I realized why thats not an option after i said itWait couldn't you just check if the the offsets =0 then not display the ui?
Since G/S/C have not been released yet, I'm not sure those addresses will work for every release that someone may be using (for example, there's a wifi trading version and a non wifi trading version out there) so I may hold off on implementing that one for now.
Thank you, I've updated the post to be more fitting as well as updated the plugin to have the info boxes be toggle-able to help frame rate issues for those with o3DS.I think it would be good to add them already and not hold people back from the ability to have benefit now, just note that until tested the offsets are for the trading version since that is the base emulator that is most likely going to used in the official release.
I have also linked post 33 in the first post.
Updated to allow the boxes to be turned on and off. Please see release post #33.No biggie. Ah okay! Are you on a N3DS? Or OLD3DS? Like it run slow as soon as the game launches. Same for Red as well, but it isn't as bad.
Okay. It's odd, since I compile on a Mac, which is also case-sensitive and have no issues. Maybe try compiling with the built-mac.py script I included instead, it should work for Linux too. But I'll adjust it for you just in case that does not work.Would you please make a fix in your source that breaks compilation on Linux due to my case sensitive OS. I have always had to do this manually for everything NTR plugin related that I compile and it would be nice just to have it already done.
Change line 22 of include/libntrplg/global.h to ctr/SOC.h instead of ctr/soc.h
Okay. It's odd, since I compile on a Mac, which is also case-sensitive and have no issues. Maybe try compiling with the built-mac.py script I included instead, it should work for Linux too. But I'll adjust it for you just in case that does not work.
Just a thought, could we have a timeout for it to display for like 30 seconds then disapear then come back when the variables change then we wouldnt need to know if we were in a battle or notDone and updated on post.
Done and updated on post.
Adding in a clock system to count to 30 and then stop gets really really complicated and not something I actually feel like doing. If it boils down to it and I have no other things on my todo list I may think about it. As it is, I think the toggles will suffice for now. It should improve performance for the o3DS users.Just a thought, could we have a timeout for it to display for like 30 seconds then disapear then come back when the variables change then we wouldnt need to know if we were in a battle or not
Sounds like you caught Joey's top percentage Rattata!Thanks, and I must say this plugin can be such a tease at times I encountered a Jynx that was so close to shiny it just was off by 1 with a 11 in one stat the rest would of been good.
But I did just catch a generally all around good potential Rattata with the following DV's 14/13/13/13/14
No problem I'm still going to look for the in battle offset, might get a friend of mine he made a gps driver in asembily and injected it into a pokemon red rom if anyone can find it its himAdding in a clock system to count to 30 and then stop gets really really complicated and not something I actually feel like doing. If it boils down to it and I have no other things on my todo list I may think about it. As it is, I think the toggles will suffice for now. It should improve performance for the o3DS users.
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Sounds like you caught Joey's top percentage Rattata!
Sounds like you caught Joey's top percentage Rattata!
how many SR's?That's not even the best I have ever come across, before this plugin when I had a python ntrclient in a bash script loop pulling the data to my computer and displaying it. I came across a 13/15/13/14/15 Articuno but since I was soft resetting for a a shiny I just kept resetting.
The nice thing about that setup was that I didn't actually have to manually look since in addition to showing the DV's it did also check and notify about shiny matches both visually and with audio. Where it started a shiny sound audio file.
In the end I did catch all 4 legends shiny (3 that way and Zapdos when I was away from home doing it the regular catch everyone and eyeball the status screen to manually calculate DV's) strangely all four where gen 7 shinies and I have never encountered a gen 2 shiny outside of Gyarados or doing the Ditto glitch with it to get a shiny Ditto. (I also used one of the legends to do that Ditto glitch to make a g7 vc shiny Ditto)
how many SR's?
I cleaned up the code and added more commenting if you would like to look over it as an example to learn a bit more of C.No problem I'm still going to look for the in battle offset, might get a friend of mine he made a gps driver in asembily and injected it into a pokemon red rom if anyone can find it its him
Thanks i very much appreciate thatI cleaned up the code and added more commenting if you would like to look over it as an example to learn a bit more of C.
imagine a SR bot like the pkmn ntr oneI never really kept count but
Articuno was about 20 hours
Zapdos was about 10 hours
Moltres was about 14 hours
Mewtwo was basically right on 3 hours