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MrDollSteak MrDollSteak is online now

Formerly known as 11bayerf1

Visitor Messages

Showing Visitor Messages 1 to 15 of 828
  1. Versekr Dark
    6 Days Ago 7:42 AM
    Versekr Dark
    the Eviolite not work I do not table expanded to 32 evolutions , that is ?
  2. thedarkdragon11
    1 Week Ago 11:13 PM
    thedarkdragon11
    Hello! I would just want to ask how do you select 15 colors for a sprite palette from a Sugimori artwork? Thanks!
  3. TyHawk4501
    4 Weeks Ago 7:56 PM
    TyHawk4501
    Hey MrDollSteak! How've you been?
  4. Deltakirby
    June 12th, 2016 1:08 PM
    Deltakirby
    heyo again MrDollSteak!
    how are you today?
  5. NewDenverCity
    June 5th, 2016 4:27 PM
    NewDenverCity
    Sorry to be a bother, but I'm afraid that Solid Rock is broken in your ROM base. I noticed that you must have used a different hook than the one that is posted in the Abilities thread, so if you could post your source code for it, I'd be grateful.
  6. Starfall321
    June 4th, 2016 5:21 AM
    Starfall321
    http://www.pokecommunity.com/showpost.php?p=8428982&postcount=160
    Hi! Your miracle eye second routine from this post cant be compiled. Can u take a look on it?
  7. PokéMew
    June 2nd, 2016 9:05 AM
    PokéMew
    Hey, I had a quick question if you don't mind.. On your mega evolution animation, I've inserted all the particles, I just need to know where in the rom we need to insert the bytes for the animation. I have mega evolution inserted, so are we supposed to overwrite existing bytes from it or something? You said that we're supposed to put all of the strings right next to each other which makes me think we're supposed to insert it in free space.. Sorry if I'm not clear enough. I think I figured it out. I found all of the particle indexes in the original mega evo routine and changed them to the custom ones and that seemed to do it.
  8. AlphaPro_25
    May 28th, 2016 4:16 AM
    AlphaPro_25
    OMG Versekr was here :O?
  9. Versekr Dark
    May 19th, 2016 9:01 PM
    Versekr Dark
    Sorry I expanded the table evolutionary methods , but it has made me mistake with the mega evolution , does not know that I must be modified to be compatible with the table of mega evolution , the post I use is this :

    http://www.pokecommunity.com/showthread.php?t=329357
  10. FamiliaWerneck
    May 10th, 2016 4:51 AM
    FamiliaWerneck
    Hey MrDS, can you help me with something "simple"?
  11. NewDenverCity
    May 6th, 2016 5:16 AM
    NewDenverCity
    Hey, sorry to be a bother, but would you mind showing me how you got Sap Sipper to work in your FR base? There's no source code for how FR's Sap Sipper actually works, and there's currently a small bug with the text. There's no FF after the exclamation mark, so the text just keeps going and going. I found the text that Sap Sipper uses, but I can't find the pointer to the text.
    The text is located at 0x90CC62, but there's no hex string for 62 CC 90 08.
  12. Versekr Dark
    May 3rd, 2016 4:20 PM
    Versekr Dark
    Disculpe MrDollSteak, he estado agregado la habilidad simple pero cuando la agrego al juego hay un error cuando me bajan una estadística, cuando sube no hay problema pero cuando baja me da error se congela la pantalla, le dejo la rutina aqui abajo, haber si me puede explicar, claro si tiene tiempo, por cierto todos los pointer los puse +1.

    .text
    .align 2
    .thumb
    .thumb_func(s) Por cierto no me compilaba por que estaba esta "S" no se si tenga algo que ver
    .global simplenegativestatboost

    BufferAbility:
    mov r2, #0x1
    lsr r6, r0, #0x18
    ldr r0, .Bank
    ldrb r0, [r0]
    mov r1, #0x58
    mul r0, r1
    ldr r1, .BattleData
    add r0, r0, r1
    ldrb r0, [r0]
    SimpleCheck:
    cmp r0, #0x57
    bne DetermineNegativeStage
    Simple:
    lsl r0, r6, #0x19
    lsr r6, r0, #0x18
    DetermineNegativeStage:
    cmp r6, #0xFE
    beq Harshly
    cmp r6, #0xFF
    beq Fell
    Severely:
    strb r4, [r3, #0x1]
    mov r0, #0x85
    strb r0, [r3, #0x2]
    mov r0, #0x1
    strb r0, [r3, #0x3]
    mov r2, #0x4
    b Fell
    Harshly:
    strb r4, [r3, #0x1]
    mov r0, #0xD3
    strb r0, [r3, #0x2]
    strb r4, [r3, #0x3]
    mov r2, #0x4
    Fell:
    ldr r0, .Return
    bx r0

    .align 2
    .Bank: .word 0x02023BC4
    .BattleData: .word 0x02023C04
    .Return: .word 0x08027F12

    #Insert 00 4A 10 47 xx xx xx 08 at 27EFC
  13. Ollie11
    May 2nd, 2016 2:24 PM
    Ollie11
    Hello, MrDollSteak, I have a problem. I tried to implement ability Simple, but the game freezes or restarts when the ability is triggered. I changed all of 0x57 in routines to index number of ability in my hack. Also, I changed pointers in the third routine to point to the strings. I don't know what's the problem. Are pointers to routines must be 0xOffset+1 or without +1? Because it crashes either way. And what I made wrong?
  14. Zero.4
    April 12th, 2016 4:29 PM
    Zero.4
    Well, ok, thanks for answering my question so soon, but don't you know of someone who knows how to do it?
  15. Zero.4
    April 12th, 2016 8:57 AM
    Zero.4
    Hello MrDollSteak, I have a question for you, I want to add the follow me into my hack, but I don't know how to do it, can you tell me what routine do I have to use? And if you don't know exactly, can you tell me who you think can do it? Really thanks in advance, also sorry if I've wrote something wrong, hope you can answer soon.

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  • Last Activity: 26 Minutes Ago 3:37 AM
  • Join Date: December 8th, 2008
  • Referrals: 5

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Awarded: January 2nd, 2016 7:01 PM

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