... it seems I have to develop a new method for HackRom support, I didn't know so many hacks have a custom header...pulseman45 wrote:OK, so I wanted to allow perfect red, roaming red, red++ hard and red++ normal in the list, in that specific order as in my hack.lua file, but it doesn't seem to work, and I'm not sure about what I may have broken. There it is:{  ["crystal"] = {    [0x8447] = {      game = "crystal-clear",      language = "en"    },  },  ["red_blue"] = {    [0x0a0c] = {      game = "red_blue",      language = "en"    },    [0xa6b0] = {      game = "red_blue",      language = "en"    },    [0xe729] = {      game = "red_blue",      language = "en"    },    [0x6ac3] = {      game = "red_blue",      language = "en"    },  },}Thanks in advance.Your code is perfect. The problem it's in the core script file, a little thing I oversee regarding Red an Blue hacks... I'm looking at this.

URL: https://forum.audiogames.net/post/597195/#p597195




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Re: Pokémon access

2020-12-10 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

pulseman45 wrote:OK, so I wanted to allow perfect red, roaming red, red++ hard and red++ normal in the list, in that specific order as in my hack.lua file, but it doesn't seem to work, and I'm not sure about what I may have broken. There it is:{  ["crystal"] = {    [0x8447] = {      game = "crystal-clear",      language = "en"    },  },  ["red_blue"] = {    [0x0a0c] = {      game = "red_blue",      language = "en"    },    [0xa6b0] = {      game = "red_blue",      language = "en"    },    [0xe729] = {      game = "red_blue",      language = "en"    },    [0x6ac3] = {      game = "red_blue",      language = "en"    },  },}Thanks in advance.Your code is perfect. The problem it's in the core script file, a little thing I oversee regarding Red an Blue hacks... I'm looking at this.

URL: https://forum.audiogames.net/post/597195/#p597195




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Re: Pokémon access

2020-12-09 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

SilverEagle wrote:I probably have to change some values from the crystal-clear setup, but I don't know which ones. Here's the code.{  ["crystal"] = }    [0x8447] = { -- 97dc (97dc)      game = "crystal-clear",      language = "en"    },  },}Replace the contents on your hacks.lua for the following:{  ["crystal"] = {    [0x8447] = {      game = "crystal-clear",      language = "en"    },    [0x97dc] = {      game = "crystal",      language = "en"    },  },}Keep in mind that the game you added will use the original crystal script contents. If you want to create own content for the game, you have to make a copy of the game/crystal folder contents into, for example, game/aniversary-crystal and change in the previous code the line under "[0x97dc] = {" from game = "crystal", to game = "aniversary-crystal", or whatever name you'll give to the custom folder. But don't worry about that, if you copy the previous code into hacks.lua, it should give you at least a basic support.

URL: https://forum.audiogames.net/post/597098/#p597098




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Re: Pokémon access

2020-12-09 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

SilverEagle wrote:Any help with setting up anniversary crystal? I got the checksum from the rom info and tried to copy the structure of the crystal-clear setup, but I obviously did something wrong as the game is still showing unsupported. For someone with programming skills the structure might be quite clear, but for someone like me who has next to no knowledge of programming it's quite complicated.If you post here the contents of hacks.lua, I can review it and see what's wrong.

URL: https://forum.audiogames.net/post/597091/#p597091




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Re: Pokémon access

2020-12-09 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

Jayde wrote:Oh, perfect crystal might work now. But Tyler's work by default. No messing with checksums. They just work, or they don't.See, what I think you've done here is to set up a system where one of the first thing you do is check against a list of acceptable games, and if something isn't supported, then the scripts won't run. Tyler doesn't do this, so you could theoretically try and run his scripts on anything at all, and if it's messy, that's the player's issue. Your scripts seem to be more player-friendly this way, in the sense that they can't plug in the wrong rom and get completely confused.I didn't add Perfect Crystal's Checksum to the allowed hack list or anything. Let me explain a bit.Pokémon Red, Blue and Japanese and USA Pokémon Yellow have an older header. This header consists on the game title (Pokemon Red, Pokemon Blue, Pokemon Yellow) and a lot of values that are not important for this. Additionally, the header also contains the checksum, different for each game. So as you can see, bassed on the header, for Pokémon Red, Blue and Yellow you only can use the checksum because the game as no way of knowing which language is the game in. So yes, an identical copy of Pokémon Blue with a different checksum never would be admited by this script. However, a japanese copy of Pokémon Blue with the english checksum into the header would be loaded as a Pokémon Blue English Game (and this will cause trouble for the player, I ashure you).Now, looking at the european versions of Pokémon Yellow, or any version of Pokémon Gold, Silver and Crystal, they add to the game header a four character code. Three first characters (APS in Pokémon Yellow, BYT in Pokémon Crystal, etc...) make the game ID. Fourth character is the language code (E for english, S for Spanish, I for Italian...)So if the script finds into the game header the sequence APSS it will know that you are loading a Pokémon Yellow Spanish rom, and it doesn't mater if it's an hack or not.Looking at that, you can say that...-Any game with the game title of Pokémon Red, Blue or Yellow (this one only for English and Japanese languages) has to be allowed into the checksum list or into the hack list file. If it is not allowed, the script will terminate with te message "Language unsupported".-Any game with the game id of Pokémon Yellow (european variants) or of any Pokémon Gold, Silver or Crystal, asks the script to look at the language character in the rom header. If the language is a valid one and there is a translation available, it loads the corresponding script and language. If it is not, it gives the error "Language unsuported". After that, it looks for the rom checksum into the allowed hack list. If it finds a coincidence, loads the data specific for that hack. If it doesn't find coincidences into the allowed hack list file, it loads the base game scripts (uncaring if the target rom is an hack or not).-Any other game will terminate the script with the message "Game unsupported".So Pokémon Perfect Blue goes into the first category (it needs its checksum allowed into the hack list) but Perfect Crystal, if it's not allowed as an hack should load by default the base crystal script. And in fact, this is what it does, at least in my computer.And for those interested on Prism and Brown... they have a custom header with a different game ID.

URL: https://forum.audiogames.net/post/597080/#p597080




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Re: Pokémon access

2020-12-09 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

Jayde wrote:I guess we're having a communication breakdown then. Tyler Spivey's scripts had no problem with Pokémon Perfect Crystal. All I had to do was patch the rom and it was done. As I said, I saw some garbage characters at times, and a couple of things weren't labelled properly, but generally it worked flawlessly.Your scripts made yellow perfectly playable, and I'm extremely grateful for that, but if we ever reach a point where your scripts can do what Tyler's do, I'll drop his in favour of yours. Until then, it's annoying that I've got to have two script setups that basically do the same thing. Hell, I'm of half a mind to try Perfect Blue with Tyler's scripts and see if it works. Christ knows it might.Okay, so this is very strange... all scripts which work with the tyler spivey should work with these, if not directly, with the hack method I showed in previous posts...I'm going to take a look at Perfect Crystal and Perfect Blue, and I'm telling you what we can do as soon as I reach any conclusion.Edit: What is exactly the problem with Pokémon Perfect Crystal? I've downloaded the patch, applied it to a clean Crystal 1.1 rom, loaded the game and the script and it works without any problem...

URL: https://forum.audiogames.net/post/597045/#p597045




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Re: Pokémon access

2020-12-09 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

Jayde wrote:I guess we're having a communication breakdown then. Tyler Spivey's scripts had no problem with Pokémon Perfect Crystal. All I had to do was patch the rom and it was done. As I said, I saw some garbage characters at times, and a couple of things weren't labelled properly, but generally it worked flawlessly.Your scripts made yellow perfectly playable, and I'm extremely grateful for that, but if we ever reach a point where your scripts can do what Tyler's do, I'll drop his in favour of yours. Until then, it's annoying that I've got to have two script setups that basically do the same thing. Hell, I'm of half a mind to try Perfect Blue with Tyler's scripts and see if it works. Christ knows it might.Okay, so this is very strange... all scripts which work with the tyler spivey should work with these, if not directly, with the hack method I showed in previous posts...I'm going to take a look at Perfect Crystal and Perfect Blue, and I'm telling you what we can do as soon as I reach any conclusion.

URL: https://forum.audiogames.net/post/597045/#p597045




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Re: Pokémon access

2020-12-09 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

Jayde wrote:Well if someone figures out how to make perfect blue work, please do let me know. That's the one I think I'm interested in.As I said before, it doesn't matter if it stays close to the original games or not... unfortunately, Perfect Red and Blue as well as Perfect Crystal are games made from the assembly code, so is possible that all functions have to be relocated on the corresponding memory .lua file.

URL: https://forum.audiogames.net/post/596949/#p596949




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Re: Pokémon access

2020-12-09 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

Jayde wrote:Well if someone figures out how to make perfect blue work, please do let me know. That's the one I think I'm interested in.As I said before, it doesn't matter if it stays close to the original games or not... unfortunately, Perfect Red and Blue as well as Perfect Crystal are games made from the assembly code, so is possible that all functions have to be relocated on the corresponding memory .lua file.

URL: https://forum.audiogames.net/post/596948/#p596948




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Re: Pokémon access

2020-12-08 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

Jayde wrote:Honest but slightly technical question here.My understanding of the scripts here was that they were working within maps or code to isolate things and label them as the code suggested. So for instance, if you're on a map that's a seven by seven tile room with an NPC directly in the middle, and you were standing in the bottom right-hand corner with a door three spaces left and one space down, the game would know that, and you'd use your keys to move around or interact or pathfind or do whatever.I'm not sure why supporting hacks is so difficult. What am I missing here? Hacks in most cases don't change the fundamental code on which the game is based. For instance, Perfect Crystal has most NPCs in exactly the same place, but TMs aren't used up on use, and a few glitches are fixed. What actually makes it harder to find the NPC or door in my little sample room in, say, perfect crystal over regular crystal?I can totally understand things like bad labels for games like Pokémon Brown (prism is a whole different story, and we won't talk about that one), so maybe the scripts would have no idea what an item or an NPC or a map entrance was called. That I can totally understand. But surely it could still find those objects in some fashion even if it was just "object 1, 5 up 2 left", and let you figure it out?I am very obviously missing something here. You're the expert, not me. It just seems like Tyler Spivey's crystal scripts just kind of work, or don't, while yours are a whole lot more finicky, and I'm having trouble understanding why.Thing is that the original script made by Tyler Spivey was though to only target one game. So if you load Pokémon Crystal, it reads the addresses and executes the functions based on the received values. If you use the script with any other game, for example Tetris or Super Mario, the script will do the same.My script targets several games, so on load it checks which game you're running. You could tell the script 'hey, if you detect a pokemon crystal code into the header, run the script for pokémon crystal ignoring the checksums'. This would work, but in that situation you wont be able to customize the script to work propperly with the hackrom and with the original crystal at the same time.Regarding Pokémon Prism and Brown, yes, they are hacks of Pokémon Crystal and Red respectively, but they aren't which we call hackroms. Hackroms are games based on the original rom, where you take, for example, memory address x where x is electric type for Pikachu and you change it to water. So you have an hack where Pikachu is a water type Pokémon.Pokémon Prism and Brown are roms built bassed on the disassembled code of Pokémon Crystal and Pokémon Red. This means that the memory addresses in almost cases won't match with the original roms, so you won't be able to find objects, coordinates... almost anything. Add to this that the developers of Prism and Brown rebuilt the game headers in order to separate them from their original versions, so the script cannot detect these hacks as hacks of Pokémon Crystal or Red, it detects that you are playing a game which id is Pokémon Prism and the script knows nothing about this game...

URL: https://forum.audiogames.net/post/596691/#p596691




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Re: Pokémon access

2020-12-08 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

Jayde wrote:Honest but slightly technical question here.My understanding of the scripts here was that they were working within maps or code to isolate things and label them as the code suggested. So for instance, if you're on a map that's a seven by seven tile room with an NPC directly in the middle, and you were standing in the bottom right-hand corner with a door three spaces left and one space down, the game would know that, and you'd use your keys to move around or interact or pathfind or do whatever.I'm not sure why supporting hacks is so difficult. What am I missing here? Hacks in most cases don't change the fundamental code on which the game is based. For instance, Perfect Crystal has most NPCs in exactly the same place, but TMs aren't used up on use, and a few glitches are fixed. What actually makes it harder to find the NPC or door in my little sample room in, say, perfect crystal over regular crystal?I can totally understand things like bad labels for games like Pokémon Brown (prism is a whole different story, and we won't talk about that one), so maybe the scripts would have no idea what an item or an NPC or a map entrance was called. That I can totally understand. But surely it could still find those objects in some fashion even if it was just "object 1, 5 up 2 left", and let you figure it out?I am very obviously missing something here. You're the expert, not me. It just seems like Tyler Spivey's crystal scripts just kind of work, or don't, while yours are a whole lot more finicky, and I'm having trouble understanding why.Thing is that the original script made by Tyler Spivey was though to only target one game. So if you load Pokémon Crystal, it reads the addresses and executes the functions based on the received values. If you use the script with any other game, for example Tetris or Super Mario, the script will do the same.My script targets several games, so on load it checks which game you're running. You could tell the script 'hey, if you detect a pokemon crystal code into the header, run the script for pokémon crystal ignoring the checksums'. This would work, but in that situation you wont be able to custom the script to work propperly with the hackrom and with the original crystal at the same time.Regarding Pokémon Prism and Brown, yes, they are hacks of Pokémon Crystal and Red respectively, but they aren't which we call hackroms. Hackroms are games based on the original rom, where you take, for example, memory address x where x is electric type for Pikachu and you change it to water. So you have an hack where Pikachu is a water type Pokémon.Pokémon Prism and Brown are roms built bassed on the disassembled code of Pokémon Crystal and Pokémon Red. This means that the memory addresses in almost cases won't match with the original roms, so you won't be able to find objects, coordinates... almost anything. Add to this that the developers of Prism and Brown rebuilt the game headers in order to separate them from their original versions, so the script cannot detect these hacks as hacks of Pokémon Crystal or Red, it detects that you are playing a game Pokémon Prism and the script knows nothing about this game...

URL: https://forum.audiogames.net/post/596691/#p596691




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Re: Pokémon access

2020-12-08 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

Hi!New update on first post, which brings the script to version 2.3.This update includes minor changes such as tweaks to the Gold, Silver and Crystal pathfinder; a new code routine to read enemy health in battle; and some minor bug fixes.The version change to 2.3 is mainly due to the fact that this is the first version to incorporate support for HackRoms of the compatible games.In the future I plan to make the addition of new HackRoms an in-game feature. However, at the momment, hsupport can only be added manually, by editing the hacks.lua file, which includes support for the Pokémon Crystal Clear hack in its latest version, 2.1.2 as an example,. The process is explained in the readme, but here is the guide extracted directly from it.Regarding "hacks.lua", keep in mind that...{-- base-game structure  ["crystal"] = { -- base-game folder-- hackrom structure    [0x8447] = { -- rom hack checksum (you can get it on VBA-RR (file/rom information)      game = "crystal-clear", -- script folder of the hack (can be the same as base-game)      language = "en" -- language folder of the hack    }, -- end hackrom structure-- paste here previous structure if you want to add more hacks of Pokémon Crystal  }, -- end base-game structure  -- paste here previous structure if you want to add hacks of different games (gold, blue, yellow) changing the apropriate values}For those who understand about programming languages, this structure will be very basic. For those who do not, if you have any questions, you can ask here and I'll try to help you.Regarding the compatibility of HackRoms, you must understand that it is not enough to add the hack to the previous list. Surely, you will have to make your own script folder for the hack using the base game script as a reference (you can look at the Pokémon Crystal Clear folder).This method uses checksum verification to guess which hack you are playing, so when a version of the hack other than the registered one is used, it will stop working until its new checksum is added to the list.Also keep in mind that hacks such as Pokémon Prism or Brown surely cannot be made compatible with this method, since their header is modified and they have their own ID. For this reason the script has no way of recognizing them as hacks, it will recognize them as standalone games without support. I don't know if this will have a possible solution in the future or not ...As for including support of hacks into the repository, unless a specific hack is highly demanded, they will not be added, although anyone who extends support for a hack can share the necessary resources.

URL: https://forum.audiogames.net/post/596682/#p596682




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Re: Pokémon access

2020-12-07 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

janagirl wrote:@nuive:Would it be possible for you to contact me atjana.bens...@gmail.comOr do you have skype? My skype name is jana_benscha.I think I have a few questions about the translations I should do.You can contact me at nuive.c...@gmail.com with all questions you consider.Cheers!

URL: https://forum.audiogames.net/post/596320/#p596320




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Re: Pokémon access

2020-12-03 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

janagirl wrote:Hi nuive,I really would be happy to help with translation.But a question, must the files be translated before it's possible to play in german? If it would possible before translation I could try it while playing to see if the translation is correct. As I wrote, in Tyler's script it was possible.I usually add the game to the allowed list once the translations are completed, to avoid incomplete or incompatible translations...KenshiraTheTrinity wrote:Hi.  If memory serves, i read a couple pages back that you could use the camera to determine where the spinners stop by listening to the tone of the beep. Thus, i am wondering if it would be possible to give ice tiles their own sound, similarly to how grass and ledge tiles have them. I think that this would be a great help to those struggling with the ice path in gen 2 pokemon.Ice tiles already have their own sound. Did you find any place where they don't sound when you walk over there or when you use the camera?

URL: https://forum.audiogames.net/post/595110/#p595110




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Re: Pokémon access

2020-12-02 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

janagirl wrote:Hi all,a few days ago, I posted about a translation of pokemon.I of course could translate the files in the lua folder. But the main problem is that if I try to start the german ersions of pokemon it says that this language is not supported. If only this could be fixed. Or if I could fix the problem it would be super.In the version of tyler it was possible. The game was working in german and the scripts were in english. So there must for sure be a way to make it work.And I don't know if nuive read my post because there was no answer.Sorry, I think I forgot this... if you can translate the following files and sent it to me, I could do the rest to add the compatibility.Files to translate:message/[any_lang].luagame/yellow/[any_lang]/maps.lua, sprites.lua for Pokémon Red, Blue and Yellow gamesgame/crystal/[any_lang]/maps.lua, sprites.lua for Pokémon Gold, Silver and Crystal gamesCheers!P.S.: I will upload soon an update with italian compatibility for Gold and Silver, French compatibility for Red, Blue and Yellow and experimental hackrom support.

URL: https://forum.audiogames.net/post/594899/#p594899




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Re: Pokémon access

2020-12-01 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

rings2006 wrote:have we ruled retro arch out thoughhttps://github.com/libretro/RetroArch/issues/6454

URL: https://forum.audiogames.net/post/594564/#p594564




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Re: Pokémon access

2020-12-01 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

pulseman45 wrote:So it seems our hopes are resting on the shoulders of MGBA, which was supposed to support Lua scripting this year, but the feature has been delayed.For what it's worth, and I might have mentionned it in another thread in the past, there was a VBA-M fork with Lua scripting but it was abandoned and so I'm not sure how fonctionnal it is, plus I fear you would have to compile it yourself.https://github.com/abandoned-cocoon/VBA-MYes... I'm looking into MGBA, because VBA is the problem, not the feature. That branch of VBA-M with lua support has the same problem that the VBA-RR one. It's a problem related to how VBA handles GBA instructions and lua scripts.

URL: https://forum.audiogames.net/post/594563/#p594563




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Re: Pokémon access

2020-12-01 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

zenothrax wrote:That's a bummer. Is the emulator on GitHub? If it is, have you considered opening an issue on the repo?Last version of this emulator is of year 2014. It isn't in GitHub, it was on googlecode long time ago.KenshiraTheTrinity wrote:What about no$gba?No lua support.

URL: https://forum.audiogames.net/post/594538/#p594538




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Re: Pokémon access

2020-12-01 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

Jayde wrote:lol I hope that PM isn't just "Yea I really hope Emerald is accessible soon kthx" or some version thereof. Because the jump from gen 2 to gen 3 is enormous, and wishing a thing to be so simply won't make it so.I do have a question though.So in previous iterations of these script, and of the crystal-specific scripts, it was possible to plug and play whatever hack you wanted. It might or might not work, but you could at least try. Now, the pokemon.lua script won't even run if the game isn't specifically supported, which makes it seem as if the scripts are going to basically squeeze out hacks by default. This is something I can personally live with, but not all hacks are way, way different. For instance, Perfect Crystal is really not much different at all than vanilla crystal, and I don't see a reason why one would be supported while the other isn't. Likewise, I just tried to use Pokémon Perfect Blue, which does the same for blue that perfect crystal does for crystal, basically, only to be told that the language is not supported.Is there any way to make it so that the script doesn't try and check against a pre-approved list of games before running? Obviously we can't expect these scripts to work for absolutely everything, and I totally get that, but it would be nice to try them, especially when the source material isn't being tweaked much if at all. I'd also like to see how Pokémon Brown works (again, that game is very different, but appears to use most of the mechanics of gen 1 in both battle, art and map exploration), so it would be nice to see.If that was confusing, let me summarize:Using Tyler Spivey's scripts, you can try virtually any hack you want. The scripts might work part way, or not at all, but they won't stop you from trying.Pokémon Access scripts won't even initiate if the game isn't specifically supported. I wish it were more like the crystal scripts in this regard. Is this possible? If it's not, if I'm making an unreasonable request for some reason, please let me know. I'm not a programmer, so it's entirely possible I'm missing something obvious here.Today probably I'll upload an update with some of this. Hacks will be supported, but in a separate way. The update I will upload will support Pokémon Crystal Clear as an example.sightlessgamer wrote:No, @jayde I understand that there is a huge gap between generations 2 and 3. The pm that I sent was a possible resource that could help with it.  And I'm not sure why a lot of hacks aren't supported, but the only one I'll really miss is crystal clear. What could be going on however is that where it determines the Rom language, it finds different data as romhacks aren't always sourted the same way vinela games are. For example let's compare Crystal and crystal clear. Crystals language is exactly where the pokemon.lua file expects it to be, and where the ram value would seem to indicate it would be.However, crystal clear's language data could be in a completely different spot and the pokemon.lua file sees whatever data is in that spot and says "oh that isn't a supported language." I haven't tried crystal clear with this script so it might work perfectly fine, I was just using it as an example.Thanks for that. However, biggest problem with 3rd generation is not the lack of resources. It seems that lua compatibility with GBA is broken in this emulator, and this is the only GBA emulator that supports lua scripts so... the thing is being hard to solve.

URL: https://forum.audiogames.net/post/594508/#p594508




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Re: Pokémon access

2020-11-28 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

My Amberite wrote:Hi there. so, I sorta, kinda need some help with the victory road. is there a way to find where the switches are for those boulders?Yes, you have to use the camera. There are some places where you will hear a different sound on the floor, that is the switch.

URL: https://forum.audiogames.net/post/593640/#p593640




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Re: Pokémon access

2020-11-28 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

Loxias wrote:The only problem is you can't check if it's gone up or down even after you've taken the staircase. Sure, someone like me who knows the game well will know based on what's on the map, but someone new won't. I guess it's a choice between small advantage and small disadvantage, though, because there's not really a way to simmulate the scripts knowing which direction stairs go when they're on screen but not knowing before we've seen them. So I can appreciate the imperfect choices you had.I'm working on it. In some places of Pokémon Red/Blue/Yellow, if you move the camera into an exit/entrance, it'll make an ascending sound if it's an upstair and a descending one if it's a downstair.Loxias wrote:Is generation 3 access a likely thing? I thought I saw someone say a long time ago that it wouldn't be possible. I certainly hope it is, though. Maybe I can finally do something I never actually managed when I was 15, and get all gold symbols in the Battle Frontier. I ended up 2 short.I'm researching about this. It's very complicated.

URL: https://forum.audiogames.net/post/593638/#p593638




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Re: Pokémon access

2020-11-28 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

Loxias wrote:Is that how it is visually? I would have figured that you could see that a staircase goes up or down, so maybe it doesn't say "You're now on floor 3", but you know that you've taken 2 staircases up from the first floor, because the graphic of the staircase was that of steps going up. That isn't information the scripts are able to convey. Or do they all look the same?Yes, visually you can see if a stair goes up or down, but you can't see it from room's entrance (pathfinder advantage). So you enter someplace; you see that is has x entrances. Visually you would walk around the place to see which stairs go up and down; with the script, you can go to each stair, check where it goes, and if you like, you can label it.With the other method, you enter a place and you can say "Okay, this has 2 exits up, 3 down... With this, you enter a place and say "Oh my god, how many exits are there?" and you have to explore a litle to know where to go.

URL: https://forum.audiogames.net/post/593581/#p593581




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Re: Pokémon access

2020-11-28 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

Loxias wrote:I have one small issue. In original PCA, maps with multiple floors like caves were labelled with which floor or section you're on, but yours aren't. It just says Dept Store, Team Rocket HQ, etc. I could very easily imagine people getting lost trying to figure out where they're going, as maps and warps aren't labelled with which section they're taking you to. Whirl Islands in particular is huge, confusing and would be not at all fun to navigate like this. Consider reviving those map names from Tyler's scripts.I made this name thing on purpose. If you think on anybody playing this games without accessibility, they didn't have labels on maps saying "Hey, this stair takes you to Floor 3 or to backFloor 1... You have to try it yourshelf!I know that once you're familiar with a map, you can take a look and think OK, left stair takes me up, right takes me down, teleport down takes me to 8th floor... In the script, the solution to this is labels. You can rename the objects in the pathfinder with shift+k, even you can rename current map with shift+m. I think that this is a more flexible and exciting way of playing the games. Of course, this is only a personal opinion...

URL: https://forum.audiogames.net/post/593558/#p593558




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Re: Pokémon access

2020-11-27 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

New update in the first post, with the following fixes:-Pokémon Red: Now the script works propperly with Spanish, English and Italian versions.-Pokémon Yellow. Fixed the bug of high percentajes on the enemy health bar.-Pokémon Red, Blue and Yellow: Now you can read the Town Map again, as well as the number of Pokémon seen and captured when opening the Pokedex.-Pokémon Crystal: Fixed a problem with the texts of the Italian version.Cheers!

URL: https://forum.audiogames.net/post/593409/#p593409




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Re: Pokémon access

2020-11-27 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

sightlessgamer wrote:Ok, so I think I found out when exactly the health goes to a rediculous percentage. It will do this if you fight a trainer with more than one pokemon. This only appears to be the case in pokemon yellow so every other game works... except red and blue. Speaking of yellow, has anyone tried to get the trainer fly/mew glitch to work? I wonder if the script would read the glitch pokemon's names? Hmm, I've got to try that once red and blue work because it's a lot easier to do the old man glitch.OK, great. I could say 100% that the hp bar error was fixed several versions ago, and now I can see that it still existed until now... It will be fixed on next update.

URL: https://forum.audiogames.net/post/593407/#p593407




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Re: Pokémon access

2020-11-27 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

boy wrote:When I try to run Pokemon Red on the latest version, it says:language not supported. Restart. Does it not work with English yet?Ooops, sorry! Code bug... I'm fixing it.

URL: https://forum.audiogames.net/post/593313/#p593313




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Re: Pokémon access

2020-11-26 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

Updated the script on first post to version 2.2. Compatibility added for Pokémon Red and Blue.

URL: https://forum.audiogames.net/post/593101/#p593101




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Re: Pokémon access

2020-11-26 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

wightfall wrote:i found another bug for report.some pokemon it read their health incorrect.for example it read 600% then i hit again and again.before it faint health around 500% something.In which game?

URL: https://forum.audiogames.net/post/593000/#p593000




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Re: Pokémon access

2020-11-26 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

pika-san wrote:@nuive, did you get the mail for the french translations for the yellow version? And thanks for the awsome job!Sorry, I didn't get any mails, at least until now.

URL: https://forum.audiogames.net/post/592999/#p592999




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Re: Pokémon access

2020-11-25 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

pelantas wrote:Hi there,@1First of all, thanks a ton for creating the scripts for Pokémon Yellow, i am really enjoying them I also found a bug. When inside the cerulean gym and i try to navigate towards the brunette girl, the scripts crash and it closes down the emulator.Keep up the awsome job, and, as others stated, me too would love to play the third generation at some point as well. Sweet memories, sweet memories.Greetz mikeIt's solved now, there's a new update on first post, version 2.1. This version fixes several bugs and includes compatibility for the english and Spanish versions of Pokémon Gold and Silver.

URL: https://forum.audiogames.net/post/592818/#p592818




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Re: Pokémon access

2020-11-25 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

wightfall wrote:i found one plobblem that cause the script broken for 2.0when use hms for finding cut it didn't read anything then lua stop working.i don't know anyone get this issue same with mebut for previous version it read find.This is fixed now, thanks. A little bug on the script.sightlessgamer wrote:I seem to have found a bug. Whenever I try to get Pikachu from Oak's lab, the script just stops reading dialog. Even before he puts the Pokeball on the table, it stops as soon as I walk in the door. Is there any fix for this or should I just get some sighted help for this?This is fixed too. Another bug I overlooked.Updated links on first post with these bugs fixed.

URL: https://forum.audiogames.net/post/592727/#p592727




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Re: Pokémon access

2020-11-17 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

pika-san wrote:@nuive, how do you add compatibility for different languages? Do you have to translate the lua folders or something?You have to translate the files maps.lua, sprites.lua and strings.lua located in lang/[language]. Then you create folder lang/[newlanguage] and paste the translated files there. Last step would be to check that ram and rom addresses are compatible with the new language. If they aren't it is necesary to adapt them too.

URL: https://forum.audiogames.net/post/590550/#p590550




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Re: Pokémon access

2020-11-17 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

Jayde wrote:The rocket game corner is giving me fits. I've collected all but one of the items (a super potion is what's missing, I believe, and I just don't care about it). I have the lift key. But I'm having all kinds of hell trying to get to the elevator. Stupid elevator. I do not remember having this much trouble getting around...but then again, in the FR/LG hideout, the arrows spin you specific numbers of times (audibly, I mean) so you get to a point where it's fairly easy to navigate just by memorizing how many sounds are made. This still seems possible here, but it's impossible to see and map ahead how the arrows will move you around.If someone can give me pointers on how to get to the elevator, I'd be hugely grateful. Ideally a step-by-step process, but even something a bit vaguer would work. Like (go all the way left from the stairs, down four spaces, left into the arrow, down one space once you stop, left into another arrow", etc.And yes, Ice Path is deliberately designed that way to let you see the exit visually. But the S.S. Anne is absolutely -not designed that way.Use the camera keys (S/E/C/F). When you go over a movement step, you can hear a sound. On the left if it moves you to the left, on right if it moves you right, an ascending and descending sound if it moves you up and a descending and ascending sound if it moves you down. If you follow the direction with the camera, you'll find a place where it makes another different sound (like a low beep or something like that). That is the place where you'll stop spinning.

URL: https://forum.audiogames.net/post/590498/#p590498




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Re: Pokémon access

2020-11-17 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

Updated links on first post. Added compatibility with italian game.

URL: https://forum.audiogames.net/post/590473/#p590473




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Re: Pokémon access

2020-11-16 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

Jayde wrote:Second, an actual bug. When you go to teach a TM or HM to a pokemon, things are mislabelled. For instance, when hovering over my Magicarp, it will say "Magicarp: not able", but if I then click on it for the fun of it, it will say that my Pikachu is trying to learn Dig (Pikachu being the one above it in the party list). I accidentally taught the wrong pokemon Cut this way (I don't much care, because it's going in the box once Cut becomes useless). But this needs fixing.Thank you for the warning, it's fixed now. Links on first post and source code updated.Jayde wrote:And there's a crash I can replicate.If you hit the backslash key, the game audio stops. Hitting right bracket rewinds it to what feels like a fairly arbitrary point, and you can fight again. Here's the problem though. The instant you press a script key like l or j or whatever to get a fix on the nearest item, the game soft-locks. I'm not sure if this is emulator behaviour, ROM behaviour or what, but it's weird and it's annoying, mostly because you then have to reload the game and reload the scripts. First time this happened, my finger slipped off the enter key (yup, that'll sure learn me, by god) and I lost about fifteen minutes of progress, which was annoying.This is an emulator problem. To avoid this crashes, if you press the backlass key when playing, you should be able to unfreeze the emulator pressing the "pause" key.Jayde wrote:Oh, something else weird. When the game reads text, it sounds something like this.I love. to fish.Fishing is the best. thing in the world.There are always pauses and gaps in speech that are highly unnatural, and I know that it's not a matter of the text itself. I guarantee you the text is not actually written this way. I think this is one of those niggles that makes the game feel more awkward than it should. I wish text would read naturally, the way it's written.I know about this problem, and what causes it. I'm working on it.

URL: https://forum.audiogames.net/post/590399/#p590399




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Re: Pokémon access

2020-11-14 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

Hi,For those of you who have problems with Mega, here is the script uploaded to Google Drive:https://drive.google.com/file/d/13jSocT … jx66O/viewIf someone wants to upload it on another server, you can do it without any problem.

URL: https://forum.audiogames.net/post/589793/#p589793




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Re: Pokémon access

2020-11-12 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

Aron Leppik wrote:The trainers names don't seam to speak and the enemy health doesn't speak correctly after beating one mon, but other than that this is ultra great! Currently at MT Moon with a lvl 17 Picachu and a level 20 Nitarino (I don't know how to write pokemon names). That Nitarino kicks ass, picachu seams to have absolutely horrible defense. I take 3 damage from freaking Leach Life!Oops! This is a bug I solved a long time ago in the spanish version, but I forgot to fix it in english. Here it is the script updated with this bug fixed:https://mega.nz/file/8kl1CYQB#mOjtpbLO9 … Vs5jIAQnww(updated first post as well)

URL: https://forum.audiogames.net/post/589259/#p589259




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Re: Pokémon access

2020-11-11 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

stewie wrote:Hey so I just started this. The scripts work, but for some reason I can't use the j/l keys to select interactable items (like the SNES in the player's bedroom). A lot of those interactables are important, is there a way to find these that I'm missing?These items like the SNES are not game objects, they are like part of the walls. As you said, throughout the game are items of this kind that are crucial to complete the adventure. Don't worry, the relevant items are present in the object list.

URL: https://forum.audiogames.net/post/588958/#p588958




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Re: Pokémon access

2020-11-11 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Re: Pokémon access

rings2006 wrote:why is the rom includedI saw the rom included in the post of Pokémon Crystal Access, so I included it here. If it's forbidden, I'll delete it.

URL: https://forum.audiogames.net/post/52/#p52




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Pokémon access

2020-11-11 Thread AudioGames . net ForumNew releases room : nuive via Audiogames-reflector


  


Pokémon access

Hello everybody!I have been working on the source code of Tyler Spivey's well-known Pokémon Crystal Access for some time, which, for those who do not know, are scripts to make Pokémon Crystal accessible.Yes, I've been working on these scripts for a while to make them as universal as possible, and by "universal" I mean making them compatible with as many Pokémon games as possible.Today I come with the first version of this project, compatible with Pokémon Yellow. Yes, I know a lot of people hope it was Pokémon Ultra Sun or Pokémon Sword, but that's still very far away, at least as far as I'm concerned. Better to start at the beginning ...As I say, this is based on Pokémon Crystal Access. For those who have played it, most of the commands are the same, with some changes (it's all explained in the included readme).The truth is that this is the first version and, although I already used it to play Pokémon Yellow, I modified the script while I was playing the game, so it is possible that there are things that do not work well at all.I plan to make the script work with more than one game, detecting which game we are playing, so the next step would be to include the existing code for Pokémon Crystal into it. After that, I will fix a couple of things that are inaccessible in Pokémon Crystal (minor and irrelevant things).From there, it will depend a little on the general interest. I could add the compatibility for the rest of the similar editions (Pokémon Red, Blue, Gold and Silver) which would only require minor changes, although I understand that the interest in this would also be less, since the editions are almost identical.And of course, the best of the best would be to be able to mess with the Game Boy Advance, but here the complications and buts increase by 10 ...For now here is the first version.Pokémon Yellow, English version:https://mega.nz/file/AhEFAI6C#fZJVMEOTT … JWl-hpHIwkPokémon Yellow, Spanish version:https://mega.nz/file/U1EzUQrK#YQGs7xWZG … S8nquiT4DwThe script ready to play the game:https://mega.nz/file/QhUxiaoJ#9puL19pH6 … tz80bMlsK4The source code:https://github.com/nuive/pokemon-accessAnd a spanish topic of this script, posted on tiflojuegos.com:https://www.tiflojuegos.com/forum/guias … on-access/Cheers!PS: I'm sorry if I don't explain myself very well, I'm not English...

URL: https://forum.audiogames.net/post/588847/#p588847




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