Showing Visitor Messages 1 to 15 of 28
August 24th, 2014 05:36 PMMrDollSteakNo. 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.
August 24th, 2014 11:16 AMGOLDstandardHey 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
Cant wait to see them
July 20th, 2014 08:19 PMMrDollSteakIcon definitely. Maybe the front sprite, I think I'll make a back sprite for it myself.
July 20th, 2014 06:04 PMGOLDstandarddo you think you'll be able to use it?
July 20th, 2014 04:47 PMMrDollSteakOh sorry, didn't see it. Must have been on the list page.
July 20th, 2014 11:55 AMGOLDstandardhey
Did you see my dedenne sprite and reject it? If so, what should I do better for the next time?
July 8th, 2014 09:01 PMGOLDstandardwas 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
March 2nd, 2014 04:50 PMGOLDstandardOHHHHHHHHHHHHHHHHH.
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?
March 1st, 2014 07:55 PMMrDollSteakYou 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.
March 1st, 2014 12:52 PMGOLDstandardI 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)
February 27th, 2014 09:49 PMMrDollSteakI 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.
February 26th, 2014 07:42 PMGOLDstandardalright,
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!
February 25th, 2014 10:50 PMMrDollSteakThe 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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