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Tips and tricks
This page is for small hints about how to edit pokecrystal that don't need an entire tutorial of their own. Any sort of tips, tricks, hints, pointers to obscure but useful code routines, engine trivia—it all goes here.
- Change the odds of encountering a shiny Pokémon
- Change the speed of healing at a Pokémon Center
- Stop the blue palette from animating its white hue
- Animate tiles even when textboxes are open
- Make overworld sprites darker at night
- Enemy trainers have maximum happiness for a powerful Return
- Lowercasing Pokémon names cuts off their first letter
- Pan in cutscenes by making the player invisible
- Align sprites to the tile grid
- Prevent NPCs' heads from flipping when they walk down
- Use original Cycling Road behavior
- Use HG/SS behavior for fainting without saving on the S.S. Aqua
- Use more space in the home bank
The odds of encountering a shiny Pokémon in Gen 2 are 1 in 8,192. That value isn't literally defined anywhere: it's a consequence of making shininess based on DVs. A shiny Pokémon has:
- Attack DV = 2, 3, 6, 7, 10, 11, 14, or 15
- Defense, Speed, and Special DVs = 10
Since all four DVs are random from 0 to 15, some multiplication shows that 1 in 8,192 Pokémon will be shiny.
The routine that checks those specific values is CheckShininess
in engine/gfx/color.asm. If you want different odds, just change which DVs count as shiny. (The Unused_CheckShininess
routine right below it would just make a Pokémon shiny if all its DVs are 10 or higher, which gives odds of about 1 in 50.)
Also, the red Gyarados has hard-coded values for its DVs of 14/10/10/10; they're defined as ATKDEFDV_SHINY
and SPDSPCDV_SHINY
in constants/battle_constants.asm.
When healing at a Pokémon Center (or at Prof. Elm's healing machine), the following process occurs when the placement of Poké Balls is called:
- The amount of Pokémon in the player's party is first loaded into the a register and then into the b register (this is where a loop begins).
- A Poké Ball tile is placed.
- A sound effect plays between each placement.
- A delay is called.
- The b register decreases by 1.
- If the b register is not yet 0, then loop again. Otherwise return and the placement concludes.
It takes roughly three seconds to place six Poké Balls on the machine. The delay can be decreased by modifying the value of the c register (which is what the DelayFrame
label uses to determine the length of the delay).
Edit engine/events/heal_machine_anim.asm:
.LoadBallsOntoMachine:
ld a, [wPartyCount]
ld b, a
.party_loop
call .PlaceHealingMachineTile
push de
ld de, SFX_SECOND_PART_OF_ITEMFINDER
call PlaySFX
pop de
- ld c, 30
+ ld c, 15
call DelayFrames
dec b
jr nz, .party_loop
ret
In this example, the time placing the Poké Balls is reduced by half.
It is also possible to make the placement of the Poké Balls instant by removing the delay entirely:
.LoadBallsOntoMachine:
ld a, [wPartyCount]
ld b, a
+ push de
+ ld de, SFX_SECOND_PART_OF_ITEMFINDER
+ call PlaySFX
+ pop de
.party_loop
call .PlaceHealingMachineTile
- push de
- ld de, SFX_SECOND_PART_OF_ITEMFINDER
- call PlaySFX
- pop de
- ld c, 30
- call DelayFrames
dec b
jr nz, .party_loop
ret
Notice that not only has the delay been removed, but the location of the sound effect has been moved to before the .party_loop
local jump. This is to make the code more efficient as it only needs to be executed once, not each time the .party_loop
local jump is executed, which can be six times if the player has six Pokémon.
Note: Along with the healing machine at the Pokémon Center and Prof. Elm's lab, this modification will also affect the speed that Poké Balls are placed in the hall of fame's Pokémon registration machine. So that needs to be taken into consideration.
There are eight palettes used for tilesets: GRAY
, RED
, GREEN
, WATER
, YELLOW
, BROWN
, ROOF
, and TEXT
. It's called WATER
instead of BLUE
because its lightest hue gets animated for some tilesets, cycling between three colors. This makes water (and buoys, whirlpools, and waterfalls) look more dynamic, but it prevents you from making static blue tiles (like Mart roofs).
To stop it, edit engine/tilesets/tileset_anims.asm and replace all the instances of dw NULL, AnimateWaterPalette
with dw NULL, WaitTileAnimation
.
Some tiles in tilesets are animated: water, flowers, whirpools, waterfalls, etc. In Gold and Silver they animated even when textboxes were open, but not in Crystal. To re-enable this, edit AnimateTileset
in home/video.asm:
AnimateTileset::
; Only call during the first fifth of VBlank
ldh a, [hMapAnims]
and a
ret z
-; Back out if we're too far into VBlank
- ldh a, [rLY]
- cp LY_VBLANK
- ret c
- cp LY_VBLANK + 7
- ret nc
(via Crystal_'s #OldGenFactOfTheDay)
Edit gfx/overworld/npc_sprites.pal:
; nite
- RGB 15,14,24, 31,19,10, 31,07,01, 00,00,00 ; red
- RGB 15,14,24, 31,19,10, 10,09,31, 00,00,00 ; blue
- RGB 15,14,24, 31,19,10, 07,23,03, 00,00,00 ; green
- RGB 15,14,24, 31,19,10, 15,10,03, 00,00,00 ; brown
- RGB 15,14,24, 31,19,10, 30,10,06, 00,00,00 ; pink
+ RGB 15,14,24, 16,10,09, 17,03,00, 00,00,00 ; red
+ RGB 15,14,24, 16,10,09, 05,04,27, 00,00,00 ; blue
+ RGB 15,14,24, 16,10,09, 03,10,02, 00,00,00 ; green
+ RGB 15,14,24, 16,10,09, 08,04,02, 00,00,00 ; brown
+ RGB 15,14,24, 16,10,09, 18,05,04, 00,00,00 ; pink
RGB 31,31,31, 31,31,31, 13,13,13, 00,00,00 ; silver
RGB 15,14,24, 08,13,19, 00,11,13, 00,00,00 ; tree
RGB 15,14,24, 12,09,15, 08,04,05, 00,00,00 ; rock
This change will also affect Pokégear icons, cursor and character sprites will become darker at night.
Edit engine/battle/core.asm:
LoadEnemyMon:
; Initialize enemy monster parameters
; To do this we pull the species from wTempEnemyMonSpecies
...
.Happiness:
; Set happiness
+ ld a, [wBattleMode]
+ dec a
+ ld a, $ff ; Give the enemy mon max happiness...
+ jr nz, .load_happiness ; ...if it's a Trainer battle.
ld a, BASE_HAPPINESS
+.load_happiness
ld [wEnemyMonHappiness], a
...
If you simply lowercase all the names in data/pokemon/names.asm and rebuild the ROM, the first letter of their names may be missing. The cause is changing "FARFETCH'D"
to "Farfetch'd"
, because 'd
is actually a single character. The fix is to pad its name to the same length as all the rest with an @
, so that it becomes "Farfetch'd@"
.
The player's object is always at the center of the screen. So if you want to pan the camera during a cutscene, you have to get around that. The key is the show_object
and hide_object
movement commands, which make an object visible or invisible.
Let's say you have a map with two placeholder sprites: YOURMAP_CHRIS_PLACEHOLDER
, an object_event
which uses SPRITE_CHRIS
, and YOURMAP_KRIS_PLACEHOLDER
, which uses SPRITE_KRIS
. Then define these movement scripts:
ShowObjectMovement:
show_object
step_end
HideObjectMovement:
hide_object
step_end
In your cutscene script, to show the placeholder and make the player invisible:
checkflag ENGINE_PLAYER_IS_FEMALE
iftrue .ShowGirlPlaceholder
appear YOURMAP_CHRIS_PLACEHOLDER
sjump .HidePlayer
.ShowGirlPlaceholder
appear YOURMAP_KRIS_PLACEHOLDER
.HidePlayer
applymovement PLAYER, HideObjectMovement
And to make the player visible again and disappear the placeholder:
applymovement PLAYER, ShowObjectMovement
checkflag ENGINE_PLAYER_IS_FEMALE
iftrue .HideGirlPlaceholder
disappear YOURMAP_CHRIS_PLACEHOLDER
sjump .HidPlaceholder
.HideGirlPlaceholder
disappear YOURMAP_KRIS_PLACEHOLDER
.HidPlaceholder
In between those script snippets, you can move the player around to look like the camera is panning around the map.
Sprites such as NPCs, itemballs, Berry trees, etc are shifted 4 pixels higher than the background tile grid. To align them exactly on the tile grid, as they were in the Space World 1997 demo, edit engine/overworld/map_objects.asm:
ld hl, OBJECT_SPRITE_X
add hl, bc
ld a, [hl]
ld hl, OBJECT_SPRITE_X_OFFSET
add hl, bc
add [hl]
add 8
ld e, a
ld a, [wPlayerBGMapOffsetX]
add e
ldh [hCurSpriteXPixel], a
ld hl, OBJECT_SPRITE_Y
add hl, bc
ld a, [hl]
ld hl, OBJECT_SPRITE_Y_OFFSET
add hl, bc
add [hl]
- add 12
+ add 16
ld e, a
ld a, [wPlayerBGMapOffsetY]
add e
ldh [hCurSpriteYPixel], a
When NPCs walk up or down, they flip horizontally every other frame to create the alternating left-right step animation. But for NPCs with asymmetrical faces, this can look awkward when they walk down.
To disable this flipping for all overworld sprites, edit data/sprites/facings.asm:
FacingStepDown3: ; walking down 2
db 4 ; #
- db 0, 8, X_FLIP, $80
- db 0, 0, X_FLIP, $81
+ db 0, 0, 0, $80
+ db 0, 8, 0, $81
db 8, 8, RELATIVE_ATTRIBUTES | X_FLIP, $82
db 8, 0, RELATIVE_ATTRIBUTES | X_FLIP, $83
Note that the player sprite in the naming screen and the Town Map are unaffected by this. Also, this prevents the bicycling player sprite from moving side to side.
The Cycling Road works a little differently in Generation II when compared to RB/FRLG. It's no longer possible to stop riding downhill by holding down the A or B button (or only the latter in FRLG).
To restore the "brake" behavior, edit engine/overworld/player_movement.asm:
; Standing downhill instead moves down.
ld hl, wBikeFlags
bit BIKEFLAGS_DOWNHILL_F, [hl]
ret z
ld c, a
and D_PAD
ret nz
+ ld a, c
+ and A_BUTTON | B_BUTTON
+ ret nz
ld a, c
or D_DOWN
ld [wCurInput], a
ret
You may have noticed how when you get on the S.S. Aqua or go to either port without saving, then white out, that you're taken to either your cabin or the Vermilion/Olivine Pokémon Center instead of the Pokémon Center you last used.
To go to the last Pokémon Center, like HG/SS does, remove the blackoutmod
script commands from maps/OlivinePort.asm, maps/VermilionPort.asm, and maps/FastShip1F.asm.
The home bank, ROM0, is important because its code is accessible no matter which ROMX bank is currently switched to. It's only $4000 (16,384) bytes, and some of those are required for the rst
and interrupt jump vectors and the cartridge header.
All the home code in pokecrystal is INCLUDE
d in the "Home" SECTION
in home.asm, starting at address $0150. However, if you really need more space, you can put code in home/header.asm, as long as you're careful not to interfere with the interrupts or the cartridge header. In particular, between the joypad interrupt at $0060 and the cartridge header at $0150, there are 157 unused bytes ($0100 - $0060 = $00A0 = 160, three bytes of which are taken by jp Joypad
).
For very short pieces of code or data, you can even put them in the unused space of the rst
and interrupt vectors. For example, jp VBlank
only uses three of the eight bytes in the "vblank" SECTION
.