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MrDollSteak MrDollSteak is offline

Formerly known as 11bayerf1

Visitor Messages

Showing Visitor Messages 256 to 270 of 770
  1. PokéMew
    May 6th, 2015 3:18 PM
    Thanks! Not using JPANs engine so it works out.
  2. PokéMew
    May 5th, 2015 6:30 AM
    Just had a quick question about your decap and attack rombase. Are any of the flags or vars touched at all? I know that none of the original scripts were touched, but then again scripts could've been added. Just want to know if any flags or vars were used in the making of your rombase. Thank You!
  3. Red John
    May 2nd, 2015 11:11 PM
    Red John
    A battle script? Worse than ASM for me. Thanks
  4. Red John
    May 2nd, 2015 7:36 AM
    Red John
    Think that I would like to put it into the function that sets the protect flag. Like this, if protect is set then the Pokemon will double the attack. Because it is not a normal ability/item check, the registers will most likely not contain the stay values, nor will they store the value back. So I kinda need my own function to retrieve and store it.
  5. Red John
    May 2nd, 2015 7:04 AM
    Red John
    I meant storing the value in the attack stat. So I would first retrieve attack value, manipulate it, and store it back.
    And I am not talking about kings shield.
  6. Touched
    May 2nd, 2015 6:45 AM
    Are you planning to finish your Gen VI sprite project now that Megas are possible?
  7. Red John
    May 2nd, 2015 5:07 AM
    Red John
    Hello. Sorry to bother you again. But I have a serious question regarding battle. I basically created some routines to retrieve attack value of the currently active mon and another one to store the new attack value there. Will it work when called in battle functions like the function which sets protect flag? Pardon me if I weren't clear.
  8. KDS
    April 30th, 2015 3:54 AM
    Actually you can start now if you want. Because the system is working anyways.
  9. KDS
    April 30th, 2015 3:31 AM
    Nope, for Intimidate and Frisk you can loop the script by using "addbyte <targetbank> 0x1" and "goto <pointer to reference to e1 command in the BS>" instead of the "return" command in the last line. The e1 command will branch out after all target iterations have been completed.
    Actually, I got switch-in working using the first table and first ASM only. Do not know in what specific situations the second pointer is required.
  10. KDS
    April 29th, 2015 10:21 PM
    I also actually don't know :p. Intimidate was also using two pointers so i decided to this for safety.
  11. Touched
    April 29th, 2015 1:21 AM
    You might want to look at the emerald IDB in my signature. Shinyquagsire recently found a tool that lets you import function names from another IDB, so we did it with knizz's on my Emerald IDB.
  12. KDS
    April 28th, 2015 10:48 PM
    Done. It is the spoiler
  13. Touched
    April 28th, 2015 9:40 AM
    I can't remember what was broken with it, so I can't fix it. I'll probably end up redoing it sometime after Megas. I can give you the source for what I have at the moment if you want it.
  14. Touched
    April 27th, 2015 6:42 AM
    It's just basically a glorified move animation - the player's sprite doesn't appear. Right now the hard part is getting the sprite to update after changing the species, which will require some ASM. I'm not really familiar with animation scripts so I'm not really sure where to start :/
  15. Touched
    April 26th, 2015 1:59 PM
    Hey man, long time.
    I started on making a mega evolution implementation and I was wondering if you would be keen on making an animation for the transformations. Right now it's a switch out animation, but I can make it run any animation script. Almost everything else works, there are just a few more glitches that we need to iron out.
    Let me know if you're interested.


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  • Last Activity: 2 Hours Ago 9:16 AM
  • Join Date: December 8th, 2008
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