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MrDollSteak MrDollSteak is offline

Formerly known as 11bayerf1

Visitor Messages

Showing Visitor Messages 61 to 75 of 557
  1. Percy
    April 21st, 2015 01:00 AM
    Percy
    Thanks :D
  2. chrunch
    April 20th, 2015 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.
  3. Percy
    April 20th, 2015 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?
  4. Percy
    April 20th, 2015 05:46 PM
    Percy
    I have a question about this.

    What value do we need to use? 0x1?
  5. Sky High
    April 3rd, 2015 04:35 AM
    Sky High
    Hmm... even I have inserted a new in a fresh rom, the error still occurs though. If you have time, would you mind checking out my routines and offsets use? If you have said my error doesn't occurs yours, well, help me out dude:
    Spoiler:
    ROUTINE 1:

    .text
    .align 2
    .thumb
    .thumb_func
    .global newmovesetstyle
    main:
    mov r1, r9
    lsl r1, r1, #0x2
    ldr r0, table
    add r0, r0, r1
    ldr r0, [r0, #0x0]
    ldr r6, there
    add r6, #0x6
    ldrb r7, [r6, #0x0]
    loop: lsl r1, r7, #0x1
    add r1, r1, r7
    add r3, r0, r1
    ldrb r1, [r3, #0x2]
    mov r4, r10
    cmp r4, r1
    beq learn
    cmp r1, #0xFF
    beq exit
    add r7, #0x1
    b loop
    learn: ldr r2, there
    add r7, #0x1
    strb r7, [r6, #0x0]
    ldrb r1, [r3, #0x1]
    lsl r1, r1, #0x8
    ldrb r0, [r3, #0x0]
    orr r0, r1
    strh r0, [r2, #0x0]
    ldr r1, return
    bx r1
    exit: ldr r0, return2
    bx r0
    .align
    return: .word 0x080693F5
    return2: .word 0x08069403
    table: .word 0x8FFFFFF
    there: .word 0x020244E2

    Change 0x693B0 to 18 49 08 47
    Then navigate to 0x69414 and change it to XX XX XX 08, where the XX XX XX stands for the pointer

    to your new routine plus 1.



    ROUTINE 2:

    .text
    .align 2
    .thumb
    .thumb_func
    .global newmovesetstyle2
    main:
    ldrb r1, [r0, #0x2]
    mov r2, #0xFF
    cmp r1, r2
    beq exit2
    lsl r2, #0x8
    add r2, #0xFF
    mov r9, r2
    mov r3, #0x0
    loop: lsl r0, r3, #0x1
    add r0, r0, r3
    ldr r1, movesettable
    add r1, r1, r6
    ldr r1, [r1, #0x0]
    add r7, r0, r1
    ldrb r0, [r7, #0x2]
    mov r4, r10
    cmp r0, r4
    bgt exit2
    ldrb r1, [r7, #0x1]
    ldrb r0, [r7, #0x0]
    lsl r1, r1, #0x8
    orr r1, r0
    mov r0, r8
    str r3, [sp, #0x0]
    mov r4, r1
    bl branchone
    mov r5, #0xFF
    ldr r3, [sp, #0x0]
    cmp r0, r9
    bne exit
    mov r0, r8
    add r1, r4, #0x0
    bl branchtwo
    ldr r3, [sp, #0x0]
    exit: add r3, #0x1
    # lsl r1, r3, #0x1
    # add r1, r1, r3
    # add r0, r7, r1
    mov r1, #0x3
    add r0, r7, r1
    ldrb r0, [r0, #0x2]
    cmp r0, r5
    bne loop
    exit2: add sp, #0x4
    pop {r3-r5}
    mov r8, r3
    mov r9, r4
    mov r10, r5
    pop {r4-r7}
    pop {r0}
    bx r0
    branchone: push {r4-r7,lr}
    add sp, #-0x4
    ldr r7, gothere
    bx r7
    branchtwo: push {r4-r7,lr}
    ldr r7, gothere2
    bx r7
    .align
    gothere: .word 0x08069145
    gothere2: .word 0x080694D3
    movesettable: .word 0x08FFFFFF

    Change 0x692A0 to 00 49 08 47 XX XX XX 08 where the XX XX XX stands for the pointer to your new

    routine plus 1.
    0x69378: 2E D1



    ROUTINE 3:

    .text
    .align 2
    .thumb
    .thumb_func
    .global newmovesetstyle
    main:
    lsl r2, r5, #0x1
    add r2, r2, r5
    ldr r1, [sp, #0x10]
    add r0, r2, r1
    ldrb r0, [r0, #0x2]
    ldr r1, [sp, #0xC]
    add r7, r2, #0x0
    add r5, #0x1
    mov r12, r5
    cmp r0, r1
    bgt later
    mov r4, #0x0
    cmp r1, r0
    beq later2
    mov r4, #0x1
    neg r4, r4
    ldr r0, [sp, #0x14]
    ldr r1, table
    add r6, r0, r1
    mov r3, sp
    sub r3, #0x2
    add r5, r7, #0x0
    there: add r3, #0x2
    add r4, #0x1
    cmp r4, #0x3
    bgt later2
    ldr r0, [r6, #0x0]
    add r0, r5, r0
    ldrb r2, [r0, #0x0]
    ldrb r0, [r0, #0x1]
    lsl r0, r0, #0x8
    orr r0, r2
    ldrh r2, [r3, #0x0]
    cmp r0, r2
    bne there
    later2: cmp r4, #0x4
    bne later
    mov r4, #0x0
    cmp r4, r10
    bge later3
    mov r1, r9
    ldr r0, [r1, #0x0]
    add r0, r7, r0
    ldrb r2, [r0, #0x0]
    ldrb r1, [r0, #0x1]
    lsl r1, r1, #0x8
    orr r1, r2
    ldr r0, [sp, #0x8]
    ldrh r2, [r0, #0x0]
    cmp r1, r2
    beq later3
    ldr r1, [sp, #0x14]
    ldr r2, table
    add r6, r1, r2
    ldr r3, [sp, #0x8]
    add r5, r7, #0x0
    there2: add r3, #0x2
    add r4, #0x1
    cmp r4, r10
    bge later3
    ldr r0, [r6, #0x0]
    add r0, r5, r0
    ldrb r2, [r0, #0x0]
    ldrb r0, [r0, #0x1]
    lsl r0, r0, #0x8
    orr r0, r2
    ldrh r2, [r3, #0x0]
    cmp r0, r2
    bne there2
    later3: cmp r4, r10
    bne later
    mov r0, r10
    add r0, #0x1
    mov r10, r0
    lsl r2, r4, #0x1
    ldr r1, [sp, #0x8]
    add r2, r2, r1
    mov r4, r9
    ldr r0, [r4, #0x0]
    add r0, r7, r0
    ldrb r1, [r0, #0x0]
    ldrb r0, [r0, #0x1]
    lsl r0, r0, #0x8
    orr r0, r1
    strh r0, [r2, #0x0]
    later: mov r5, r12
    mov r1, r9
    ldr r0, [r1, #0x0]
    lsl r1, r5, #0x1
    add r1, r1, r5
    add r1, r1, r0
    ldrb r0, [r1, #0x2]
    cmp r0, #0xFF
    bne main
    mov r0, r10
    add sp, #0x18
    pop {r3-r5}
    mov r8, r3
    mov r9, r4
    mov r10, r5
    pop {r4-r7}
    pop {r1}
    bx r1
    .align
    table: .word 0x08FFFFFF

    Change 0x06E118 to 00 4A 10 47 XX XX XX 08 where the XX XX XX stands for the pointer to your new

    routine plus 1.
  6. Sky High
    April 2nd, 2015 10:19 PM
    Sky High
    Yow! I have expanded and used Jambo's move expansion to make 512 further moves to be used. But then when any of my Pokemon levels up in any levels higher than 3, it learns the very first move from its list (example: I have Charizard set Flare Blitz as Level 1 and the very first at its moveset list. My Charizard is now Level 78 and it doesn't have Flare Blitz learned. But when it levels up to 79, there's an option to learn Flare Blitz. Again, I have raised it up to 80 and that wants to learn Flare Blitz appears once again). Do you know how to fix this? Noted that I used Jambo's first and third routines, Doesnt's second routine, and Chaos' byte fix which all of them I have translated them to Emerald.
  7. Spherical Ice
    April 2nd, 2015 07:54 AM
    Spherical Ice
    http://www.pokecommunity.com/showpost.php?p=7739238&postcount=366

    Did you ever find anything about this? I'm very interested.


    nvm I worked it out
  8. Sky High
    March 31st, 2015 06:56 PM
    Sky High
    Ahh... k. So you will just post if it is 100% working. Nice to you. :D
  9. Sky High
    March 31st, 2015 01:22 AM
    Sky High
    Will you also include byte fixes in the Ability Resource Thread like your FireRed Rombase's problem before for having failure of weather abilities, sand force?
  10. EricaHarper
    March 30th, 2015 08:01 PM
    EricaHarper
    By the way, there's a bug in my expansion of pokemon emerald. Could you perhaps help me with solving it?
  11. EricaHarper
    March 30th, 2015 07:55 PM
    EricaHarper
    Ok. I've touched on that a little. Time to grind. Thanks for your help. What script do you suggest should be the first that I should try?
  12. EricaHarper
    March 30th, 2015 07:45 PM
    EricaHarper
    K, thx for the tips, and yes, you're right. I've seen it through a disassembler once before, but couldn't edit any of the code, much less understand the numbers... Battle scripting ws actually on my to-do list. That and scripting.
  13. EricaHarper
    March 30th, 2015 02:38 PM
    EricaHarper
    Ok! So I would find them by looking into damage calculation/whatever the ability is related to. Now I understand how abilities work, thx much! Where is damage calculation carried out? How would I read and/or edit that data?
  14. EricaHarper
    March 30th, 2015 05:59 AM
    EricaHarper
    So, if I'm using Rayquaza and there is weather going on, the routine checks for Airlock. If the check rings true, the routine and goes to a branch in the routine where weather has no beneficial or negative effects? Just to see if I understand you completely.
  15. EricaHarper
    March 30th, 2015 05:54 AM
    EricaHarper
    Ok. I understand. Even if I knew where they were, I'd have to find them in the routines that cover them... I think I'll let that be for a while.

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