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chrunch chrunch is offline

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Showing Visitor Messages 121 to 135 of 898
  1. FBI
    December 1st, 2014 5:04 AM
    Sorry it's buffernumber I suppose. XSE is strange like that, it's got specific names for each of the types of buffers. In PKSV it's just storevar for all :D
  2. FBI
    November 29th, 2014 9:40 PM
    #dyn 0x740000
    #org @start
    callasm 0xInserted +1
    storevar 0x0 0x8000 'XSE is buffervar 0x0
    msgbox @text 'this will show the hex number in decimal
    callstd MSG_NORMAL

    #org @text
    = \v\h02
  3. FBI
    November 29th, 2014 6:08 PM
    Change .ARG to .VAR. Sorry, I didn't bother compiling it :P
  4. FBI
    November 29th, 2014 7:39 AM
    Sorry I didn't fix my typos, lol.

    .align 2

    push {r0-r2, lr}
    ldr r0, =(0x202402C)
    ldr r1, =(0xB)
    ldr r2, =(0x803FBE8 +1)
    bl linker
    ldr r1, .VAR
    strb r0, [r1]
    pop {r0-r2, pc}

    bx r2

    .align 2

    .word 0x020270B8 + (0x8000 *2)
  5. FBI
    November 28th, 2014 6:54 AM
    Compile this into free space:

    .align 2

    push {r0-2, lr}
    ldr r0, =(0x202402C)
    ldr r1, =(0xB)
    ldr r2 =(0x803FBE8 +1)
    bl linker
    ldr r1, .VAR
    strb r0, [r1]
    pop {r0-r2, pc}

    bx r2

    .align 2

    .word 0x020270B8 + (0x8000 *2)

    Call it in a script, AFTER you've encountered a wild Pokemon who's dex entry doesn't show up. Note it won't work if you fight another wild Pokemon after it or if you fight a trainer afterwards. This HAS to be called after the wild battle is over and before any other battles are done. Report back the number in 0x8000 and the name of the Pokemon you caught.
  6. FBI
    November 27th, 2014 6:53 AM
    Well, I looked into the Pokedex update part in Fire Red. Looks like it's using the species of the opponent's first Pokemon to pull out the Pokedex picture (so if it's a wild one then obviously that Wild Pokemon).

    Then the answer is simple, your Pokemon probably don't have their species set (probably 0x0).
    Test and report back :P

    You can test this by listening to their cries in the Pokedex. I think all of them will be the same.
  7. FBI
    November 26th, 2014 5:37 AM
    Hello, do you know if your extended Pokedex is setting seen/caught flags? or is it just the graphics that isn't showing up?
  8. Percy
    November 25th, 2014 2:55 PM
    Hey, there! I'm Blaziken if you don't know me xD
    But, um, I used your Trainer Facing Fix patch on the old ROM Hacking Resources, and would like to thank you for it! So, thank you very, very much, it certainly helped me!
  9. Tyroz
    October 23rd, 2014 1:14 PM
    Thank you! I didn't think of the setvar... Hows Cyan going? Beta 3 coming out anytime soon?
  10. Tyroz
    October 23rd, 2014 8:24 AM
    Hey Chrunch,

    I have been scouring my records and previous files and .txt's as well as pokecommunity, and I cannot seem to find, or recreate a berry script for FireRed like yours. It replenishes/resets once you leave the map, correct? If you would be willing, [and still have it on hand] may I please use your script?
  11. diegoisawesome
    October 15th, 2014 5:14 PM
    Yeah, that's really the only way to go about doing it. However, take caution in making sure you only revert the bytes you need to because the old font patch changed a lot of stuff (some of which broke games).
  12. Rukario
    October 7th, 2014 8:35 AM
    Happy Anniversary, Happy Anniversary, Happy Anniversary, Happy Anniversary, Happy Anniversary!
  13. kearnseyboy6
    October 4th, 2014 6:07 AM
    Short answer you can't sorry.

    Long answer... Go to your G3HS ini and find the line that has the type of evolutions like: Level, level, trade, trade, item, item, level ... etc.

    You can change them to I think 'Move","Map" and another one... read the documentation. When you choose the move in G3HS it sacrifices the 'level' slot for any move you pick.

    The reason for this was so any move can be chosen, and any town and map can be chosen too! But it does sacrifice the level option. That also explains why holding an item cant also be used for a certain level.

    I hope this helps, if you really want a way around it you need to make a custom ASM file for each pokemon. What you need to then do once the move check is performed...

    say it evolves at level 32, you must load in R2 0x20 and then b levelcheckloc

    it should work from there. But it is unique and only works for level 32 pokemon evolutions. Hope this helped
  14. kearnseyboy6
    October 3rd, 2014 2:15 AM
    Nope, you should be all good to compile away then! Should work fine.
  15. kearnseyboy6
    October 2nd, 2014 2:38 PM
    Yes you would. If you haven't expanded pokemon change it to 0x08254784

    I wrote the code for my expanded game which is why it is 0x08720000.

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