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MrDollSteak MrDollSteak is offline

Formerly known as 11bayerf1

Visitor Messages

Showing Visitor Messages 151 to 165 of 845
  1. Versekr Dark
    December 8th, 2015 4:32 PM
    Versekr Dark
    Disculpe hay alguna manera de poner la habilidad protean, lo que pasa es que no encuentro en ningun lado alguna rutina asm.
  2. Versekr Dark
    December 8th, 2015 5:28 AM
    Versekr Dark
    Se lo agradezco mucho y disculpe por las molestias.
  3. Versekr Dark
    December 5th, 2015 6:05 AM
    Versekr Dark
    Disculpe buenas tardes, queria preguntarle algo, no se si se pueda.

    ¿Quería saber si se puede expandir la tabla de los habitats para agregar mas pokémon?

    Lo que pasa es que luego aparece en la pokedex la descripción de rattata y no la del pokemon que esta a partir de las expancion de la tabla.
  4. pokefreak890
    December 3rd, 2015 3:39 AM
    so i just put the code in BSP and then I click on compile? if I do that then another window would come up with my offset and a copy button when that happens I would click on it and then in HxD I would go back to the offset and it would be filled with some code instead of the FFs is this the correct way to insert it?
  5. pokefreak890
    December 2nd, 2015 8:07 AM
    hey MRDS i have a question how exactly do u put a battle script into the rom and see the contents in a hex editor because when i put a battle script into bsp and i save it then i open it in a hex editor it gives me huge amounts of code and on the side where the "description of the battle script is" it has the same exact stuff as what i wrote in BSP so i was wondering if im doing it right and if not which is probably the case then how? thx plz reply back soon
  6. Lance32497
    December 2nd, 2015 12:58 AM
    I know now how to insert your mega evo. animation on tpuched's hack. It's in the src folder, anyway thanks in advance for reuploading that.
  7. Lance32497
    December 1st, 2015 4:12 AM
    Hello, do you know how to insert your created mega evolution animation in mega evolution hack and the file you had uploaded is not there anymore, do you have any backup?
  8. Koutetsujou
    November 26th, 2015 10:22 AM
    Yow! The Shift Gear particle from the Move Resource Thread is broken (or should I just rip it off from your rombase LOL)
  9. GOLDstandard
    November 25th, 2015 9:01 PM
    You never responded to my post in the sugimori thread so I take it you dont accept my sprites?
  10. Gamer2020
    November 21st, 2015 11:32 PM
    Let me know if you have any questions. The ini has been changed slightly and I haven't provided documentation.
  11. TyHawk4501
    November 21st, 2015 8:26 PM
    Hey MrDollSteak! Just thought I'd check on you, so whatcha up to? Anything new?
  12. Koutetsujou
    November 21st, 2015 6:26 AM
    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.
  13. Koutetsujou
    November 20th, 2015 5:22 AM
    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):
    .align 2
    .global typechangeabilities

    mov r0, r6
    add r0, #0x20
    ldrb r1, [r0]
    mov r0, r10
    cmp r0, #0x0
    bne NormalizeCheck
    cmp r1, #0xAF
    bne PixilateCheck
    mov r0, #0xF
    b StoreType
    cmp r1, #0xB7
    bne AerilateCheck
    mov r0, #0x17
    b StoreType
    cmp r1, #0xB9
    bne ReturnType
    mov r0, #0x2
    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]
    mov r0, r8
    mov r1, #0xA7
    mul r0, r1
    lsr r0, #0x7
    mov r8, r0
    mul r7, r1
    lsr r7, #0x7
    b ReturnType
    cmp r1, #0x61
    bne ReturnType
    mov r0, #0x0
    mov r10, r0
    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
    ldr r0, .Return2
    bx r0

    .align 2
    .ChangeTypeLoc: .word 0x0202449C
    .Return: .word 0x0806961B
    .Return2: .word 0x08069635
  14. DraconianWing
    November 19th, 2015 10:53 PM
    nvm found it n_n
  15. DraconianWing
    November 19th, 2015 10:39 PM
    Where is one of the pointers to the type effectiveness table located on Emerald?


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  • Last Activity: 8 Hours Ago 2:47 AM
  • Join Date: December 8th, 2008
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