Others Completed Tay Ferret's Pokémon-Amie [v1.4.0] [Tay The Ferret]

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montblonk

Member
Mar 19, 2020
108
89
anyone know if this game is still being added on to or if someone is making their own mods for this game?
 

Oni-Zero

Member
Sep 22, 2017
393
286
Just a few things
>People want updates, from a "game" that was "finished" a year ago
>The only way to add content is by either modding it or reverse engineering the game
On the other aspects i agree, hell it'll be even better if players could knock-up or get knocked-up by the pokemons, characters could be added as well
 

luitax

New Member
Sep 11, 2019
5
2
anyone know if this game is still being added on to or if someone is making their own mods for this game?
its a little late but you have to do a mod manually, i couldn't find any pre made mod, so if you know something about blender you can do it
 
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iDarknessKun

Newbie
Jan 18, 2019
56
18
Sure!

The exact method is going to depend slightly on which hex editor you're using. Many of them have some sort of inspector on the right side, which breaks down what the selected value can possibly correspond to. Here's what the inspector looks like with offset 1671544 selected on my hex editor of choice (010 Editor):



The field that we're interested in here is "Signed Int" (it's listed as "Int32" in HxD, if you're using that). If it's showing up as 140h or 140, look for a setting in your editor to change the listed values to decimal (in HxD, the setting is at the bottom of the inspector, labeled "Show integers in hexadecimal base").

When your editor is configured to use decimal mode, you can generally just click or double-click the valid you want to edit in the inspector and replace it with something else. If you wanted to change the window to 1024x768, select offset 1671544, type "1024" into the Int32 field, then press Enter to modify the width value. Next, you would move to offset 1671548 (either by clicking on it in the main hex view or using the "go to offset" feature) and use the same method to change the height to "768."

After that, save the changes to the EXE file (make a backup first if you like--some editors will do this for you automatically). I didn't mention this in my original post, but open up the settings.txt file in Notepad and make sure that window_resolution_scale is set to 1.0. If you don't, it'll apply those scaling changes to the new resolution, which will result in a window that's way larger than you were expecting. :)

Regarding the note that I made about aspect ratio, the easiest way to calculate a 4:3 aspect ratio is to come up with a value for either the width or the height. If you know the width that you want, multiply that value by (3/4). If you know the height, multiply that by (4/3). Round the value and use that. Here are a couple of examples:

If I have a desired width of 2560 pixels: 2560 * (3 / 4) = 1920 pixels tall.

If I have a desired height of 900 pixels: 900 * (4 / 3) = 1200 pixels wide.

I hope this helps! If you're still running into trouble, let me know which hex editor you're using and I'll give you a more specific walkthrough. I would highly recommend using if you aren't already. It's a pretty solid editor, fairly easy to use (for a hex editor, anyway), and it's free.
I'm sorry but I don't understand anything, I never messed with any of this, can you make a video explaining it? or if you show a link to download the version with this modification i would thank you from the bottom of my heart!
 

Sarkath

Active Member
Sep 8, 2019
535
912
I'm sorry but I don't understand anything, I never messed with any of this, can you make a video explaining it? or if you show a link to download the version with this modification i would thank you from the bottom of my heart!
I'll do you one better. :) I put together a quick app that will let you do it pretty easily. Here's a download link:



Unzip the program, start it up, and drag and drop the PokemonAmie executable file onto the window. Change the width, height, and scale values to whatever you want, save, and exit. The game should now start in the desired resolution.

The "aspect ratio" should be kept as close to 1.333 as possible in order to ensure that the game renders properly. The scaled resolution is the resolution that the game will be rendered at, taking width, height, and scale into account.

Let me know if you run into any issues!
 
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pocketpie

New Member
May 25, 2019
3
3
anyone know if this game is still being added on to or if someone is making their own mods for this game?
The game has some work on two more characters that were ultimately never implemented. It's 'done' and the dev uploaded the source files, as well as a guide on how to add your own characters to the game.
 
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Oni-Zero

Member
Sep 22, 2017
393
286
The game has some work on two more characters that were ultimately never implemented. It's 'done' and the dev uploaded the source files, as well as a guide on how to add your own characters to the game.
[Citation on the source files needed]
 

iDarknessKun

Newbie
Jan 18, 2019
56
18
I'll do you one better. :) I put together a quick app that will let you do it pretty easily. Here's a download link:



Unzip the program, start it up, and drag and drop the PokemonAmie executable file onto the window. Change the width, height, and scale values to whatever you want, save, and exit. The game should now start in the desired resolution.

The "aspect ratio" should be kept as close to 1.333 as possible in order to ensure that the game renders properly. The scaled resolution is the resolution that the game will be rendered at, taking width, height, and scale into account.

Let me know if you run into any issues!
The program does't works correctly... it's has a lot of glitches.
 
Jun 25, 2021
156
90
damn shame tay called it completed so quickly its a nice game and a great concept i havent seen much love from the modders either. maybe one day theyll be more
 

sussyowo

New Member
Sep 7, 2021
14
22
For anyone who wants to remove the weird filter, edit 3dsToViewRes.frag and change the FragCoord.x and FragCoord.y values to 0.0

For anyone who wants to remove outlines open pkmn_outline_nrm.frag and change all values to 0

Also thanks Sarkrath for the resolution tool, was losing my mind trying to figure out how lol (and thats how I found out about removing outline and filter)
 

Sarkath

Active Member
Sep 8, 2019
535
912
Also thanks Sarkrath for the resolution tool, was losing my mind trying to figure out how lol (and thats how I found out about removing outline and filter)
Glad I could help! Thanks for the info about the shaders. I always wondered which one caused that weird dithering effect.

It's also worth noting that the menus and camera motions are defined by the XML files in the kscn directory. It should be possible to adapt the game to automatically fit a variety of resolutions (and possibly aspect ratios) by adjusting those, programmatically or otherwise. :unsure: I might fiddle around when I have some extra time.
 
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sussyowo

New Member
Sep 7, 2021
14
22
It's also worth noting that the menus and camera motions are defined by the XML files in the kscn directory. It should be possible to adapt the game to automatically fit a variety of resolutions (and possibly aspect ratios) by adjusting those, programmatically or otherwise. :unsure: I might fiddle around when I have some extra time.
Ill do some testing (and some messing around), If you mess with the uv1.vert file it does affect the icon size but also effects the textures too. And just wondering, would it be possible to make the window resizable or would that really mess up the game?
 
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Sarkath

Active Member
Sep 8, 2019
535
912
Ill do some testing (and some messing around), If you mess with the uv1.vert file it does affect the icon size but also effects the textures too.
It probably does, but it wouldn't affect the clickable part of the icon. The XML files in kscn seemt to. The real problem is that the images are so small (64x64, if memory serves) that they get super blurry really quickly. Ideally, they'd either be replaced, or a better scaling shader could be substituted in.

And just wondering, would it be possible to make the window resizable or would that really mess up the game?
That's a tricky one. It's not too tough to edit the Win32 window flags to change the window to resizeable. I'm not sure if the OpenGL context will properly readjust the scene after the resize event happens, though.

That sounds like an interesting thing to experiment with, though! If I remember, I'll give that a shot after work tomorrow.
 
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sussyowo

New Member
Sep 7, 2021
14
22
That sounds like an interesting thing to experiment with, though! If I remember, I'll give that a shot after work tomorrow.
Ok! Ill keep fiddling with the files and see where that gets me lol, I did actually make the icons bigger but the only issue is finding the coordinates to place them and stuff. Ill keep you updated if I find something interesting. Thanks again!
 
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Sarkath

Active Member
Sep 8, 2019
535
912
Ok! Ill keep fiddling with the files and see where that gets me lol, I did actually make the icons bigger but the only issue is finding the coordinates to place them and stuff. Ill keep you updated if I find something interesting. Thanks again!
Unfortunately, it seems like I was right. I was able to modify the window style, but upon resizing the window, this happens:



So yeah, the window resize event is never handled, thus the GL viewport is never updated after the window is resized, hence the lovely mustard yellow. :( I'm sure it would be possible to patch that in, but that's definitely beyond my skill level.
 
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3.00 star(s) 3 Votes