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chrunch chrunch is offline

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Showing Visitor Messages 61 to 75 of 879
  1. reshilegend
    March 31st, 2015 2:55 PM
    PMd the first sprites, I'll see if I can finish the rest asap
  2. reshilegend
    March 30th, 2015 4:32 AM
    Finished the pokeball opening frames and started the fishing sprites. Shouldn't take that long anymore
  3. FBI
    March 29th, 2015 9:30 AM
    They edit bytes in the map header. The bytes are read by the game to determine what to do ect. If you want to edit what a specific map type does, then it'd probably require some ASM work.
  4. FBI
    March 26th, 2015 6:04 AM
    Upto flag 0x7E6 might be trainer flags. Try to set flag 0x700 and do a battle with trainer 0x200.

    The remaining few flags after 0x7E6 may be temporary, if they aren't, then it's likely unused.
  5. FBI
    March 25th, 2015 6:01 AM
    Hmm, I'm a little surprised no one has found any data about them. Have you tried using them in scripts and confirmed that they are not temporary variables?
  6. Percy
    March 24th, 2015 2:51 PM
  7. Percy
    March 24th, 2015 4:25 AM
    Hey, I wanna try out the beta 2 of Cyan again. Will my save work for the beta testing ROM?
  8. Spherical Ice
    March 22nd, 2015 11:08 PM
    Spherical Ice
    Nah, that pushes it to the side and makes them small. I haven't tried out XSE's [small] with them but I'm pretty sure that code includes more than that.
  9. Spherical Ice
    March 22nd, 2015 11:01 PM
    Spherical Ice
    I just manually make the strings and insert this string of hex codes in between:

    BB D6 DD E0 DD E8 ED 00 CA DD E0 E0 - "Ability Pill"
    FC 13 5A FC 13 5A FC 06 00 - Code to make following characters smaller & spaced out
    A5 A9 00 BC CA - "48BP"

    Unfortunately buffers don't work with multichoice boxes so the way I've done it is just hardcoding it, it really isn't that efficient but it works at least. I tried using that too but it can't be on screen with multichoice boxes at the same time without glitching out.
  10. Spherical Ice
    March 22nd, 2015 3:32 AM
    Spherical Ice
    FBI said "yes" to sharing it, so here it is:

    at 0x11318: 00 48 00 47 XX XX XX XX

    replacing XX XX XX XX with a pointer to this (+1): http://pastebin.com/7nJSk8kW
    and replacing the XX XX XX in that routine with a pointer to this: http://pastebin.com/CLQkFSeK

    an example of the table would be:

    01 00 9C 01 00 00

    That would blacklist Bulbasaur and Bad Eggs from being generated. Note you do have to include things like the Unown formes, ?????? mons and Bad Egg in the blacklist otherwise they will be included in the pool of valid mons.

    FBI reckons this has a bug in it but I'm not sure what that might be. The way I have it is that it generates a team of 3 every time.

    You can use JPAN's engine's tool to only apply the math specials if you don't want the rest.

    I didn't set a limit for BP, but I also haven't made it scalar yet (as in, you always earn only 1 BP). I do plan to change this in the future and add a limit so when I get around to that I'll tell you (if I remember).

    Hope that helps!
  11. Spherical Ice
    March 21st, 2015 4:57 AM
    Spherical Ice
    http://pastebin.com/AzjVwPCx Script to enter tournament
    http://pastebin.com/FeRMHGyb Routine by daniilS to disable items
    http://pastebin.com/SVkPqssm Level script for tournament, unannotated because it's just a bunch of randoms lol

    As for your predicament, you could try copyvar'ing, then using JPAN's math variables to add the contents of the tokens-earned-var, and then comparing the result with the max limit, and if it is greater than it, just set it to the max limit. idk if that's eloquently described but I hope you get what I mean
  12. Mana
    March 20th, 2015 2:26 PM
    Crabble is adoraaaaable.
  13. Spherical Ice
    March 20th, 2015 8:22 AM
    Spherical Ice
    What in particular would you like to know? The random team generation is done through a routine which was made by FBI agent, I've asked him if I can share it and if he says yeah I'll send it to you, but the basic gist of it is that it generates a random number using the built in function, compares the resultant value with those in a table which consist of blacklisted species (legendaries and whatnot), and then repeats this thrice to generate a full team. The rest of it is just a lot of scripting: the Trainers are generated using random and createsprite, with their Trainer sprites being set based on a variable. The BP is just a variable which is incremented by one after each battle's victory, with the BP shop being a lot of multichoices. Setting the team to level 50 is done by one of FBI agent's public routines in his ASM Resource Thread, and the team selection and "cutting" is done using the built-in specials 0x9F, 0x27, 0x28 and probably a few others that I've forgotten.

    If you want to take a look at my scripts feel free to ask.
  14. reshilegend
    March 15th, 2015 7:30 AM
    Sure, I can do that. I'll just send a .zip folder with all files
  15. reshilegend
    March 14th, 2015 8:03 AM
    Haha yeah, I tried to make that one a stereotypical ghost, I think sometimes keeping it simple works better. Btw, I started to work on your sprites, this is what I got so far:

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