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Elpollo25 Elpollo25 is offline

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Showing Visitor Messages 1 to 10 of 17
  1. karatekid552
    January 25th, 2014 12:19 PM
    It has yet to be done. You are in uncharted territory man. Welcome to the big leagues haha. There won't be anyone to guide you through this. Just keep trying and you will find something.
  2. karatekid552
    January 25th, 2014 09:20 AM
    Golden Sun is completely different. What you need to do is find the loader for the palettes and have it load 256 colors. Then, you need to insert 256 color OWs and make sure the game reads them as such.
  3. karatekid552
    December 29th, 2013 02:00 PM

    What exactly are you trying to do with the ow loader again?
  4. karatekid552
    December 29th, 2013 09:47 AM
    FR will reload palettes when exiting menus. I provided a fix for that on PHO.

    The amount of palettes is a HardWare restriction. This cannot be changed, ever.

    Golden sun uses 1 palette, but it has 256 colors. F palettes * F colors = 256 color palette. They have no more colors.
  5. karatekid552
    December 28th, 2013 08:38 AM
    ldr r0,=#0x3000EA8 ;
    ldrb r0,[r0]

    I found that in your ASM. That means there is a pointer at that offset. Follow the pointer that is in the memory there and then look.
  6. karatekid552
    December 28th, 2013 08:36 AM
    Okay, then why don't you try and find out? Run the game and using the memory viewer in VBA, go to those offsets and look around.
  7. karatekid552
    December 20th, 2013 03:50 AM
    Hmmm, those sound the like the offsets of pointers to dma hidden objects. Have you checked the FR Ram Map? There is one in R&D somewhere, either by JPAN or DavidJCobb, not sure which.
  8. karatekid552
    December 14th, 2013 07:02 AM
    Haha, no I found the asm. It is all of the comments and everything. They are in spanish and I'm having trouble sifting through them.
  9. karatekid552
    December 13th, 2013 12:44 PM
    I would love to help, but my spanish is absolutely awful. Can you just send me the routine?
  10. karatekid552
    November 7th, 2013 02:03 PM
    1) I only use the registers and instructions screens. The others are just extras.

    2) Trace is the same, except that it will follow bls. Run next won't.

    3) It doesn't run everything, only the stuff it needs. So, if you set a breakpoint on a routine, that routine actually has to run for it to activate the breakpoint. Ideally, you should know what you are looking for, so you will know if the routine is called. So, if you are trying to find the OW loaders, you would set the break, then warp. If the break point doesn't activate, that wasn't the right routine.

    4) Ahh, maybe it skipped over it. The game likes to do this:

    cmp r1, r0
    bhi jump_down_three_rows

    got it? Most code has a section in it that only runs if there is an error or other issue.
    5) Umm, besides breaking on instructions, you can also break on ram changes and such. Look in the NO$ debugging documentation for info on how to do that.

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  • Last Activity: January 26th, 2014 12:07 PM
  • Join Date: March 23rd, 2013
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