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MrDollSteak MrDollSteak is offline

Formerly known as 11bayerf1

Visitor Messages

Showing Visitor Messages 151 to 165 of 834
  1. Koutetsujou
    November 21st, 2015 6:26 AM
    Koutetsujou
    Ahh... sorry my bad. I haven't heard of the "and" ASM command before. Sorry for being dumb. XD

    I tried your latest modification of the routine right now but I still can't get these abilities (the type changes) to be working. Dunno what exactly is wrong. I just followed everything. :/

    Is "mov r0, r6" is equivalent to "add r0, r6, #0x0"? That line is only the difference from the original decompiled routine to "add r0, r6, #0x0" I've seen on VBA's disassembler. I dunno if this really causes it.
  2. Koutetsujou
    November 20th, 2015 5:22 AM
    Koutetsujou
    You haven't changed the Return confusion and line 39. Even I've corrected it on my own, I still can't get the Normalize and the others working. Here's how I've done it (for Emerald):
    Spoiler:
    .text
    .align 2
    .thumb
    .thumb_func
    .global typechangeabilities

    BufferAbility:
    mov r0, r6
    add r0, #0x20
    ldrb r1, [r0]
    NormalCheck:
    mov r0, r10
    cmp r0, #0x0
    bne NormalizeCheck
    RefrigerateCheck:
    cmp r1, #0xAF
    bne PixilateCheck
    Refrigerate:
    mov r0, #0xF
    b StoreType
    PixilateCheck:
    cmp r1, #0xB7
    bne AerilateCheck
    Pixilate:
    mov r0, #0x17
    b StoreType
    AerilateCheck:
    cmp r1, #0xB9
    bne ReturnType
    Aerilate:
    mov r0, #0x2
    StoreType:
    mov r10, r0
    ldr r0, .ChangeTypeLoc
    ldr r1, [r0]
    add r1, #0x13
    ldrb r1, [r1]
    mov r2, #0x3F
    add r2, r1
    cmp r2, #0x0
    bne ReturnType
    mov r2, r10
    strb r2, [r1]
    Boost:
    mov r0, r8
    mov r1, #0xA7
    mul r0, r1
    lsr r0, #0x7
    mov r8, r0
    mul r7, r1
    lsr r7, #0x7
    b ReturnType
    NormalizeCheck:
    cmp r1, #0x61
    bne ReturnType
    Normalize:
    mov r0, #0x0
    mov r10, r0
    ReturnType:
    ldr r0, [sp, #0x4]
    ldrh r0, [r0, #0xA]
    str r0, [sp, #0x1C]
    ldrh r0, [r6, #0x2E]
    cmp r0, #0xAF
    bne NoEnigmaBerry
    ldr r1, .Return
    bx r1
    NoEnigmaBerry:
    ldr r0, .Return2
    bx r0

    .align 2
    .ChangeTypeLoc: .word 0x0202449C
    .Return: .word 0x0806961B
    .Return2: .word 0x08069635
  3. DraconianWing
    November 19th, 2015 10:53 PM
    DraconianWing
    nvm found it n_n
  4. DraconianWing
    November 19th, 2015 10:39 PM
    DraconianWing
    Where is one of the pointers to the type effectiveness table located on Emerald?
  5. Gamer2020
    November 19th, 2015 7:18 PM
    Gamer2020
    Hi. I figured I should let you know that Pokemon Game Editor now supports added types. Please let me know, preferably through Github, of any other incompatibilities that come up.
  6. DraconianWing
    November 15th, 2015 4:12 PM
    DraconianWing
    Where do you get the Sugimori palettes themselves? I'd like to take a shot at spriting/recoloring and see what I can do; if all goes well, maybe I can even contribute to help speed up the process.
  7. DraconianWing
    November 14th, 2015 7:07 PM
    DraconianWing
    Thanks so much for uploading an icon replacement patch! Looks amazing
  8. GOLDstandard
    November 14th, 2015 4:09 PM
    GOLDstandard
    Do you use G3T?
  9. DraconianWing
    November 14th, 2015 12:01 PM
    DraconianWing
    Do you still have the icon sprites image for the Fairy type in your expansion tutorial for Emerald? The attachment is still broken from when the forums were breached.
  10. GOLDstandard
    November 13th, 2015 8:34 PM
    GOLDstandard
    I have the name changed from BPRE to MrDS and the ini is replaced and FFFFFE is replaced with FFFF but I still error out when I start the rom... It's quite weird
  11. GOLDstandard
    November 13th, 2015 11:41 AM
    GOLDstandard
    Hey Mr. Dollsteak,

    I am trying to start hacking on my Mac while I'm at uni, but I can't open a ROM patched with your base in Gen III suite. I managed to get it to work on my PC at home so I don't know what's happening this time. I replaced the ini with the provided one in the patch. Any help would be appreciated
  12. kleenexfeu
    November 8th, 2015 12:44 AM
    kleenexfeu
    Thanks for your explanations, it's working now!
  13. kleenexfeu
    November 5th, 2015 8:10 PM
    kleenexfeu
    That's what I'm doing. Step by step at least.
    I basically copy/paste his routine loaded with the command 03, I have th bug he had once. The sprite that momentarily "flash". But I'll talk about that with Touched.

    The main problem I wanted to understand is why the healthbars don't update ? As I said, even without using any custom animation, they stay blank. Does it have anything to do with your animation ?
  14. kleenexfeu
    November 5th, 2015 3:55 PM
    kleenexfeu
    First animation :
    White screen :
    04 14 03 65 66 11 08 05 05 05 00 02 00 00 00
    10 00 FF FF 03 49 68 11 08 05 05 00 28 02 00 00 00
    10 00 FF FF 05
    Slide out-in :
    03 F1 2B 17 08 02 01 01 00 08 03 F1 2B 17 08 02 01 00 00 08

    Second animation :
    00 2D 27

    05 03 65 66 11 08 05 05 05 00 02 00 10 00 00 00 FF FF
    03 DD 52 11 08 05 03 01 00 05 00 0E 00 05 0B 0D 08 08

    In the end of white screen in your anim, there are the byte "03 49 68 11 08 05", but it doesn't work if I put them.
  15. Cataclyptic
    November 5th, 2015 1:24 PM
    Cataclyptic
    Mr. Dollsteak, a while back you sent me to the R&D thread to help with new move animations. THANK YOU SO MUCH. It took me a while to understand, I still don't understand a lot of it, but I finally found what I needed to do to complete my hack. Thank you!

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