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MrDollSteak MrDollSteak is offline

Formerly known as 11bayerf1

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Showing Visitor Messages 1 to 15 of 557
  1. KDS
    20 Hours Ago 06:20 AM
    Yes I know it. the final routine is with you. So I directly messaged you.
  2. KDS
    20 Hours Ago 06:04 AM
    Just a minor nitpick in the protean routine, check r4 with 0, after anding' with 3f in the variable move type section.
  3. FamiliaWerneck
    4 Days Ago 03:17 PM
    Okay, I'll give it a go.
    I understand how OP I'm making them, giving them this ability.
    I'll just make it, and decide if I give it to the ghosts, some ghosts, or none. I'd really like to see it though.
    Thanks man!
  4. Sky High
    5 Days Ago 01:42 AM
    Sky High
    Ahh. So, you're using Paint.net. I'm still loyal with Photoshop but I will try that. Quick question: Are the sprites from the Gen VI already in Sugimori colors? Or some?
  5. FamiliaWerneck
    5 Days Ago 02:45 AM
    Got it. What if I just give the ability to avoid physical attacks of Normal, Fighting, Flying, Poison, Ground, Rock, Bug and Steel (the previous physical attacks)?
    Like Wonder Guard, there's a way to specify what types I wanna be unattacked by, right?
    Can you point me in the right direction to start on this? A link, someone that might help, anything?
    Thanks man.
  6. FamiliaWerneck
    6 Days Ago 03:09 AM
    Sorry asking directly MrDS, but what did you mean when you said an abilty like the one I suggested would be EXTREMELY broken?
  7. Versekr Dark
    1 Week Ago 08:36 AM
    Versekr Dark
    Oye disculpa no se si modifique mal la habilidad natural cure pero cuando la arreglo regenerator deja de funcionar esta bien o esta mal que pase eso.
  8. Sky High
    1 Week Ago 03:08 AM
    Sky High
    Yow! How much do you adjust the colors of the Sugimori artworks (saturation level, brightness, contrast... something like that. I dunno what is it called them as one)? Can you tell? I just wanna try doing at least four or six for Gen V.
  9. KDS
    2 Weeks Ago 05:27 PM
    Actually, the old switch-in system sets up a status word of x200 for the pokemon with a switch-in to prevent the switch-in ASM from looping.
    But the routines for status in the table 48F88 require the status word to be x0. Because of the status word being set to x200 the pokemon with switch-in were not being affected by Spore.

    Yes there are only 2 tables for berries IIRC.
  10. KDS
    2 Weeks Ago 04:06 AM
    Yes that is used by the seteffect commands and I found the fault in Jambo's old switchin system by debugging this routine.
  11. KDS
    2 Weeks Ago 03:02 AM
    Yeah, I was making the Life Orb Effect by hooking it with Shell Bell and it was part of that command.
    The command is present in Status moves too, but there is code present to detect whether a move is damaging one or not (or the damaging move was unable to cause damage).
  12. kleenexfeu
    2 Weeks Ago 12:28 PM
    Thanks that's great !
    Be sure I'll look into that
    My main problem was the pokemon that is buffeted by the changements of stats, I couldn't find the bank when the animation/message is played. Do you recall what I did for changing ONLY the buff ? At that place the good bank is loaded, but it's not in the routines where I hooked in your thread. That was actually my problem : loading the good bank, did you find a good bank in that routine (08048F88) ?
  13. Touched
    2 Weeks Ago 06:28 AM
    Ah. Well, there is something else incredibly wrong. I replaced tackle's animation with a pointer to this script, and it doesn't seem to work. I hear a sound now (the hit sound), but it still does the "Unsupported BIOS function 7f called from 083ae0b0 ...". Here is the current ASM script form: http://hastebin.com/yubuxetaye.avrasm
    Any ideas?
  14. KDS
    2 Weeks Ago 06:27 AM
    On further research, the 'end move' things are executed by the cmd 49.
    It is present in most of the battle scripts that terminate by using 'goto 1d694e'. The script at x1d694e has cmd 49.

    The second table for the bl is also called by this command.
  15. Touched
    2 Weeks Ago 04:00 AM
    Well, "anim_rainbow_y + (0xFA << 24)" is a trick. I noticed that it the offset ended in 02 instead of 08 (I assumed it was not in the RAM, since your instructions didn't include anything like that). Since the assembler can't do 24 bit offsets, only 32 bit addresses, I added a large number (0xFA left shift 24) to overflow the 08 into becoming 02. I'm wondering if the function I use to play the animation is causing trouble, because I replaced those bytes with shorts and changed the 28s before XX and ZZ to be 27 and it still gives the BIOS error. I inserted the rest of the animation and nothing seems to work, even if I disabled some parts. I'm gonna insert the animation as an attack (like you did) and see if that works.


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