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Lunos

Translated Realistic Ultrafly(?) Notes

Dec 13th, 2021
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  1. How does it work:
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  3. The system uses Mode 2, because I only make use of the BG2. This is because I've been doing tests using 2 BGs. By the way, this can be achieved on the BG3 without issues, the thing is that pokeemerald does not have a way to do rot/scale to the BG3 by default.
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  5. In my example video I only have 2 maps inserted, they're both at 1:1 scale and 1024x1024 pixels wide. They both have 256 colors in wrap mode too. They're position vertically (think of Littleroot Town and Route 101).
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  7. The map loading system was mainly designed to work with this type of maps. It works with maps connected horizontally too, but there's a bug caused by the screen which has many more pixels horizontally than it does vertically. You have to load bits of screenblocks and I only load one at a time.
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  9. I only load 1 single tileset.
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  11. I haven't done a system to load and destroy event objects.
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  13. I haven't implemented a way to go back to the overworld.
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  15. I implemented a system to change the positions of the event objects dynamically (stuff like zoom, movement and such), though it may be a bit hacky.
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  17. Latios can walk through all the walls, event objects, warps and tile scripts. You can't find wild PokΓ©mon either. Tile animations like the wild grass' do not work while you're mounting on Latios either.
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  19. You can descend with the L button and ascend using the R button. During the flight, you change the zoom from x0.5 to x0.25, it increases and decreases in increments of 16. Latios flies faster the higher it is.
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  21. The event objects all use 16 colors but because the affine is activated(?), the game can't do vhflip(?) so they're always facing to the right.
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  23. ALL THE CODE WAS WRITTEN BY ME.
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