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Showing Visitor Messages 946 to 960 of 1491
  1. Arx
    September 4th, 2013 07:41 AM
  2. Arx
    September 3rd, 2013 05:51 PM
    Which gens?
  3. Le pug
    September 3rd, 2013 05:17 PM
    Le pug
    Yeah I wanted to see if others wanted to get in on the action with my hack and alright I joined and added you :]
  4. karatekid552
    September 3rd, 2013 05:10 PM
    The OW source? Yeah that was already updated as I fixed it:p.

    Now, go to 1A2000. You will see a pointer. Follow it. (That is what [1A2000] means. It is like *1A2000 in C.) Now, at that pointer, there will be a table. Grab the 0 pointer and the 7 pointer (the first and the 8th) and copy them to the end of the table. This will give them new numbers at the end of the table. You should be able to see these new OWs in NSE. It will give an error when trying to view the frames because the NSE code has a small array bug (i'm working on hacking it for a fix since the source code for the newest version is lost. I talked to link12252 himself about this.) but you will still be able to see the first frame and verify you did it right.
  5. Leafblast
    September 3rd, 2013 04:06 PM
    What is it called?
  6. 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
  7. 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.
  8. 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?
  9. Leafblast
    September 3rd, 2013 12:02 PM
    Oh ok, so how are you?
  10. Leafblast
    September 3rd, 2013 11:33 AM
  11. Le pug
    September 2nd, 2013 08:01 PM
    Le pug
    What do you mean by better communication when it comes to romhack.me?
  12. 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.
  13. 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.
  14. 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.
  15. 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.

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