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Elpollo25 Elpollo25 is offline

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Showing Visitor Messages 1 to 15 of 17
  1. karatekid552
    January 25th, 2014 12:19 PM
    karatekid552
    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
    karatekid552
    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
    karatekid552
    http://pokemonhackersonline.com/showthread.php?t=14184

    What exactly are you trying to do with the ow loader again?
  4. karatekid552
    December 29th, 2013 09:47 AM
    karatekid552
    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
    karatekid552
    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
    karatekid552
    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
    karatekid552
    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
    karatekid552
    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
    karatekid552
    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
    karatekid552
    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
    do_stuff_to_correct_an_error
    do_stuff_to_correct_an_error
    do_stuff_to_correct_an_error
    here_is_where_it_jumped_to

    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.
  11. karatekid552
    October 27th, 2013 01:25 PM
    karatekid552
    The game runs each instruction in about a nanosecond. So, yeah, impossible. However, by setting a break, then running the game to that break, you can then hit F3 to execute the next instruction.
  12. karatekid552
    October 25th, 2013 06:33 PM
    karatekid552
    NO$ is pretty easy to use and the documentation included is very good also. Make sure you get the debugger version.
  13. karatekid552
    October 25th, 2013 12:57 PM
    karatekid552
    The best way to know what the hell I'm pushing and popping is to watch the code in action. In that case, apply JPAN's engine to a FR rom, then compile and insert it like I outline in the very last post of that thread. From there, you can play with it and see how it works. My favorite debugger for testing games as they run is NO$GBA, but if you like VBA-SDL-H better, go for it.

    Haha, I'm glad you liked it. It took me a long time, but I definitely feel it helps bridge that gap that most tutorials leave. Thanks.
  14. karatekid552
    October 25th, 2013 06:56 AM
    karatekid552
    Okay, so you know the syntax, but you don't really understand it. Cool. My spanish is only about 50%, so I can read some of what you wrote and it looks okay. My concept of ASM tutorial is posted both here and PHO. I'm sure you can find it.:p It explains popping and pushing and a lot about why certain things are done.
  15. karatekid552
    October 25th, 2013 04:26 AM
    karatekid552
    IDA doesn't have a tutorial. It is an expensive program, so if you are using it, people just assume you know how to. In most cases, and mine, I learned simply by breaking it a million times until I finally figured out how it worked. You can learn a lot by pushing random buttons. (Just don't save:p) Knizz is an IDA master. If you go on PHO's IRC, he is there a lot. You may be able to glean some information on how to use it from him.

    Okay, first, do you know ASM? When I say that, I mean, if I send you code, can you read it, understand it, and then use it?

    If not, then read my "Concept of ASM" guide and when you understand it, work on hackmew's and shinyquagsire's tutorials. Once you have the syntax down, then I will teach you debugging and finding stuff.

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  • About Elpollo25
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  • Last Activity: January 26th, 2014 12:07 PM
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