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MrDollSteak MrDollSteak is offline

Formerly known as 11bayerf1

Visitor Messages

Showing Visitor Messages 16 to 30 of 523
  1. KDS
    3 Weeks Ago 03:54 AM
    KDS
    Actually you can start now if you want. Because the system is working anyways.
  2. KDS
    3 Weeks Ago 03:31 AM
    KDS
    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.
  3. KDS
    3 Weeks Ago 10:21 PM
    KDS
    I also actually don't know :p. Intimidate was also using two pointers so i decided to this for safety.
  4. Touched
    3 Weeks Ago 01:21 AM
    Touched
    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.
  5. KDS
    3 Weeks Ago 10:48 PM
    KDS
    Done. It is the spoiler
  6. Touched
    3 Weeks Ago 09:40 AM
    Touched
    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.
  7. Touched
    3 Weeks Ago 06:42 AM
    Touched
    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 :/
  8. Touched
    3 Weeks Ago 01:59 PM
    Touched
    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.
  9. chrunch
    3 Weeks Ago 03:28 AM
    chrunch
    So would I have to replace the image for that? Or just repoint something?

    Also decap http://i.imgur.com/8K1NLHZ.png. I could probably find hundreds of these if I wanted to haha
  10. chrunch
    4 Weeks Ago 01:20 AM
    chrunch
    Let me know if you come up with a fix, I'd prefer not to wait until whenever the next release is :)
  11. chrunch
    4 Weeks Ago 12:42 AM
    chrunch
    http://i.imgur.com/5Xbf9bP.png

    Sorry, I don't keep a list or anything. I've just stumbled across a lot of them while working on my hack. Off the top of my head, the move relearner script isn't fully decapitalized, same thing with the move tutor in the Dept. Store (who teaches counter). It's probably the same with other move tutors, haven't checked though.
  12. Percy
    4 Weeks Ago 01:00 AM
    Percy
    Thanks :D
  13. chrunch
    4 Weeks Ago 11:34 PM
    chrunch
    I think you already know this, but there's a bit of a graphical bug with the move relearner in your base. Just wondering if you have any idea how to fix it (just removing it would get rid of whatever you've added, right?)

    Also there's a LOT of text that isn't decapitalized. I noticed most of this just by editing FR scripts.
  14. Percy
    4 Weeks Ago 07:25 PM
    Percy
    Sorry :(
    In your ASM routine, found here. We use 0x8000, right?

    What value do we use?
    0x1?
    What I mean by that is:

    setvar 0x8000 0x1?

    Do we use 0x1?
  15. Percy
    4 Weeks Ago 05:46 PM
    Percy
    I have a question about this.

    What value do we need to use? 0x1?

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  • Last Activity: 14 Hours Ago 01:34 AM
  • Join Date: December 8th, 2008
  • Referrals: 4

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