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Conversation Between Spherical Ice and sonic1
Showing Visitor Messages 1 to 8 of 8
  1. sonic1
    October 11th, 2012 01:11 PM
    sonic1
    Thing is, they're "attached" to the 'start battle' thing, so i don't really know how to un-attach them :/
    Go ahead, post the thread
  2. Spherical Ice
    October 10th, 2012 11:33 AM
    Spherical Ice
    hey, i was wondering if you ever found out how to work out how to get those animations to display? im thinking of posting a thread in r&d, but i wouldnt want to do so if you already knew :D
  3. Spherical Ice
    March 13th, 2012 01:39 PM
    Spherical Ice
    Awesome! Thanks again for all your epic work!
  4. sonic1
    March 13th, 2012 01:34 PM
    sonic1
    Yeah, that's what i first thought. No problem though
    Well, about that, i think i have done it before, in emerald, but it was 5 months ago. I'll try to find the routine that does the animation, and when i find something, i'll pop you back!

    Sonic1
  5. Spherical Ice
    March 13th, 2012 12:56 PM
    Spherical Ice
    Okay, so I added one to the asm part and the script works, but all it does is start a battle with a different animation. Maybe I wasn't being clear but I was wondering how to get the animation to take place and that's it; no battle after. Sorry for all this hassle!
  6. Spherical Ice
    March 13th, 2012 12:16 PM
    Spherical Ice
    Haha yeah, thanks. Though the actual code itself doesn't work unfortunately.

    At least, as this:

    #dynamic 0x800000
    #include stditems.rbh
    #include stdpoke.rbh

    '---------------
    #org @start
    setwildbattle PKMN_BULBASAUR 0x5 ITEM_NONE
    writebytetooffset 0x0 0x2022B4C
    writebytetooffset 0x0 0x2022B4D
    writebytetooffset 0x0 0x2022B4E
    writebytetooffset 0x0 0x2022B4F
    callasm 0x8003a0
    release
    end

    I copied the contents of the .bin file at 8003a0, but when this script activates the game just freezes.
  7. sonic1
    March 13th, 2012 12:09 PM
    sonic1
    ok, i know what's happening, no problem.
    Compile THIS code:
    Spoiler:

    .align 2
    .thumb

    push {r0-r4,lr}
    mov r0, #0x8
    mov r1, #0x0
    ldr r4, .battle_start
    bl bx_r4
    pop {r0-r4,pc}

    bx_r4: bx r4

    .align 2
    .battle_start: .word 0x0807F690+1


    Now it should work! The problem is that i had mov r4 instead of ldr r4, and mov only loads bytes (00). Ldr is the one that loads adresses (00000000) (32 bits)

    Sorry for the typo.

    Oh sorry, now i see that diego already fixed the typo. Well, here it is anyways xD
  8. Spherical Ice
    March 13th, 2012 11:23 AM
    Spherical Ice
    Hey dude, thanks a lot for the help. I am a noob when it comes to ASM, so I apologise for my stupidity. When compiling the code, cmd gives some error codes saying that:
    "warning: end of file not at end of line; newline inserted
    error: invalid immediate: 134739601 is out of range
    error: value at 134739601 too large for field of 2 bytes at 6"

    I'm sure I'm missing something out of the .asm file but I'm so inept at this that I can't figure out what. Sorry for bugging you so much but I hope you could help :D

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