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karatekid552 karatekid552 is offline

What happens if I push it?....

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Showing Visitor Messages 436 to 450 of 2139
  1. kearnseyboy6
    March 19th, 2014 08:12 PM
    I am having trouble subitting my hack Mr KK552.

    My problems are graphics (screenshots). When I upload them it converts them to text making my characters above 100,000 and I cannot post 'a long post'.

    Any tips?
  2. FBI agent
    March 19th, 2014 07:22 PM
    FBI agent
    In a very basic level they can, otherwise they are useless. For example, if you're making some sort of list manipulation program, knowing C and ASM doesn''t do diddly squat.
  3. Renegade
    March 19th, 2014 07:15 PM
    Meh. I went up to 720000 (which is where my expanded Pokedex data started) and searched for the next chunk of like 20 ff's in the data. The search result put me at the very end of the Pokedex data. So I guess there aren't any chunks of ff's in there for some reason. I guess this doesn't matter too much, I just wanted to try to restore my work. I was decapitolizing all of the monz' names and when I finished, I started adding the next region's Pokemon. This is when I messed up. But the only thing I have to do to get back to where I was is re-decapitolize 2 regions of Pokemon names. It takes a while, but its worth it.

    Btw, thank you for your help throughout.
  4. Renegade
    March 19th, 2014 06:51 PM
    I pasted over the data at the reversed offsets and reloaded the program. The error box still shows up.

    It says, "Images failed to decompress. Aborting sprite load," on startup. Btw, the data I overwrite at the reversed offsets was not a chunk of FF's. It was some existing data. In your post on the thread, you said there would be a chunk of FF's there, right?
  5. pabel
    March 19th, 2014 06:21 PM
    in that routine I send me image would have a size of 240 x 160 I believe .. but the image I want to insert is smaller , so good you've helped me a lot.
  6. Renegade
    March 19th, 2014 03:42 PM
    Ohh. Didn't see the other section, sorry about that. But anyways, I got the correct calculations and reversed offsets this time, and I got the pattern AB CD EF. I went to the offsets that were created by the reversing, but the data wasn't a bunch of FF's, rather a bunch of Pokedex stuff.

    Here's what I did:

    frontspritetable = 7283b0 (.ini offset) = 7295D0 (calculated offset) = 70 82 72 (pattern) -> 72 82 70 (reversed)
    frontpalettetable = 72b3e8 (.ini offset) = 72C608 (calculated offset) = 90 83 72 (pattern) -> 72 83 90 (reversed)

    Oh, and the sprite that I accidentally checked the "change to FF's on repoint" box on is not 0x244, it was 0x223. But everything after that failed to load. Once I exited out of the program and loaded it back up, none of the sprites loaded (it gave me the error box upon loading the ROM). I tried the fixing method with the new "0x223 and 0x224" numbers, but I basically get the same result to where I don't end up in a slot of FF's, I end up in the middle of a bunch of other numbers and letters.
  7. pabel
    March 19th, 2014 02:55 PM
    thank you very much karatekid552.
  8. Renegade
    March 19th, 2014 02:11 PM
    Okay. When I get my results from calculating the numbers together, I search for the specified offset in the ROM, but I end up in the middle of a bunch of FF's. I'm certain I did the calculations correctly (not sure if it followed order of operations, so I just tested it both ways).

    Here are my offsets:
    frontspritetable = 0x2350AC
    frontpalettetable = 0x23730C

    I calculated it up and got these:
    frontspritetable = 0x2362CC
    frontpalettetable = 0x23852C

    Both of those lead to FF's, so I'm not sure what's going on.
  9. pabel
    March 19th, 2014 02:03 PM
    you said to look for the code to load pictures in BG0...not found?
    because seriously I need to know what the structure of the routine.
  10. Renegade
    March 19th, 2014 12:56 PM
    Thanks for your consistent replies on your Gen III Suite thread. Just need to know something:

    Well, you need to remedy your sprite and palette tables. Your best shot, it to find the pointer to the blank image and blank palette by going to the offset of the Frontspritetable and frontpalettetable entries found in your ini using a hex editor and scrolling down to the entrites for the TEMP pokemons. Each entry is 8 bytes (pointer, data size), so you will just need to move forward 8*Pokemon number. Find the pointers and write them down. Then, we need to insert a blank sprite and palette at those locations respectively. So, I'll make this easy:

    Blank sprite:

    Blank palette:
    I just made these myself using my LZ77 compression functions I wrote. I may have made a mistake in how long the string should have been but they look right. If they don't work, let me know.

    Just insert these at the offsets you find in the tables.
    I didn't really understand this. I was wondering if you could help me step by step, I have a lot of time right now.
  11. FBI agent
    March 19th, 2014 04:43 AM
    FBI agent
    It isn't any fun. The Assembly we're doing is with MIPS, so there's system calls to get input/print input. However the hard part is pointer management in the loops and such. One wrong command somewhere can ♥♥♥♥ up the entire thing.

    In my belief, low level programming languages should disappear altogether (like C and Assembly). The only reason they should even exist/be used is if you're making system tools or other programming languages (even that you can do in other languages, though I personally write unix tools in C).

    High level programming languages are much more easier to use/deal with. Though I do acknowledge that when working in a limited hardware environment that low level languages are needed. Hopefully things change and these limited environments upgrade into larger spaces.
  12. DrFuji
    March 19th, 2014 04:20 AM
    RIP in peace sexual innuendo and green dinosaur

    You've never changed... Keep it up :P
  13. FBI agent
    March 18th, 2014 07:59 PM
    FBI agent
    Some of these practicals in university are retarded. My prof wanted us to take user input and turn it into a linked list. Then sorting that linked list. In ASM. He was surprised when no one finished in the allotted time.
  14. FBI agent
    March 18th, 2014 06:55 AM
    FBI agent
    Doesn't matter. They're all very common and well known. It's much smarter to work with those languages than it is to work with something that isn't.
  15. kearnseyboy6
    March 18th, 2014 06:12 AM
    Hi, since you are a world of knowledge can I ask why this is?

    Hackmew explained compressed and uncompressed palettes...

    Compressed [10 20 00 00 00] [39 57] [FF 7F] [0C 5E] [48 45] [00] [05 31] [A3 28] [BF 53] [3C 37] [00] [76 2A] [91 11] [7F 03] [7F 02] [00] [9F 01] [1D 00] [31 46] [42 08]

    [39 57] [FF 7F] [0C 5E] [48 45] [05 31] [A3 28] [BF 53] [3C 37] [76 2A] [91 11] [7F 03] [7F 02] [9F 01] [1D 00] [31 46] [42 08]

    How does a compressed palette occupy more space in the ROM? It just doesn't look more compressed.

About Me

  • About karatekid552
    Do you really want to know? Really?
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    Mewtwo, Scyther, Metagross, and Totodile (My first ever starter on a rented Crystal version, haha)
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