Someone left a reaction sticker on that old post where I mentioned the hack that wa supposed to demake SV on the GBA.
Speaking of demakes, th is the 41st build of my hack.
Unfortunately, saving, Pokéball animations, disobedience messages, and post-defeat Leader messages are broken. That may be cause of me accidentally pushing some stuff in WRAM. I also need to update the copyright date. I need to fix those in the next build.
However, I cleared some more unused space, decapitalised some more, fixed th efficiency of Mystery Gift, undid a change in the intro, and rearranged the cry code. Other details include:
- Declining a battle offer in the Trainer Hall will not make the Trainer Hall unavailable that day.
- Experience boosts should be doubled instead of added by half.
- Venonat can be found in the Bug-Catching contest.
- Golduck is now Psychic and Water.
- More items can be gotten through Mystery Gift.
- Headbuttable town trees should have their own encounter table.
- I added Facade and Exaflop, that super-splash move that @Disc mentioned. They are unavilable a the moment, bu they should work.
- Leaders should now give items instead of HMs. (A variable that should stop Prof. Oak from telling you not to use an item in the wrong time was probably the cause of my WRAM problem.)
I also managed to get working evolutions based on low happiness. What I did was look a the code of evolutions based on high happiness and copy the code.
.happiness
ld a, [wTempMonHappiness]
cp HAPPINESS_TO_EVOLVE
jp c, .dont_evolve_2
call IsMonHoldingEverstone
jp z, .dont_evolve_2
I did not know what jp c did, but I could guess that jp c compares c to the minimum required value of happiness, then prevents the evolution if c does not have a high enough value. What I did was the opposite: just make a variable that was just over the intended maximum happiness (30) then have the code continue to th evolution if c does not have a high enough value. Of course, since this could would automatically jump to the proceeding branch, I would have to move th Everstone check first.
.anger
call IsMonHoldingEverstone
jp z, .dont_evolve_2
ld a, [wTempMonHappiness]
cp ANGER_TO_EVOLVE
jp c, .proceed
; jr .dont_evolve_2
Putting this code, however, ended up with an error from a lack of space, hence I got rid of trade-based evolutions altogether. They already were able to evolve through the included, available Link Cable item in an way.
While I did this, I decided to make trading completely unneccesary. Version exclusives now ar extremely rare ncounters. Starters and fossils now are normal encounters. Legendaries are now trades. I had to add a couple of more trades and jam in a few others, though.