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Custom-EV-IV-Display-Screen

en es

It shows information of EV(effort values), IV(individual values) and BS(base stats) of our pokémon team in a new screen. GBA Pokemon.


Version: Summary Screen

In this version, EV-IV Display Screen is called from the summary screen, making it possible to use it not only conventionally but also from PC, during battles and some other scenarios.


Features:

  • Compatible whit Pokémon Fire Red (BPRE 1.0), Rojo Fuego (BPRS), Emerald (BPEE) and Esmeralda(BPES).
  • [New!] Compatible whit Complete Fire Red Upgrade (CFRU).
  • You can change the background by replacing the default one, the injection will insert it automatically.
  • You can change the coordinates of the pokemon sprite, as well as its texts.
  • IVs stat text changes color according to nature.
  • Shows base stat according to the species.
  • Censors egg data; instead, it shows how many steps it takes to hatch.
  • Shows the pokemon's happiness percentage.
  • Now shows power and hidden power type.
  • You can compile the texts in Spanish or English by changing a definition in the file src/main_eviv.c
  • Nice and with sounds.
  • Looks good.

build requirements:

  • Recommended to compile with WSL, Cygwin or Msys2.
  • DevkitARM (r54 or higher) and ARMIPS (v0.11.0) are required.
  • It is necessary to have preproc.exe and gbagfx.exe inside some path of the PATH variable. x86 x64

build instructions:

  • Change the insertion offset:

    • Open the config.mk file and find the following line:

      OFFSET ?= 0x08ff0000

      • Change ff0000 to an offset aligned with enough free space (more than 0x2000 bytes).
      • Change 0x08 to 0x09 to use in expanded space.

      example: for offset 0x1af0000, put 0x09af0000

  • Change ROM version:

    • In the config.mk file, find the following line

      ROM_CODE ?= BPRE

      • leave BPRE to compile using Fire Red
      • switch to BPRS to compile using Rojo Fuego
      • switch to BPEE to compile using Emerald
      • switch to BPEE to compile using Esmeralda
      • switch to CFRU to compile using CFRU
  • If CFRU is used:

    • In the config.mk file, find the following line

      COMPRESSED_MON_TO_MON_PTR ?= 0x08985AC5

    • go to your CFRU's offsets.ini file, look for the CompressedMonToMon +1 offset, and put it in place of 08985AC5 in the config.mk file

  • Paste a copy of your rom in the root folder of the project, change the name of the rom to the corresponding code:

    FIRE RED:         BPRE.gba
    ROJO FUEGO:       BPRS.gba
    EMERALD:          BPEE.gba
    ESMERALDA:        BPES.gba
    CFRU:             CFRU.gba
    
  • Compile by running make with your terminal, and a rom with the injection will appear in a folder called build.


other configurations:

  • In a script you can enable/disable the ev-iv display screen using a FLAG_EV_IV flag which is defined in src/main_eviv.c. This flag is set by default to FLAG_SYS_POKEMON_GET for when we receive the first pokemon, but it can be changed for other purposes.

In the src/main_eviv.c file are the following preprocessor directive definitions, which we'll use to make some quick changes to the code before compiling:

  • EV_IV_TEXT: Change to
    • LANGUAGE_SPANISH to compile the texts in Spanish (default).
    • LANGUAGE_ENGLISH to compile the texts in English.
  • HIDDEN_POWER_STATIC: Set to TRUE if Hidden Power's base power is fixed. Leave FALSE if dynamic (default).
  • HIDDEN_POWER_BASE_POWER: Change this to the base power of Hidden Power if it is set to any number other than 60. No need to change it if HIDDEN_POWER_STATIC is FALSE.
  • SPRITE_JUMP: Activates or deactivates the jump of the sprite of the pokémon at the beginning. Switch to
    • TRUE to enable (default).
    • FALSE to disable.
  • SPRITE_JUMP_DIRECTION: Defines the direction of the pokemon sprite's jump; only valid if SPRITE_JUMP is TRUE. Switch to
    • 1 to jump from right to left (default).
    • 0 so that the jump is in the center.
    • -1 to jump from left to right.
  • SPRITE_VIEW_DIRECTION: Defines the direction the pokémon sprite faces. Switch to
    • 0 to make it face to the left (default).
    • 1 to make it face to the right.
  • PICMON_X: x coordinate of the pokémon sprite on screen, measured in 8 pixel tiles.
  • PICMON_Y: y coordinate of the pokémon sprite on the screen, measured in 8 pixel tiles.

Notes:

  • Now it is not necessary to use a script, in this version the ev-iv screen will be called from the pokémon summary screen.
  • Files inside the include folder were taken from pokefirered.

Videos:

test_emerald_pc.mp4
test_emerald_egg.mp4