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Conversation Between MrDollSteak and GOLDstandard
Showing Visitor Messages 1 to 15 of 28
  1. MrDollSteak
    August 24th, 2014 05:36 PM
    MrDollSteak
    No. I just don't have any new sprites to post.
    I'm busy with uni and the rombase.

    Thanks for the offer but it's okay. Feel free to post whatever sprites you want to on the thread, but that doesn't mean they'll automatically be accepted.
  2. GOLDstandard
    August 24th, 2014 11:16 AM
    GOLDstandard
    Hey MrDollsteak,

    Are you taking a hiatus from the gen VI sprites to work on the rom base? or are you busy with life like everyone right now haha If you're busy, I can work on whatever sprites you want me too, I have a bit of free time this week.
    Sorry if I come across as pushy, I just love to see updates on that thread :p
  3. GOLDstandard
    July 20th, 2014 08:44 PM
    GOLDstandard
    Cant wait to see them
  4. GOLDstandard
    July 20th, 2014 08:44 PM
    GOLDstandard
    :D
  5. MrDollSteak
    July 20th, 2014 08:19 PM
    MrDollSteak
    Icon definitely. Maybe the front sprite, I think I'll make a back sprite for it myself.
  6. GOLDstandard
    July 20th, 2014 06:04 PM
    GOLDstandard
    do you think you'll be able to use it?
  7. MrDollSteak
    July 20th, 2014 04:47 PM
    MrDollSteak
    Oh sorry, didn't see it. Must have been on the list page.
  8. GOLDstandard
    July 20th, 2014 11:55 AM
    GOLDstandard
    hey
    Did you see my dedenne sprite and reject it? If so, what should I do better for the next time?
  9. GOLDstandard
    July 8th, 2014 09:01 PM
    GOLDstandard
    was just combing through some of the newer anims in your rom base
    They are overall really great. I really liked moonblast, scald, brine, flash cannon, poison jab, stone edge, steamroller, venoshock, frost breath, x scissor, bulldoze, gunk shot, ice shard, and brave bird to name a healthy few :3
  10. GOLDstandard
    March 2nd, 2014 04:50 PM
    GOLDstandard
    OHHHHHHHHHHHHHHHHH.
    THANK YOU. now I get it haha
    So I find the original check. Place my routine which just branches to free space, then in that free space I have it check for every ability related to that behavior byte then after checking them all it branches back.
    Thank you so much
    Unsuprisingly, I have another question :p
    How do you find the original checks? I believe you said to use a debugger, but I would not know where to set breakpoints?
  11. MrDollSteak
    March 1st, 2014 07:55 PM
    MrDollSteak
    You don't put the branch in free space.
    You find the original check, then replace that with a branch to your routine, which loads new checks. Then if Sap Sipper is not successful you branch back to where it was before.
  12. GOLDstandard
    March 1st, 2014 12:52 PM
    GOLDstandard
    I hope this doesnt sound too noobish, but at that region, I can't find any free space to put my branching command :3 (By branching command I mean the code that loads the pokemon's ability, checks if its sap sipper, and then branches to my code)
  13. MrDollSteak
    February 27th, 2014 09:49 PM
    MrDollSteak
    I assume you're using Fire Red? In that case why not use my rombase? That's got Sap Sipper done. But anyway I put Sap Sipper where Water Absorb and stuff are. 1A000 region somewhere. Don't have the offset on me, but you should find it there.
  14. GOLDstandard
    February 26th, 2014 07:42 PM
    GOLDstandard
    alright,
    Yeah, I kind of felt like that would be the case :/
    I appreciate your response and help though. The problem that still baffles me, is how to determine where and how to insert my written ASM. Through one of Kurapika's code samples, I learned how to write code that makes the game check for the new abilities, but I'm not sure where I would add the check in game. Let's say, for instance, I wanted to code for the ability sap sipper. Where in the game do I add the code so that it checks for the ability at the appropriate time?
    Thanks again, your responses are very helpful!
  15. MrDollSteak
    February 25th, 2014 10:50 PM
    MrDollSteak
    The problem with making a tutorial is that there isn't a set way.
    Each ability and item check follows 'roughly' the same formula, though in each case it's different.
    There are also a butt ton of different offsets and locations.

    As for inserting new abilities that's the same as anything else, it's just a matter of writing the code, which usually requires some experience with ASM or by looking at how Vanilla handles those types of routines and hijacking that.

    That being said, feel free to PM me if you start looking for checks and thing in your debugger, or want help with some specific checks. I don't have them all obviously but in my search through the rom I've identified a few.

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