ROM Hack [Release] Gen 1 Pokemon VC wild encounter DV NTR Overlay

DocKlokMan

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@AnalogMan I assumed your planned on using the same current player location offsets for daycare detection and would've had them as would be used for roamer detection. So I didn't find the GS offsets and only posted the Crystal ones because they were at hand.

I'd that fine or should I look them up? Also I'm not sure on a clean layout to add DV checking for them since they would be generated at the same time and a soft resetter would like them all visible at the same time and a combined overlay would be needed to not lag the game.
Should be fine, it appears the difference in offsets for each version is a set amount, so find it for one and we can add/subtract for the others.

You guys have really done a fantastic job. One thing that might be useful to add is a way to view the nature of a Pokemon before it is transferred, since natures are based off the amount of EXP the Pokemon has before it is transferred.
EDIT: Also when using the tool in Pokemon Crystal, sometimes the Party Pokemon overlay become stuck and will not close unless you enter a battle, then exit.
The stuck overlay is a known issue, this is why it has not been officially added to the post yet, there's still bugs to be worked out.

That should be covered by checking it in your party. Currently only the first in party until a updated version is released.
It shows the stats for whichever Pokémon is being viewed, position in party doesn't matter.
 

shadowofdarkness

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Should be fine, it appears the difference in offsets for each version is a set amount, so find it for one and we can add/subtract for the others.

It shows the stats for whichever Pokémon is being viewed, position in party doesn't matter.

For the players current offset I know it is listed with a description in the wram.asm so not hard to find I just had not noted them when I had the file open.

For the stats I just blanked in my mind on it already working for RBY and just not yet for GSC
 
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shadowofdarkness

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@AnalogMan and @Veund I found a performance problem we should address from a design and feature perspective. Before adding more info to any of the overlays.

I just upgraded the plugin to the one with Hidden Power by Veund an found just that one extra calculation in the overlay made the system start to slightly lag and I got choppy audio. No where near as bad as two full overlays but enough to be annoying.

It is a valid feature but also not used by everyone so we should see if anything more then the basics we already had could be made toggle-able.using a menu which would also deal with new features like the roamers needing a toggle or the requested "nature after transfer"

Here is a sample plugin with a menu system added
https://github.com/Nanquitas/ntr_overlay_samples
 

Veund

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I did
@AnalogMan and @Veund I found a performance problem we should address from a design and feature perspective. Before adding more info to any of the overlays.

I just upgraded the plugin to the one with Hidden Power by Veund an found just that one extra calculation in the overlay made the system start to slightly lag and I got choppy audio. No where near as bad as two full overlays but enough to be annoying.

It is a valid feature but also not used by everyone so we should see if anything more then the basics we already had could be made toggle-able.using a menu which would also deal with new features like the roamers needing a toggle or the requested "nature after transfer"

Here is a sample plugin with a menu system added
https://github.com/Nanquitas/ntr_overlay_samples
didnt notice the performance drop as i usually dont play with sound
 

Veund

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shadowofdarkness

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Crystal= 0004000000190400
gold= 0004000000190C00
silver= 0004000000191400
And the ones for legit VC red/blue/yellow spanish versions

Edit: Remember they are Traiver versions from that iso site.

Can you please test this plugin with your Spanish Crystal version. I did a quick test just picking up a starter to get the party offset difference then blindly changed all others by the same difference.
Please check stuff like noting what it says about a egg and wild pokemon then catch it / receive egg and checking it another way like a save editor.

For any other don't use it since I broke the English Crystal support by replacing its offsets.

I just subtracted 0x208 from any Crystal offset except the version detection which is going to have to be changed to check more than 2 bytes since this had a false match to the English version. We should just have to make the check use more bytes or move them to a later offset in that text that would hopefully work for all versions.

The bytes we use currently where just "TA" from the following text

PM_CRYSTAL.BYTE when the Spanish version is PM_CRYSTAL.BYTS
 

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Veund

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Can you please test this plugin with your Spanish Crystal version. I did a quick test just picking up a starter to get the party offset difference then blindly changed all others by the same difference.
Please check stuff like noting what it says about a egg and wild pokemon then catch it / receive egg and checking it another way like a save editor.

For any other don't use it since I broke the English Crystal support by replacing its offsets.

I just subtracted 0x208 from any Crystal offset except the version detection which is going to have to be changed to check more than 2 bytes since this had a false match to the English version. We should just have to make the check use more bytes or move them to a later offset in that text that would hopefully work for all versions.

The bytes we use currently where just "TA" from the following text

PM_CRYSTAL.BYTE when the Spanish version is PM_CRYSTAL.BYTS


i have just found the offsets for Spanish blue its 0x892ff7a I'm finding yellow right now
 

shadowofdarkness

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Just for the sake of curiosity, how hard would it be to add GBA support later on since those games can also be injected into the VC?

Probably never going to happen. GB VC is a emulator. GBA support is hardware and requires rebooting into it which NTR doesn't support that firmware (Also NDS would not be supported for the same reason)

Also for new game detection at first glance it seems the minimum would be checking 4 bytes at a little different start offset which would technically be all zeroes for red but needs to reach the last possible character to tell languages apart in gen 2. I have not checked that area in gen 1 different languages to see how they may work or if it's needed at all since the offsets may be the same which would save a lot of work.

POKEMON RED
POKEMON BLUE
POKEMON YELLOW
POKEMON_GLDAAUE
POKEMON_SLVAAXE
PM_CRYSTAL.BYTE
PM_CRYSTAL.BYTS
 
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greenDarkness555

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Oh, so it's different than the GBC VC injects like G/S/C? That's very true. Maybe some advancements for NTR will be made?
Regardless you guys have done an fantastic job. Have you guys considered making a Github to post the newest releases of the tool at?
 

shadowofdarkness

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Oh, so it's different than the GBC VC injects like G/S/C? That's very true. Maybe some advancements for NTR will be made?
Regardless you guys have done an fantastic job. Have you guys considered making a Github to post the newest releases of the tool at?

I think a github would be a good idea, I feel since the most coding is done by @AnalogMan it would be best if he made it. Since he would be updating the code the most and be the one choosing if a pull request is good enough code to add.
 

greenDarkness555

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I think a github would be a good idea, I feel since the most coding is done by @AnalogMan it would be best if he made it. Since he would be updating the code the most and be the one choosing if a pull request is good enough code to add.
On a side note, what programming language is this written in if you don't mind sharing?
 

Veund

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Probably never going to happen. GB VC is a emulator. GBA support is hardware and requires rebooting into it which NTR doesn't support that firmware (Also NDS would not be supported for the same reason)

Also for new game detection at first glance it seems the minimum would be checking 4 bytes at a little different start offset which would technically be all zeroes for red but needs to reach the last possible character to tell languages apart in gen 2. I have not checked that area in gen 1 different languages to see how they may work or if it's needed at all since the offsets may be the same which would save a lot of work.

POKEMON RED
POKEMON BLUE
POKEMON YELLOW
POKEMON_GLDAAUE
POKEMON_SLVAAXE
PM_CRYSTAL.BYTE
PM_CRYSTAL.BYTS
in gen one it doesn't change it says Pokemon red blue and yellow in the international versions as well i notices the there is some digits before that say a letter then a 2 digit number like h56 and this hasn't been the same for each version yet
 

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