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MrDollSteak MrDollSteak is offline

Formerly known as 11bayerf1

Visitor Messages

Showing Visitor Messages 16 to 30 of 836
  1. AlphaPro_25
    May 28th, 2016 4:16 AM
    AlphaPro_25
    OMG Versekr was here :O?
  2. 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
  3. FamiliaWerneck
    May 10th, 2016 4:51 AM
    FamiliaWerneck
    Hey MrDS, can you help me with something "simple"?
  4. 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.
  5. 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
  6. 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?
  7. 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?
  8. 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.
  9. pokefreak890
    April 12th, 2016 7:45 AM
    pokefreak890
    hello MRDS i have a question i need to ask you. So im making a 1020 fire red rombase and i want to add Mold Breaker,Turboblaze and Treavolt but since youre abilites in your patch are not as the OP is listed how do u do the Mold Breaker Table for your base or can u post me a copy of the Mold Breaker Table that will work with your base

    Hope to hear from u soon
  10. Deltakirby
    April 10th, 2016 4:54 AM
    Deltakirby
    heyo MrDollSteak!
    how are you?
  11. Versekr Dark
    March 28th, 2016 8:05 AM
    Versekr Dark
    Disculpe no se como darme a entender en ingles es por eso que se lo digo en español,
    Cuando uno esta criando en la isla 4 de pokémon fire red y usa su rom base, hay un error, me dan el huevo y todo eso, va bien, pero cuando se habré el huevo sale el pokémon que entrego claro cuando lo deja con ditto pasa, un ejemplo si pongo a venusaur y un ditto, cuando el huevo eclosiona sale un venusaur lvl 5, hay una manera de arreglar esto.
  12. pokefreak890
    March 27th, 2016 10:54 AM
    pokefreak890
    Hello there once again MrDollSteak im here yet again with more ini help this time its not with G3HS its for PGE im using fire red and your rombase and i expanded my fire red rom to have 1020 pokemon but heres the thing i put the offsets in the ini and when i go into pokemon editor i get this error "arithmetic error overload" something like that so i was wondering if u can help fix my ini as i need this in order to insert cries for my expanded mons

    The PGE ini with my offsets
    Spoiler:

    [BPRE]
    ROMName=Pokémon Fire Red (English)
    ItemData=&H3DB028
    AttackNames=&H901800
    TMData=&H45A80C
    ItemIMGData=&H3D4294
    NumberOfItems=375
    NumberOfAttacks=511
    MoveTutorAttacks=&H459B60
    PokemonNames=&H7200EC
    NumberOfPokemon=1020
    NationalDexTable=&H74020C
    SecondDexTable=&H251CB8
    PokedexData=&H740D74
    NumberOfDexEntries=721
    PokemonData=&H723FA4
    AbilityNames=&H950000
    NumberOfAbilities=256
    Pointer2PointersToMapBanks=&H5524C
    OriginalBankPointer0=&H352004
    OriginalBankPointer1=&H352018
    OriginalBankPointer2=&H352204
    OriginalBankPointer3=&H3522F4
    OriginalBankPointer4=&H3523FC
    OriginalBankPointer5=&H35240C
    OriginalBankPointer6=&H352424
    OriginalBankPointer7=&H352444
    OriginalBankPointer8=&H35246C
    OriginalBankPointer9=&H352484
    OriginalBankPointer10=&H3524A4
    OriginalBankPointer11=&H3524F4
    OriginalBankPointer12=&H35251C
    OriginalBankPointer13=&H35253C
    OriginalBankPointer14=&H352544
    OriginalBankPointer15=&H35256C
    OriginalBankPointer16=&H35257C
    OriginalBankPointer17=&H352584
    OriginalBankPointer18=&H35258C
    OriginalBankPointer19=&H352594
    OriginalBankPointer20=&H352598
    OriginalBankPointer21=&H35259C
    OriginalBankPointer22=&H3525A4
    OriginalBankPointer23=&H3525AC
    OriginalBankPointer24=&H3525B8
    OriginalBankPointer25=&H3525C0
    OriginalBankPointer26=&H3525CC
    OriginalBankPointer27=&H3525D4
    OriginalBankPointer28=&H3525D8
    OriginalBankPointer29=&H3525DC
    OriginalBankPointer30=&H3525E0
    OriginalBankPointer31=&H3525E4
    OriginalBankPointer32=&H352600
    OriginalBankPointer33=&H352614
    OriginalBankPointer34=&H352628
    OriginalBankPointer35=&H352648
    OriginalBankPointer36=&H352668
    OriginalBankPointer37=&H35267C
    OriginalBankPointer38=&H352690
    OriginalBankPointer39=&H352694
    OriginalBankPointer40=&H352698
    OriginalBankPointer41=&H35269C
    OriginalBankPointer42=&H3526A4
    NumberOfMapsInBank0=4
    NumberOfMapsInBank1=122
    NumberOfMapsInBank2=59
    NumberOfMapsInBank3=65
    NumberOfMapsInBank4=3
    NumberOfMapsInBank5=5
    NumberOfMapsInBank6=7
    NumberOfMapsInBank7=9
    NumberOfMapsInBank8=5
    NumberOfMapsInBank9=7
    NumberOfMapsInBank10=19
    NumberOfMapsInBank11=9
    NumberOfMapsInBank12=7
    NumberOfMapsInBank13=1
    NumberOfMapsInBank14=9
    NumberOfMapsInBank15=3
    NumberOfMapsInBank16=1
    NumberOfMapsInBank17=1
    NumberOfMapsInBank18=1
    NumberOfMapsInBank19=0
    NumberOfMapsInBank20=0
    NumberOfMapsInBank21=1
    NumberOfMapsInBank22=1
    NumberOfMapsInBank23=2
    NumberOfMapsInBank24=1
    NumberOfMapsInBank25=2
    NumberOfMapsInBank26=1
    NumberOfMapsInBank27=0
    NumberOfMapsInBank28=0
    NumberOfMapsInBank29=0
    NumberOfMapsInBank30=0
    NumberOfMapsInBank31=6
    NumberOfMapsInBank32=4
    NumberOfMapsInBank33=4
    NumberOfMapsInBank34=7
    NumberOfMapsInBank35=7
    NumberOfMapsInBank36=4
    NumberOfMapsInBank37=4
    NumberOfMapsInBank38=0
    NumberOfMapsInBank39=0
    NumberOfMapsInBank40=0
    NumberOfMapsInBank41=1
    NumberOfMapsInBank42=0
    MapLabelData=&H3F1CAC
    NumberOfMapLabels=109
    PokemonFrontSprites=&H72F76C
    PokemonBackSprites=&H732518
    PokemonNormalPal=&H7352C4
    PokemonShinyPal=&H738070
    IconPointerTable=&H73E580
    IconPalTable=&H73FC54
    CryTable=&H48C914
    FootPrintTable=&H7619B0
    PokemonAttackTable=&H25D7B4
    PokemonEvolutions=&H750FC4
    TMHMCompatibility=&H74D6B4
    MoveTutorCompatibility=&H750458
    EnemyYTable=&H73C4F0
    PlayerYTable=&H73AE1C
    EnemyAltitudeTable=&H73DBC4
    AttackData=&H900000
    AttackDescriptionTable=&H904000
    AbilityDescriptionTable=&H9507F0
    AttackAnimationTable=&H90336c
    AttackAnimationPointer=&H90336c


    and heres my expanded offsets im going to put G3HS ini here as it has all my expanded offsets in it already
    Spoiler:

    [0000]
    name = MrDollSteak's Decap and Attack Rombase (5)
    gamecode = BPRE
    numberofpokes = 0x5b4
    pokebasestats = 0x723fa4
    pokebasestatslength = 0x1C
    pokenames = 0x7200ec
    pokenameslength = 0xB
    typenames = 0x961B50
    typenameslength = 0x7
    numberoftypes = 24
    items = 0x3DB028
    numberofitems = 0x177
    itemsdatalength = 0x2C
    abilities = 0x950000
    numberofabilities = 0x9C
    abiltiesnamelength = 0xD
    egggroups = Monster,Water1,Bug,Flying,Field,Fairy,Grass,Human-Like,Water3,Mineral,Amorphous,Water2,Ditto,Dragon,Undiscovered
    leveluptypes = Medium-Fast,Erratic,Fluctuating,Medium-Slow,Fast,Slow
    learnedmoves = 0x72df58
    learnedmoveslength = 0x2
    attacknames = 0x901800
    numberofattacks = 0x1FF
    attacknamelength = 0xD
    eggmovepointer1 = 0x045C50
    eggmovepointer2 = 0x045CC8
    eggmovelimit = 0x045CC4
    tmhmcompatibility = 0x74d6b4
    tmhmcompatibilitylength = 8
    tmlist = 0x45A80C
    tmlistentrylength = 2
    numberoftms = 50
    numberofhms = 8
    evolutiontable = 0x750fc4
    evolutionsperpoke = 5
    lengthofoneentry = 8
    evolutionmethods = Breeding Only,Friendship,Friendship (Day),Friendship (Night),Level-Up,Trade,Trade (Hold Item),Stone,ATK > DEF,ATK = DEF,ATK < DEF,PID (Wurmple->Silcoon),PID (Wurmple->Cascoon),Spawn a Second,Create Spawn,Beauty
    evomethodsproperties = None,None,None,None,Level,None,Item,Item,Level,Level,Level,Level,Level,Level,Level,None
    evolutiontablepointers = 0x42F6C,0x42FBC,0x43138,0x4599C,0xCE8C4
    offsetstochangetolslr0r60x1 = 0x42f9c,0x43182,0x43026,0x43008,0x43016,0x43050,0x4307A,0x430A8,0x430C8,0x430EC,0x430FC
    offsetstochangetonewminus1 = 0x43116,0x4319e,0x459A2
    theshedinjafix = 0xCE766
    changetonewnumbertimes8 = 0x4598A,0x459C0,0x4598E,0x459C2
    pokedex = 0x740d74
    lengthofpokedexentry = 0x24
    nationaldexorder = 0x74020c
    numofnondexpokesbetweencelebiandtreeko = 25
    numofnondexpokesafterchimecho = 28
    dextype = FRLG
    jambo51learnedmovehack = False
    movetutorcomp = 0x750458
    movetutorcomplen = 2
    movetutorattacks = 0x459B60
    mtattackslen = 2
    mtattacksnum = 15
    frontspritetable = 0x72f76c
    backspritetable = 0x732518
    frontpalettetable = 0x7352c4
    shinypalettetable = 0x738070
    enemyytable = 0x73c4f0
    playerytable = 0x73ae1c
    enemyaltitudetable = 0x73dbc4
    iconspritetable = 0x73e580
    iconpalettetable = 0x73fc54
    iconpalettes = 0x3D3740
    numiconpalettes = 3
    itemanimationtable = 0x75f3e8
    itemanimationtableentlen = 5
    hoenncryauxtable = 0x761070
    footprints = 0x7619b0
    habitats = 0x452c4c
    habitatpointers = 0x106888,0x1068C8,0x106990,0x1069F8,0x106A98
    locationnames = 0x3F1CAC
    locationstart = 0x58
    locationend = 0xC4
    locationtblfmt = 1
  13. Koutetsujou
    March 27th, 2016 3:00 AM
    Koutetsujou
    You're welcome! By the way, the fourth frame doesn't show up in the "egg hatch" animation. What I mean is the animation sequence during it. There's no problem in the image. Emerald.
  14. BCTElite
    March 26th, 2016 9:54 AM
    BCTElite
    Hey there, so I'm having a couple problems with the 1.5 patch. The first is that whenever I try to edit move data on G3T, it comes up with a message stating that the sound based moves are missing from the .ini. It then gives me the option to continue on without repointing them or repoint them to a new offset. I have no idea what the offset in the game is so I continued and repointed them on the editor itself. This however lead to the game no longer working and being unable to be opened.


    The second issue I have is a lot less important - it is more of a graphical problem. When loading a pokemon that has the type or a move that has the fairy type the type name box thing is cut out and a misplaced off centre white box is left.
  15. Versekr Dark
    March 26th, 2016 8:03 AM
    Versekr Dark
    Well since I put your rom base has not worked, until I have my first version of my game if you want it I can show , when ponial the Eviolite did not work but the assasult vest if and saw a post where you talk about Eviolite not if you can do the routine again in another space and leave the vest assasult convinado the previous Eviolite and well run .

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