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DavidJCobb DavidJCobb is offline

RESIDENT RAAAAAAAAAAAAGEMASTER

Visitor Messages

Showing Visitor Messages 1 to 15 of 83
  1. GoGoJJTech
    February 21st, 2014 4:14 PM
    GoGoJJTech
    Bye
  2. Gamer2020
    November 3rd, 2012 10:05 AM
    Gamer2020
  3. Kieran
    August 19th, 2012 10:56 AM
    Kieran
    See my post in the item creation tutorial.
  4. mewmasterify
    July 21st, 2012 8:57 PM
    mewmasterify
    hi umm well i saw ur tutorial for Item Creation in fire Red i have one question can u give me like a commands list for the items effect like a life orb for example a command that decreases ur health and boosts ur pokemon power who holds it
  5. mewmasterify
    July 21st, 2012 8:49 PM
    mewmasterify
    hi umm well i saw ur tutorial for Item Creation in fire Red i have one question can u give me like a commands list for the items effect like a life orb for example a command that decreases ur health and boosts ur pokemon power who holds it
  6. Spherical Ice
    March 18th, 2012 12:44 PM
    Spherical Ice
    Sorry, idk why I put faceplayer there, it's a trigger event, not a person/signpost.

    The routine I used was the one in your post here. Unless of course I've completely misunderstood and that routine was for something separate?
  7. Spherical Ice
    March 18th, 2012 2:16 AM
    Spherical Ice
    Alright, so what I did was assemble the asm code, inserted it at free space (82b270), went to 3A7310, replaced the second pointer at that offset to my asm code (70 b2 82 08), saved my ROM, and in a script I put:

    #dynamic 0x800000

    #org @start
    lock
    faceplayer
    cmda6 0x1
    release
    end

    I put 0x1 as I assume 0x0 would be Slot 0. When I step on this tile, however, the game freezes.
  8. Spherical Ice
    March 11th, 2012 8:42 AM
    Spherical Ice
    Hey, could you help me out with your cmda6 research? I'm not exactly sure how to get it functioning. What I've done is compiled the ASM, called it in a script and then tried, using the same tile numbers etc., but it didn't seem to work...I know I'm missing something, haha.
  9. sonic1
    February 7th, 2012 11:47 AM
    sonic1
    I'm sorry, but i just saw your doubt with 02024029... That offset is the number of pokemon you have in party at the moment (special 0x83 uses it, it is actually named count_pokemon in Knizz IDA database).
    Hope it helped.

    Just a sidequestion:
    Whats exactly the memory adress for the flags and vars? Its saveblock1 + ????
    And a byte is 8 flags, so a var should be 16 flags, right?
    ~Sonic1
  10. knizz
    January 25th, 2012 1:09 AM
    knizz
    I'm adding the offsets from http://www.pokecommunity.com/showpost.php?p=6856053&postcount=197 to my DB that I don't have yet. You marked 02024029 as unknown. I have it listed as 'poke_quantity'. (Don't know what that means though.) Maybe that helps you.
  11. C_r_e_a_m_p_u_f_f
    November 11th, 2011 10:25 PM
    C_r_e_a_m_p_u_f_f
    Hey David, I really want to thank you. For what? Scripting help? Yes, but I REALLY want to thank you for that "multimsgbox" ASM routine. I'm using it, see?
  12. EdensElite
    November 11th, 2011 6:53 AM
    EdensElite
    I get how you use the uncompressed picture thing, but could you give me a example script please, maybe for pokemon 252 (FC) Thanks mate .
  13. EdensElite
    November 7th, 2011 2:50 PM
    EdensElite
    Thanks again :L, you make my hacking life so much easier .
  14. lolwhet
    November 4th, 2011 8:44 PM
    lolwhet
    Oh, thanks! So, do I put that just plain like
    #removeall 0xWWXXYYZZ
    and then hit compile?
    or do I have to actually put it in a script, like
    #org 0xWWXXYYZZ
    #removeall 0xWWXXYYZZ
    and then compile.

    I'm sorry for asking, its probably the obvious answer (first one) but I just want to make sure. I don't like making assumptions about things that I'm not completely familiar with.
  15. lolwhet
    November 4th, 2011 10:49 AM
    lolwhet
    Yo David, I got some Q's for you to A. only if ywt. i cant force ytda, its a free country here. just like how im free to abbreviate wiwt. air? lol. i hope you can understand tmc.
    *ahem* anyways.
    Is there a way to MAKE free space in a rom? (specifically Fire Red) Like, lets say I write a 24 byte script in XSE (just an example of course), and compile it, then assign it to a script in AMap.

    1. If I delete the script from a-map, the bytes from that offset are still being used, right?

    2. when i erase everything in the script except for #org 0x________, compile, then decompile, it goes back to the full script. Is there a way to REMOVE the script so it doesnt sit wasting space?

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  • Last Activity: January 9th, 2013 8:48 PM
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