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DoesntKnowHowToPlay DoesntKnowHowToPlay is online now

some loser

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Showing Visitor Messages 11 to 20 of 124
  1. Lone Knight
    October 6th, 2014 07:36 PM
    Lone Knight
    Hi sorry to bother you. But i have a ques, is it possible to add formes to the 3rd gen games?
  2. destinedjagold
    September 21st, 2014 06:37 PM
    destinedjagold
    I saw your post for extending the duration of Taunt and other moves. Do you happen to know where they're located in a Ruby ROM?
  3. Wesley FG
    August 29th, 2014 08:28 PM
    Wesley FG
    ad.fly generates little income so I was trying to pay for a hosting site that is free and not unstable, but soon I will remove it, I do not work I'm a student so I thought the best way, sorry for the delay in responses was hospitalized for 20 days a hospital.

    ps; the catalog attempts to gather all the hacks even incomplete
  4. Syndrome10
    August 6th, 2014 11:59 PM
    Syndrome10
    My bad, I read the topic not carefully and I thought the flag is 0x3D, not 0x23D. I don't even know if 0x3D flag exists lol. Anyway, thanks.
  5. Syndrome10
    August 6th, 2014 12:57 AM
    Syndrome10
    .align 2
    .thumb
    .thumb_func
    push {r4, r5, lr}
    mov r4, r0
    mov r0, #0x02
    lsl r0, #0x8
    mov r1, #0x3D
    add r0, r1
    bl FlagCheck
    cmp r0, #0x0
    beq End
    cmp r4, #0x0
    beq SuperEffective
    cmp r4, #0x5
    beq SuperEffective
    cmp r4, #0x14
    beq Ineffective
    b End

    SuperEffective:
    mov r4, #0x14
    b End

    Ineffective:
    mov r4, #0x5

    End:
    ldr r5, .damageAddr
    ldr r0, [r5, #0x0]
    mul r0, r4
    ldr r1, .returnAddr
    bx r1

    FlagCheck:
    ldr r2, .flagAddr
    bx r2


    .align 2
    .returnAddr: .word 0x0801e77d
    .flagAddr: .word 0x0806e6d1
    .damageAddr: .word 0x02023d50
    .end


    That's your Inverse Battles hack, and I have a question how do I change the flag, so it's not Pokéflute? You said 6th and 8th lines have to be changed, and I understand what I have to change in 8th, but I have no idea what do I have to change in 6th line?
  6. Huy567
    July 16th, 2014 03:01 PM
    Huy567
    so like in this equation: Xn+1 = [(a * Xn) + c] mod m, it would be Xn plus one equals Xn multiplied by "a" and then added to "c" and the result of [(a * Xn) + c] would be divided by m, right?

    and i know what you mean. i got this like 4 hours later XP
  7. Huy567
    July 13th, 2014 06:47 PM
    Huy567
    EDIT: I decided to put off trying to add new abilities until I have enough knowledge of ASM, because so far it has been very confusing for me (and probably you, sorry). So I was going through part two of HackMew's tutorial, and I saw he uses the operations XOR and AND, but he doesn't explain it. Can you help? He also uses the formula "Xn+1 = [(a * Xn) + c] mod m". Could you also help me understand what the modulus actually means?
  8. Huy567
    July 13th, 2014 04:35 PM
    Huy567
    Okay, so like if I wanted to make a custom ability, say Arceus's multitype, then I would just
    follow the if(pokemon.ability == ...) syntax and add in an item check, and if the item check
    returns true, then i should make it change the sprite of the pokemon, right? And if I did manage to write a code for a new ability, how do i add it into the game? (I heard there were specifics spots you had to put it in for it to work)

    And what code is the special case branching from? Is it the pokemon's battle struct or just pokemon struct?

    Do you know the offsets for the ability name and description tables and how many bytes I need to copy in order to expand it, as well as where the pokemon structs and battle structs are stored. Also, the code for the ability "if(pokemon.ability == ABIL_NATURALCURE)
    pokemon.status = 0;" would be stored in the battle struct, right?

    You mentioned decompiling, could you show me how to do it so i can analyze codes myself?

    Sorry for all the questions, I'm just a little bit frustrated about adding new abilities, because whenever I ask other members, they just say how hard it is or I need to know ASM
    so this is really going to help since you're explaining in full detail. Thanks a bunch.
  9. Huy567
    July 13th, 2014 01:09 PM
    Huy567
    I couldn't find any other posts on ability editing, so what do you mean by ability checks? like does each pokemon have data with bits, like .PLAYER_DATA does in HackMew's tut, which if it does, is there a bit to tell which ability it has? (and what do you mean by special cases?)
  10. Huy567
    July 12th, 2014 04:39 PM
    Huy567
    Thanks! Now I got to go learn some ASM. Oh, and one more thing: is the ability table and description table expandable through a hex editor? is it just like copying it to free space and repointing it for both?

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