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FR | Battle Engine remake

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FBI

Usuario de platino
Hola no se español. I know english though xD

I wanted to make a thread in this forum as well to spread the work about my reboot of an old project. I've started to again work on my old battle engine, and rewrote the entire thing. Right now Progress is being made and I hope this thread will help me recruit help.

Current Progress can be seen here:
https://streamable.com/lg6cn

Source Code:
https://github.com/EternalCode/battle_engine

The source code and text is in English for development, but a changing the language of the strings is a simple matter. Right now the goal is to finish wild battles and then move on to trainer battles. I will be working on this slowly on my own time, but help would be appreciated.

Some of the benefits of this project include the simplicity of modifying the graphics, and the future inclusion of modern day features utilizing the same Algorithm as Pokemon Showdown. For example, if one wanted to change the graphics of the battle system, you would only need to modify the images in the folder and run Make here: https://github.com/EternalCode/battle_engine/tree/master/images

Sorry for the english post, I was not comfortable running it through a translater :)


Si tienes preguntas, puedes preguntarlas en español. ¡Voy a utilizar un traductor!
 
Respuesta: FR Battle Engine remake

Great!! I love to see something like this, the new battle interface looks great, I hope you keep the good work. Adding to the bookmarks...
 

H.B.P

Emperador Kaktiácero
Miembro de honor
Respuesta: FR Battle Engine remake

Holy Christ, I didn't know this engine went so far with the editing possibilities. Could we change the battle system as well if we wanted to? Like making special boss battles or something similar to Telefang battle engine.
 
M

Miembro eliminado 28262

Invitado
Respuesta: FR Battle Engine remake

Man, this is really a cool improvement, congratulations!
it's very similar than IV GEN Games and the RPG Maker's Elite Battle System
be carefull, make things like this public may cause everyone could have it
just like the Mega evolution system and lose that "singularity" that makes it "special"
~Cyao
 
Última edición por un moderador:

H.B.P

Emperador Kaktiácero
Miembro de honor
Respuesta: FR Battle Engine remake

Man, this is really a cool improvement, congratulations!
it's very similar than IV GEN Games and the RPG Maker's Elite Battle System
be carefull, make things like this public may cause everyone could have it
just like the Mega evolution system...
Private-code has only brought us years of delay and undevelopment. Here we have Lu-Ho and its mapping tool, for example, which is glitchy as hell and we can't do anything to fix it. Another example is ASM, scripting or even tile animation editing, the last one is almost impossible without a tool... and it doesn't fricking read expanded roms!!! What's worse is that this kind of private things end up being useless both for the developer and for the publics so... what's the point of an attitude like that? It's not a graphic resource or a replaceable soundtrack you can find everywhere, they're mechanisms that can take you weeks and even months to set properly and it's necessary to step further right away this barrier. I know so many people will use this kind of resources and maybe they won't give the credits authors deserve, but I think it's just a matter of mentality and forms, it isn't fair having to pay for the lack of respect of others. Furthermore, we're a community, so instead of harming ourselves, we have the knowledge and it's our obligation to exert pressure against bad practices.

Yes, I know there are a lot of people not giving credits and special mentions, I've suffered it and, trust me, it will keep happening tutorials and support are a kind of resource too, some of them have even changed Spanish Rom Hacking and we deserve a mention as well, but all I can count with is just private recognisement and a yellow nickname, which didn't originally come because this kind of things but Staff working and related support stuff. Nevertheless, I prefer this kind of future if we can get high-quality hacks and modern gameplay; otherwise, if we had to start from scratch knowing there's a vast amount of new features and changes pending, we'll eventually get less public and all will worsen by the time. We're not ethernal, right? What if the Rom Hacking community didn't grow and the remaining old rom hackers left? There's hope as long as we have a Community with potential to defend this kind of things.
 

BluRose

chiste, chiste
Respuesta: FR Battle Engine remake

never thought i'd see the day when i saw something of yours here before i did on pokecommunity xD

so you're legit just rewriting the entire thing? i'd imagine that the eyeballing it looks like you've done for the movement can be improved upon to look smoother in a sense
 

FBI

Usuario de platino
Respuesta: FR Battle Engine remake

Helix Boo♪;384143 dijo:
Holy Christ, I didn't know this engine went so far with the editing possibilities. Could we change the battle system as well if we wanted to? Like making special boss battles or something similar to Telefang battle engine.
Yes! This engine is following the same algorithms and design as the Pokemon Showdown engine. As with their's where you have custom battle types and fanmodes, you can do the same here as well. The only real limitation is with graphics. On the GBA, triple battles will not be possible in the standard graphics format for example.

Man, this is really a cool improvement, congratulations!
it's very similar than IV GEN Games and the RPG Maker's Elite Battle System
be carefull, make things like this public may cause everyone could have it
just like the Mega evolution system and lose that "singularity" that makes it "special"
~Cyao
It's open source to promote use on it's completion as well as get help for the dev process. It's quite easy to modify the graphics and certain parts of it if you wanted to keep distinction between hacks.


never thought i'd see the day when i saw something of yours here before i did on pokecommunity xD

so you're legit just rewriting the entire thing? i'd imagine that the eyeballing it looks like you've done for the movement can be improved upon to look smoother in a sense
I just used the old thread xD
The movements were coded based on how I thought they looked like ingame. It's all available on github so if you manage to modify the sliding animation/or have suggestions on what specifically needs to change, please let me know or make an issue on github.

--

Since posting, I've completed about 9/35 or so steps for the battle loop. Once the battle loop is complete things like the animation system as well as the trainer battle mode will be looked at. I'm estimating atleast another week or so before this point though.
 

FBI

Usuario de platino
Re: FR Battle Engine remake

Hey just logging in to say that I've been working on this and progress is going relatively smoothly. Currently hoping to get more contributors soon!

So far the basic skeleton is inplace. It doesn't look very impressive yet, but we'll get there in time. The clip is going to look kind of weird because fainting hasn't been implemented yet, nor has the structs been synced post battle. There is still a lot of work left to be done.

 

FBI

Usuario de platino
Respuesta: FR Battle Engine remake

Moves todo list

Hello, I hope everyone has been well. I started up engine progress again after a breif-ish break again. Currently I'm implementing moves and requiring a little bit of assistance on that front. I have two other people helping on the task but some extra hands would be very much appreciated. I can help you through the process through discord if you're interested. I've gone through each remaining move one by one and categorized them on difficulty to implement, so everyone no matter what skill can help make this process faster!


Easy difficulty
Moves in this category will generally only require an assignment or addition of a move_procs structure to get working. They're very simple! Note that it's possible some of the moves in this list are done simply by virtue of the engine. For example, Strength has no additional effect, just a power. This move would be done by the engine at no labor cost for the creator. I have listed such moves because the moves table is currently computer generated and it would be nice if someone can double check if everything about that specific move was generated correctly!

Flamethrower Done
Water Gun Done
Hydro Pump Done
Ice Beam Done
Bubble Beam Done
Aurora Beam Done
Peck Done
Drill Peck Done
Submission Done
Strength Done
Mega Drain Done
Razor Leaf Done
Poison Powder Done
Stun Spore Done
Sleep Powder Done
String Shot Done
Thunder Shock Done
Thunderbolt Done
Rock Throw Done
Toxic Done
Confusion Done
Psychic Done
Hypnosis Done
Meditate Done
Agility Done
Quick Attack Done
Screech Done
Double Team Done
Recover Done
Harden Done
Smokescreen Done
Confuse Ray Done
Withdraw Done
Defense Curl Done
Egg Bomb Done
Lick Done
Smog Done
Sludge Done
Bone Club Done
Fire Blast Done
Hyper Beam Done
Frenzy Plant Done
Blast Burn Done
Hydro Cannon Done
Giga Impact Done
Rock Wrecker Done
Roar of Time Done
Prismatic Laster Done
Waterfall Done
Swift Done
Spike Cannon Done
Amnesia Done
Kinesis Done
Soft-Boiled Done
Glare Done
Poison Gas Done
Barrage Done
Leech life Done
Lovely Kiss Done
Bubble Done
Dizzy Punch Done
Spore Done
Flash Done
Splash Done
Acid Armor Done
Crabhammer Done
Fury Swipes Done
Bonemerang
Rock Slide Done
Hyper Fang Done
Sharpen Done
Slash Done
Flame Wheel Done
Aeroblast Done
Cotton Spore Done
Powder Snow Done
Mach Punch Done
Scary Face Done
Feint Attack Done
Sweet Kiss Done
Sludge Bomb Done
Mud-slap Done
Octazooka Done
Zap Cannon Done
Icy Wind Done
Bone Rush Done
Giga Drain Done
Charm Done
Swagger Done
Milk Drink Done
Spark Done
Steel Wing Done
Sacred Fire Done
Dynamic Punch Done
Mega Horn Done
Dragon Breath Done
Sweet Scent Done
Iron Tail Done
Metal Claw Done
Vital Throw Done
Morning Sun
Synthesis
Moonlight
Cross Chop
Twister
Crunch
Extreme Speed
Ancient Power
Shadow Ball Done
Rock Smash
Heat Wave
Flatter
Will-O-Wisp
Superpower
Tail Glow
Luster Purge
Mist Ball
Feather Dance
Teeter Dance
Blaze Kick
Needle Arm
Slack Off
Hyper Voice
Poison Fang
Crush Claw
Meteor Mash
Astonish
Fake Tears
Air Cutter
Overheat
Rock Tomb
Silver Wind
Metal Sound
Grass Whistle
Tickle
Cosmic Power
Signal Beam
Shadow Punch
Extrasensory
Muddy Water
Bullet Seed
Aerial Ace
Icicle Spear
Iron Defense
Howl
Dragon Claw
Bulk Up
Mud Shot
Poison Tail
Volt Tackle
Magical Leaf
Calm Mind
Leaf Blade
Dragon Dance
Rock Blast
Shock Wave
Water Pulse
Psycho Boost
Hammer Arm
Close Combat
Sucker Punch
Heart Swap
Flare Blitz
Fore Palm
Aura Sphere
Rock Polish
Dark Pulse
Night Slash
Aqua Tail
Seed Bomb
Air Slash
X-Scissor
Dragon Pulse
Power Gem
Drain Punch
Vacuum Wave
Focus Blast
Energy Ball
Brave Bird
Earth Power
Nasty Plot
Bullet Punch
Ice Shard
Shadow Claw
Thunder Fang
Ice Fang
Fire Fang
Shadow Sneak
Mud Bomb
Psycho Cut
Zen Headbutt
Flash Cannon
Rock Climb
Defog
Draco Meteor
Discharge
Lava Plume
Leaf Storm
Power Whip
Cross Poison
Gunk Shot
Iron Head
Magnet Bomb
Stone Edge
Chatter
Chargebeam
Wood Hammer
Aqua Jet
Attack Order
Defend Order
Heal Order
Head Smash
Double Hit
Spacial Rend
Dark Void
Seed Flare
Ominous Wind
Hone Claws
Psyshock
Autotomize
Flame Burst
Sludge Wave
Quiver Dance
Flame Charge
Coil
Low Sweep
Acid Spray
Scald
Heal Pulse
Circle Throw
Incinerate
Inferno
Water Pledge (no effect singles)
Fire Pledge (no effect singles)
Grass Pledge (no effect singles)
Struggle Bug
Bulldoze
Frost Breath
Dragon Tail
Work Up
Electro Web
Wild Charge
Drill Run
Dual Chop
Heart Stamp
Horn Leech
Razor Shell
Leaf Tornado
Cotton Guard
Nightdaze
Psystrike
Tail Slap
Head Charge
Gear Grind
Searing Shot
Secret Sword
Glaciate
Bolt Strike
Blue Flare
Fiery Dance
Snarl
Icicle Crash
V-create
Noble Roar
Parabolic Charge
Disarming Voice
Draining Kiss
Play Rough
Fairy Wind
Moonblast
Boomburst
Play Nice
Confide
Mystical Fire
Eerie Impulse
Happy Hour
Dazzling Gleam
Celebrate
Hold Hands
Baby-Doll-Eyes
Power-up Punch
Oblivion Wing
Land's Wrath
Light of Ruin
Origin Pulse
Precipice Blades
Hyperspace Fury
Ice Hammer
High Horsepower
Lea***e
Toxic Thread
Pollen Puff
Lunge
Fire Lash
Smart Strike
Trop Kick
Clanging Scales
Psychic Fangs
Dragon Hammer
Brutal Swing
Fleur Cannon
Shadow Bone
Accelerock
Liquidation
Tearful Look
Mind Blown
Plasma Fists
Zing Zap
Bug Buzz


Medium difficulty
Moves in this category require you to write one or more simple callback. If you're stuck with a move in this category feel free to post asking how to do it.

Surf
Blizzard
Seismic Toss Done
Dragon Rage
Fire Spin
Earthquake
Rest Done
Clamp
Mean Look
Low Kick
Leech Seed
Growth
Psywave Done
Triple Kick
Counter (harder one)
Petal Dance (Copy Thrash)
Dig (copy Fly's callback algorithm)
Teleport (Copy Whirlwind)
Focus Energy
Haze
Self-Destruct
Nightshade
Skull Bash
Constrict (Copy wrap)
Tri Attack
Super Fang
Nightmare
Snore
Curse
Explosion
Flail
Reversal
Spite
Belly Drum
Foresight
Lock-On
Outrage (Copy Thrash)
False Swipe
Fury Cutter (Requires you to add 1 field to p_bank)
Heal Bell
Return
Present Done
Frustration
Pain Split
Magnitude
Pursuit
Dream Eater
Hidden Power
Psych Up
Whirlpool (copy wrap)
Upraor (Copy thrash)
Facade
Focus Punch (might be done already)
Smelling Salts
Follow Me
Revenge
Endeavor
Eruption
Imprison
Refresh
Dive (Copy Fly)
Arm Thrust
Aromatherapy
Water Spout
Sky Uppercut
Roost
Wake-up Slap
Gyro Ball
Brine
Acupressure
Payback
Assurance
Psycho Shift
Trump Card
Wring Out
Power Trick
Power Swap
Guard Split
Punishment
Last Resort
Aqua Ring
Dragon Rush
Avalanche
Captivate
Grass Knot
Crush Grip
Magma Storm (copy wrap)
Venoshock
Rage Powder
Smack Down (add a volatile)
Storm Throw
Heavy Slam
Syncronoise
Electro Ball
Foul Play
After You (Always fails in singles)
Round (add a volatile "used Round" and clear it in a residual effect like wrap)
Echoed Voice
Clear Smog Done
Stored Power
Quick Guard
Hex
Quash
Final Gambit (try recoil 100% and give move.dmg like NightShade)
Heat Crash
Steamroller
Freeze Shock (I may have already did this one)
Ice burn (Ditto top)
Fusion Flare (singles just check opp move)
Fusion Bolt (Ditto top)
Fell Stinger
Topsy-Turvy
Flower Shield
Steam eruption (Thaw on water move)
Water Shuriken (Ash Greninja! LOL! )
Aromatic Mist (Always fail singles)
Venom Drench
Powder (kind of hard)
Geomancy
Magnetic Flux
Hold Back
Infestation
Shore Up
First Impression
Fake Out
Sparkling Aria
Strength Sap (Mod move after it lands)
Spotlight
Gear Up
Throat Chop (set target's disabled moves with duration 2)
Power Trip
Purify
Revelation Dance
Beak Blast
Nature's Madness
Helping Hand (fails in singles)


Hard difficulty
These moves aren't supported by the engine and require various additions to it (in addition to regular callbacks) to work. Some of them don't require additions to the engine, but have complex callbacks. Lets face it, these are the moves that I will end up having to do. If you're feeling up to the task you can try. Some of these moves will move to medium when another is completed though. For example, when I do Rollout, Iceball will no longer be considered hard as you just copy Rollout.

Rage (I don't even know what this move does)
Barrier
Light Screen
Mimic
Bide
Metronome Done
Mirror Move Done
Transform
Substitute
Sketch
Mind Reader (Might be medium)
Destiny Bond
Rollout (close to medium) Done
Attract
Sleep Talk (moves down to medium after metronome) Done
Encore
Mirror Coat
Future Sight
Beat Up
Stockpile
Spit Up
Swallow
Torment
Charge
Taunt
Wish
Assist Done
Ingrain
Magic Coat Done
Yawn
Grudge
Secret Power (not hard but can't be done until terrain)
Ice Ball Done
Snatch Done
Odor Sleuth
Doom Desire
Metal Burst
Heal Block
Lucky Chant
Me First Done
Copycat Done
Magnet Rise
Mirror Shot
Lunar Dance
Guard Split
Power Split
Telekinesis
Chipaway
Ally Switch
Sky Drop
Retaliate
Sacred Sword (stat change ignore)
Relic Song
Rototiller (grounded effect required)
Parting Shot
Thousand arrows (Grounded effect)
Darkest Lariat (stat change ignore)
Laser focus (next turn crits)
Speed Swap (stat swap)
Instruct (move force and turn change)
Shell trap (phys dmg check)
Stomping Tantrum (check last move failed)
Photon Geyser (Stat higher based dmg)
Conversion Done
Conversion 2 Done
Reflect Types Done
Soak Done
Flying Press Done
Trick-or-Treat Done
Ion Deluge Done
Forest's Curse Done
Electrify Done
Burn up Done
Protect Done
Detect Done
Endure Done
Feint Done
Wide Guard Done
Mat Block Done
Phantom Force Done
Crafy Shield Done
King's Shield Done
Hyperspace Hole Done
Spiky Shield Done
Baneful Bunker Done
Shadow Force Done



Currently impossible
These are moves that are currently impossible to implement. The engine simply doesn't support everything yet, and until support is added and tested these moves are impossible for one reason or another.

These are moves that require the engine to take into account changes to the entire field and how the battle is played.
Terrain or Field Effect or Former Dependant(Not implemented yet):
Mist
Spikes
Perish Song
Sandstorm
Safe Guard
Rain Dance
Sunny Day
Hail
Nature Power
Brick Break (until barriers are implemented)
Water Sport
Mud Sport
Gravity
Miracle eye
Tailwind
Toxic Spikes
Trick Room
Stealth Rock
Wonder Room
Magic Room
Sticky Web
Grassy Terrain
Misty Terrain
Electric terrain
Psychic Terrain
Aurora Veil
Weather Ball
Hurricane
Thunder
Floral Healing
Reflect
Camouflage
Rapid Spin (needs to be finished later)


Abilities for Pokemon need to be revisited and revamped. They were made before moves and the engine has changed too much to use the older code. I will revamp the abilities and their callback system. After that these moves can be implemented:
Role Play
Skill Swap
Gastroo Acid
Worryseed
Simple Beam
Core Enforcer
Sunsteel Strike
Moongeist Beam
Entrainment

Items aren't implemented yet. So moves using items won't be doable until items are done. Such moves are:
Multi-attack (Dependent on item)
Belch
Techno Blast (item)
Bestow (Item)
Bug Bite
Judgement
Embargo
Fling
Pluck
Natural Gift
Knock Off
Covet
Recycle
Theif
Trick
Switcheroo


Moves that can't be done until Switching is completed:
Baton Pass
Memento
U-turn
Healing Wish
Volt Switch
Fairy Lock (Switch in prevention)
Thousand Waves (Switching)
Spirit Shackle (switching)
Anchor Shot (switching)
Spider Web
Block

Moves that won't be done until much much later:
Z-moves


...​
 

Noctul~

Usuario de Platino
Respuesta: FR Battle Engine remake

Oh man, this source is really useful and helps a lot if you want to change the battle graphics easily. Really good, is similar to other engines but i would try yours.
Thanks for showing us your engine!!
 

Neon Skylar

Rojo Fuego User
Respuesta: FR Battle Engine remake

Como lo instalo? ya tengo todos los repositorios instalados, y he creado la carpeta roms con BPRE0.gba adentro... cual esel siguiente paso?
 

FBI

Usuario de platino
Respuesta: FR Battle Engine remake

Como lo instalo? ya tengo todos los repositorios instalados, y he creado la carpeta roms con BPRE0.gba adentro... cual esel siguiente paso?
https://github.com/EternalCode/battle_engine/blob/master/README.md
To warn you, we've been testing new moves so we've been running static Pokemon and movesets for testing:
https://github.com/EternalCode/battle_engine/blob/master/src/test_data.c

So it's unsuitable outside of just checking out atm. Obviously I wouldn't apply it to your hack until it gets further along. There is no point to apply it to your hack because it's being updated everyday and it's far from completion.
 

Neon Skylar

Rojo Fuego User
Respuesta: FR Battle Engine remake

https://github.com/EternalCode/battle_engine/blob/master/README.md
To warn you, we've been testing new moves so we've been running static Pokemon and movesets for testing:
https://github.com/EternalCode/battle_engine/blob/master/src/test_data.c

So it's unsuitable outside of just checking out atm. Obviously I wouldn't apply it to your hack until it gets further along. There is no point to apply it to your hack because it's being updated everyday and it's far from completion.

ok, I was not applying it for a hack, I just wanted to try ... when I give "make" the cdm is closed
 

FBI

Usuario de platino
Respuesta: FR Battle Engine remake

ok, I was not applying it for a hack, I just wanted to try ... when I give "make" the cdm is closed
This sounds like an issue on your end. The command prompt should be closing, at most it would give an error message.

EDIT: I've added Travis CI. The build is passing, definitely something on your end!
 
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