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Conversation Between Shiny Quagsire and Spherical Ice
Showing Visitor Messages 1 to 10 of 15
  1. Shiny Quagsire
    October 5th, 2014 08:23 AM
    Shiny Quagsire
    Yep, pretty much that.
  2. Spherical Ice
    October 4th, 2014 11:26 PM
    Spherical Ice
    Nice! http://www.sphericalice.co/romhacking/davidjcobb_script/#c-50

    Is that a fair enough summation of the command?
  3. Shiny Quagsire
    October 4th, 2014 02:37 PM
    Shiny Quagsire
    Heyo Spherical. So I've been doing a disassembly of every script in the game and I figured I'd let you know about this so you could (maybe) throw this into your scripting compendium thing you had on your website (which I've been using to correct errors in my own database for SEA).

    Applymovementpos is completely documented wrong. The actual command has nothing to do with position actually, but it instead takes the NPC ID from a variable (2 bytes) and then applies the movement in the next pointer (4 bytes). So it's actually formatted as such:

    applymovementpos 0x8XXX @teh_movements

    I found it very interesting and kinda sad that such a useful command has gone so long undocumented.
  4. Shiny Quagsire
    June 8th, 2014 08:51 AM
    Shiny Quagsire
    That is in fact useful, thanks.
  5. Spherical Ice
    June 8th, 2014 04:57 AM
    Spherical Ice
  6. Shiny Quagsire
    May 3rd, 2014 11:23 AM
    Shiny Quagsire
    It was a mislabel, the code itself looked way too intentional to be a bug (ie they deliberately loaded a value from the NPC to use in the function).
  7. Spherical Ice
    May 3rd, 2014 11:11 AM
    Spherical Ice
    oh neat! that's super useful, thanks. so was it a bug in FR, or just a mislabel on lu-ho's part?
  8. Shiny Quagsire
    May 3rd, 2014 10:56 AM
    Shiny Quagsire
    Oh, that's easy. Just replace the two bytes at 08062986, 080629D6, 08062A8E, 08062B46, 08062BFE, 08062CAE, 08062CFE, and 08062DB6 with 02 21 (mov r1, #0x2). If you want an explanation, there's basically a giant switch which controls what the copying NPC does (walking at normal, running, and bike speeds; jumping ledges; looking). In all of these functions the "execute movement" function take an argument for relative direction. So basically instead of loading this argument from the NPC it's forced to 0x2 which makes it function properly.
  9. Spherical Ice
    May 3rd, 2014 10:33 AM
    Spherical Ice
    Hey, I was wondering if you could tell me how you managed to make the Copy Player movement behaviour actually work in FireRed? I don't particularly need the the Follow Me function itself (though your work on it is super impressive) but it'd be really useful to be able to have a properly-functioning Copy Player movement.
  10. Spherical Ice
    March 25th, 2013 01:12 PM
    Spherical Ice
    the links to rhone in your sig all lead to a 404/closed screen D:

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