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Showing Visitor Messages 121 to 135 of 147
  1. Jambo51
    April 14th, 2013 11:18 AM
    I plan to. It's not especially dissimilar to the pledge moves, and I've already done those, so it should operate like B/W.
  2. karatekid552
    April 14th, 2013 08:03 AM
  3. Shiny Quagsire
    April 12th, 2013 10:32 PM
    Shiny Quagsire
    The end, as it replaces FF FF 00 00
  4. Jambo51
    April 12th, 2013 04:40 PM
    No, Chaos Rush implements it by literally having 2 different Pokémon and having them evolve between each other. At least, IIRC, that's how it was handled.
  5. Chaos Rush
    April 12th, 2013 02:15 PM
    Chaos Rush
    JPAN has a thread with said routines. Also I have a thread on it that shows how to apply the routines, except in that particular thread I converted the routines to work with Ruby. Also please read the bolded section of my signature.
  6. Chaos Rush
    April 12th, 2013 05:35 AM
    Chaos Rush
    For Forme changing, probably index number changing with ASM. Idk about stat recalculation, however. If I can't figure that out, then I'll fake it with evolution. As for Pokedex completion, idk
  7. Jambo51
    April 12th, 2013 04:05 AM
    Lots of complicated ASM.
  8. Jambo51
    April 12th, 2013 03:57 AM
    If you correctly repointed everything, then yes.
  9. Elaitenstile
    April 12th, 2013 01:34 AM
    I'm replying in the thread right now, actually.
  10. Jambo51
    April 5th, 2013 04:56 AM
    You replace it with the pointer to the string itself. Nice and simple this time.
  11. Jambo51
    April 4th, 2013 11:01 AM
    You can put the new pallet into free space and point the relevant entry on the table to that new pallet (formerly free space).

    the table2 pointer is the location of the table you make which has pointers to the pallets (NOT the pallets themselves, pointers to them). You, once again, put this table in free space and fill it with pointers to the pallets you create.
  12. diegoisawesome
    April 3rd, 2013 09:00 PM
    When you insert text, it's saved as a hex string, each byte representing a different character. Find the byte that corresponds to the character you want and find its entry in the table (00 = space = first entry in the table)
  13. diegoisawesome
    April 3rd, 2013 04:16 PM
    Just find the text byte that the letter corresponds to (the hex value for the character) and then find that number entry in the table.
  14. Jambo51
    April 3rd, 2013 06:33 AM
    Basically, the routine reads a table (which you need to create, since it's not in the ROM as standard) for the pallet to load. You populate the table with pointers to your custom pallets where Pallet 0x1 is in slot 0 and 0x2 is in slot 1 and so on and so forth (because Pallet 0x0 indicates that there should be no mugshot).

    You build the pallets in the same format as the examples I point you to. You can simply copy and paste an existing pallet and then modify it, if you so desire. It's hard to explain what I mean without using "veteran rom hacker" terms.

    I'm so used to being able to say "populate the table with pointers" and people know what that means. Sorry, I'm not the best at explaining myself.
  15. Jambo51
    April 3rd, 2013 04:51 AM
    Can I just ask how on earth you found that? It's held on a now dead website, that's quite impressive, I gotta say. Sorry, just curious.

    Check this thread out, it has the offsets for the existing pallets in the games. Look at them to understand how to build your new pallet for the BG. As to using them, you need to create a table with pointers to each new pallet you create where pallet 0x1 is the 0x0th entry on the table and so on.


About Me

  • About robin22gongon
    What do I put here?
    -Video Games
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    I'm Just A Student/Computer Technician
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    The Superbly Awesome Great Dynamic Fantastic Super High Majestic Robin!
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    Emboar, Fennekin, Pikachu & other Starters and legendaries.
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