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i0Bjhansen0 i0Bjhansen0 is offline

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Showing Visitor Messages 1 to 12 of 12
  1. BluRose
    1 Week Ago 5:55 PM
    oh btw
    i just was told that we are going to go on vacation until friday to see family
    so i'm kinda surprised
    but the reason i'm telling is because, well, i won't have wi-fi until then. i might (likely won't) have a phone to access pokecommunity via data, but either way, will be largely unable to help you beginning at around 1:00 pm (15 hours from now) tomorrow? idk
    i have church from 9 am-12 pm (11 hours from now is its start), so i'm going to pretty much be gone in about 11 hours. i plan on sleeping for some of them, and won't have access to a computer in about an hour nonetheless...
  2. BluRose
    1 Week Ago 11:55 AM
    ok so what we can do is attempt to piece something together
    i found a nice breakpoint at 3F04E (specifically, 3F05C). what the function does is check for hustle and then apply hustle's boost. what we can do is branch it off, and then apply hustle's boost in our own little thing, which should be simple enough. (i already have hustle's boost tracked down in an asm snippet, so no worries)
    it was also used by mrdollsteak to implement sniper, technician, defeatist, and slow start, and is located in the middle of the move_damage_calc function. i can not find the references to overgrow/blaze/torrent within the battle scripts, which kinda sucks ahaha...

    btw do you know if we can use something like battle script pro to code the abilities? that would make like everything 999999999x easier. i'm assuming we can't because no one has, but yeah...
    i understand that some abilities would be handled by certain moves, but not this type, ahaha...
    if we wanted to do this in the worst way possible, we could just go to every move effect and add in a check for if hp is below 33%, and then branch off to a routine which checked for ability and then checked type and FINALLY modified the desired output by using tlachti's damage modifiers or something
    this would work but would be um not as nice as, say, being able to do this asm
  3. BluRose
    1 Week Ago 11:05 AM
    my point being, it decides the INDEX of each ability. i said that the names were the abilities themselves, just not the "technical part of it."

    and yes, that is fairly close to what i said. so, here's what the confusing part is: i can not find the reference to overgrow/blaze/torrent in the ROM like at all. not to mention, it's not a single script, and is instead multiple. the check for sand veil occurs within the setweather script. a lot of them are located in the same script, i will grant you that, though. so we would want to be able to branch off from the damage calc (or maybe even create our own with the branch inside or something, that'd be nice), and then check for the abilities. if we were to find the branch off to the original abilities and then switch it to a jumptable of sorts based off of the hp, we could activate a theoretical powerup ability for each type inside this jumptable and afterwords.

    i guess i'll continue looking? except now i'll look for it around the game referencing the ability byte (located in the RAM) instead of simply to the ability itself.
  4. BluRose
    1 Week Ago 7:24 AM
    yes, it has nothing to do with making abilities except for about everything
    see, the names of the abilities are the abilities themselves, just not the technical part of it
    what the game checks for is the presence of an ability somewhere in the battle engine. it then branches off to the ability's asm routine, where it is then handled.

    so, we can use the breakpoint for moody (or something like that) and attempt to create our own. if moody is activated at the end of every turn, we can make a check for if your hp is below a certain point and then have it go to a jumptable that checks for each ability, possibly letting us insert a new "powerup ability" of each type!
  5. BluRose
    1 Week Ago 7:01 PM
    i basically started with your task and like got nowhere~
    i instead decided to try to find the breakpoints for all of the abilities in a fr rom. i'm going along at a semi-slow pace, but i personally expect to be done soon. it seems like overgrow/blaze/torrent have no refs in the ROM, which is sorta bizarre considering that, well, they HAVE to be, you know? i'm tempted to just find the byte(s) used by the type-stat-buff abilities in the RAM and learn basic ASM to just toggle these (i hope it's programmed that way or else i might cry ahaha). their inclusion would likely be in either the damage calc or stat buffs subroutines, so i'll have to check these out.

    tl;dr - i haven't forgotten of you and really do want to help <3
  6. BluRose
    1 Week Ago 10:07 AM
    so um
    have you started out with this as of yet?

    EDIT: you also said that someone "pointed you to a thing about ASM." did it pertain to abilities whatsoever or was it just another one of the tutorials? if i'm understanding everything right, what we want to do is find the place where overgrow/torrent/blaze branches off of the main battle script and then just expand on that.
  7. BluRose
    2 Weeks Ago 8:02 PM
    oohh <3
    i've been putting off researching abilities for forever, and now i have an excuse to start. i'll attempt something after church in about 13 hours, then!
  8. BluRose
    2 Weeks Ago 6:30 PM
    that's awesome ahaha <3
    if you need anything else, i can attempt to do something~
    no promises, though, lol
  9. BluRose
    2 Weeks Ago 5:28 PM
    why, though? just because it's something you didn't expect or because of my unsureness?
  10. BluRose
    2 Weeks Ago 5:07 PM
    you gave me a heart attack in the quick r&d thread with your first line
  11. PankajBlitz
    2 Weeks Ago 5:28 PM
    Okay then.
  12. PankajBlitz
    2 Weeks Ago 12:11 AM
    well follow this

    1 Open NUPS patcher and open Apply an UPS patch

    2 Notice there is something

    like if file is invalid

    this is the point where you have to set it to ignore.

    It will be patched without creating any problems.

About Me

  • About i0Bjhansen0
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  • Join Date: March 21st, 2016
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