Showing Visitor Messages 1 to 13 of 13
December 3rd, 2009 6:36 PMLiquid ShadowOk! That's fine, thanks a lot. Can you maybe PM me the routines or post them as a visitor message?
Also can you tell me what variables to use?
(Do you think you can give me the output, not the actual routine?)
December 3rd, 2009 5:16 PMJuanHi!
As I am a programmer, it was easy to learn.
I've converted OWs routines, but not converted the rest because I'm studying for 3 tests, one for university.
December 3rd, 2009 2:15 PMLiquid ShadowHey Juan!
Do you know any good place where I can learn ASM? I'm currently trying to learn thumb, and the first thing I'm going to try and do is implement your extra tile animations.
P.S. How's the conversion going? I think I managed to repoint the OW table myself, but I can't get the routine that changes the hero's overworld to work for Ruby. Did you get to convert any?
November 24th, 2009 2:25 PMLiquid ShadowWell, The MAIN routines I want are the extra overworlds and palettes, the different wild pokemon data, the one where you can change the main character's overworld using a script, the timer, and the one where you can change the levels of the trainer pokemon by calculating the average level of pokemon you have.
However, the most important three I would use would be the extra overworlds and palette, changing the overworld in game, and the timer.
Also, if you have time, maybe you could do the hardware functions one?
Thanks, and sorry if I'm asking too much of you.
November 24th, 2009 8:06 AMJuanI just convert the routine OverWorlds for Ruby, you'll only want it, want also other routines?
November 23rd, 2009 5:05 AMJuanNot yet. :D
I'll try today or tomorrow.
Is that I have a test in December, and I am studying for it. :/
November 22nd, 2009 7:59 PMLiquid ShadowHey Juan!
I just wanted to know if you managed to be able to convert some stuff from the hacked firered engine to ruby. Have you tried it yet?
Also, I tried your Tile animation stuff, and it's pretty cool!
November 20th, 2009 3:09 PMJuanI already have these offsets, but thank
November 20th, 2009 2:59 PMLiquid ShadowOk, well anyway here are some Variables the creator of the hacked engine (JPAN) gave me:
Here, I give you the values you need to change the code to make it Ruby-ready. If the OW table doesn't seem to be in that location, try to search for 110308, it will be the begining of that pointer.
Pokemon party value: 0x03004360
var 0x8004: 0x0202e8cc (all others 0x8000 variables, just add or subtract 0x2 to the address)
OW Pallete first value (original pointer): 0x0837377c
Thanks a lot!
November 20th, 2009 2:48 PMJuanYeah, i think.
I can not guarantee anything, and I'll try. :D
November 20th, 2009 2:26 PMLiquid ShadowOK! Then do you think you can convert http://www.pokecommunity.com/showthread.php?t=194241 to work with pokemon ruby AXVE? If you can, that would be a great help to me!
Thanks in advance.
November 20th, 2009 3:20 AMJuanYes, I adapt well to AXVE, actually just change the offsets, but I can do that. ^^
Now about Hacked Fire Red, I can try to do something like ruby.
November 19th, 2009 6:59 PMLiquid ShadowHey! I saw your tutorial on inserting extra tile animations! It was very helpful, and I'm currently trying to understand ASM. I was wondering, could you tell me how the Tileset is set up in Pokemon Ruby AXVE?
Thanks a lot man!
Also, do you think you can maybe adapt this: http://www.pokecommunity.com/showthread.php?t=194241
To Pokemon Ruby AXVE? From the little ASM I know, I think all you have to do for MOST of these is just change the offsets of the information in the source code included in the download to match the information in Pokemon Ruby.
Thanks in advance. It's great to see so many ASM hackers nowadays!
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