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Showing Visitor Messages 796 to 810 of 1337
  1. Leafblast
    September 3rd, 2013 04:06 PM
    What is it called?
  2. Le pug
    September 3rd, 2013 03:25 PM
    Le pug
    Alright, is your name the same on romhack.me? Also, I thought I'd show you what you've been helping me out with: link
  3. Akiba
    September 3rd, 2013 01:52 PM
    As for the earlier stages, they can just come by level.
    I probably need to know the level of the final battle, though.
  4. Leafblast
    September 3rd, 2013 01:30 PM
    Is hack posted here, because if it is than may I see a link to it's thread?
  5. Leafblast
    September 3rd, 2013 12:02 PM
    Oh ok, so how are you?
  6. Leafblast
    September 3rd, 2013 11:33 AM
  7. Le pug
    September 2nd, 2013 08:01 PM
    Le pug
    What do you mean by better communication when it comes to romhack.me?
  8. karatekid552
    September 2nd, 2013 01:23 PM
    Litterally, go into the table at [1A2000] and take the 0 and 7 pointers and copy them to the end of the table. Then, go into NSE or whatever and make sure they are there. Finally, go and change all dawn & lucas NPC's to use those numbers instead.
  9. karatekid552
    September 2nd, 2013 12:37 PM
    Yeah, the only way you could fix the windmills is to have them use a palette 0-A != 2. That is it. Otherwise you will have issues. Your best bet would be a little bit of hex editing and add more tilesets.
  10. karatekid552
    September 2nd, 2013 09:18 AM
    Not Dawn's palette slot, her whole OW slot. Just copy her data pointer to a number above 0xD. Also, do the same thing with Lucas.

    You are switching OWs, not palettes. THE IMAGES.

    and, as I said, the palette glitch with the windmills and such is a physical game freak thing that was there as soon as you expanded the number of ingame palettes.
  11. karatekid552
    September 2nd, 2013 02:18 AM
    Dude, why did you design those as OWs??? I mean seriously. Massive objects like that put a HUGE strain on the processor. Tiles would be much more efficient.

    Also, you really need to learn ASM well.... With this code, you can't use Dawn's OW in that slot. The code works like this:

    cmp r0, #0xD
    bgt no_change /*Branch if sprite to be loaded is greater than 0xD, or not a player sprite).
    cmp r0, #0x7
    blt hero_change
    sub r0, #0x7
    b hero_change

    It runs based upon the sprite being loaded, independent of male or female (note the sub r0, #0x7. It is going to use the same loader for both male and female.). So, you are going to run into conflicts when you encounter Dawn. Simple to fix in any case, just copy Dawn's main sprite to a fresh slot and change OWs to work that way. This was an issue in JPAN's hack itself, only mine forces it to be apparent easily. If you had ever tried to use the hero changer, it would have changed Dawn's sprite too. (Note that if you are playing as Dawn, this will affect the male player NPC too.)

    Edit 2:
    ANNNNNNNNNND I removed my ASM for the OW hack, and those palette errors still happen.

    I found that it defaulted to slot 2 because it's palette slot byte was 12, but the slot was just 2. The initial loader will load this correctly, but the one at the start menu won't (the reloader...). So, using 04 as that byte always keeps it in slot 4.

    However, even when I get it back in its normal slot, the error still happens.

    /me thinks a limiter on the reloader wasn't removed....

    Edit 3:
    Omg.... I looked at it.... This is ridiculous...

    So, now I REALLY know why GF only had 15 palettes....

    When the reloader is called, it doesn't cycle through the OWs and load their palettes. No, it goes through and does this:

    load palette 0 into slot 0
    load palette 1 into slot 1
    load palette 3 into slot 2
    load palette 4 into slot 3
    load palette 5 into slot 4 <- This is the conflict!
    load palette 6 into slot 5
    load palette 7 into slot 6
    load palette 8 into slot 7
    load palette 9 into slot 8
    load palette A into slot 9

    I think if I rewrite my ASM to write the palette every frame, that I may be able to make this code null-in-void.
  12. Le pug
    September 1st, 2013 10:05 PM
    Le pug

    well i take your advice and use advancemap 1.92 and this happens.....

    I opened it again in advancemap 1.95 to see if 1.92 was the problem and the above image is from 1.95.
    when opened in 1.92, all the maps that are in banks after 3 are completely gone but in 1.95, the connection list shows they are still there.

    i created new maps by Insert Map > Create New Space > 1 Reserved map

    and it would work. I could change anything on them and go back and forth between maps. Then I was working on a map, went to header and changed the height by like 4 units and every map went to "create new map" and now there is only 3 banks... and all the maps are apparently still there which is good because if they weren't, i'd quit for good lol. but however i can't figure why that happened and how to fix it.
  13. karatekid552
    September 1st, 2013 02:21 PM

    You mean that little palette glitch? It only occurs directly after the switch and before a warp.
  14. karatekid552
    September 1st, 2013 01:14 PM
    That doesn't happen to me. Are you using a BIOS file with VBA?

    Also, I had to erase your script on the fat guy to test the hero change. Just compile this in XSE to fix it:

    #org 0x7FA000
    msgbox 0x87FA024 MSG_FACE '"Technology just blows me away!\pI ..."

    ' Strings
    #org 0x7FA024
    = Technology just blows me away!\pI mean, now you can play with\npeople around the world...\lwirelessly!
  15. karatekid552

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