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GOLDstandard GOLDstandard is offline

GoldStandard

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Showing Visitor Messages 16 to 28 of 28
  1. MrDollSteak
    October 6th, 2013 06:35 PM
    MrDollSteak
    It requires ASM. To be honest I only know how to implement them thanks to Doesnt. Skill Link is probably the only easy one, as that's just a battle script, but the rest were all done by ASM. I could only really do them because Doesnt told me which checks his abilities replaced, so I located them and then branched to free space.
  2. DoesntKnowHowToPlay
    October 6th, 2013 06:02 PM
    DoesntKnowHowToPlay
    I just used Hackmew's for basic reference and messed around with stuff. I began by trying to figure out how the numerous shoddy physical/special splits at the time worked and how they could be fixed, although that might not be the best starting place.
  3. DoesntKnowHowToPlay
    October 6th, 2013 11:25 AM
    DoesntKnowHowToPlay
    It requires writing some assembly, actually. Somewhere in damage calc there's a check to see if the attacker is holding an item with the Choice Band effect. What I did was make it so that, instead of directly increasing Attack, it branches to my own method, which checks the item again and increases the appropriate attacking stat depending on which Choice item it actually is.

    There's not a whole lot I can say that would help with this other than encouraging you to dive into the ASM and try to figure it out yourself :/
  4. pawell6
    September 12th, 2013 03:53 AM
    pawell6
    I'm working alone. It won't be a base, but sideshow project with more stuff then only added moves
  5. pawell6
    September 11th, 2013 06:46 AM
    pawell6
    Well, I added about 80 new moves to FR. Most of the animations and effects are done by me. It's also possible now to add new particles to move's animation, so I'm also refreshing some older animations. It may be some sideshow project in future.
  6. pawell6
    September 2nd, 2013 01:03 PM
    pawell6
    Well, thanks for your words. Most of the moves is done. I'm updating movesets - it's gonna take some time. I'm also making icons for some evolutions like yanmega, magmortar and others.
  7. Noscium
    August 30th, 2013 11:19 PM
    Noscium
    Everythings depend of the sprite you want.
  8. GOLDstandard
    July 26th, 2013 07:49 PM
    GOLDstandard
    JUST GOT IT, thank you for you're help my friend
  9. MrDollSteak
    July 26th, 2013 07:33 PM
    MrDollSteak
    Yeah. Are you putting the ZZ YY XX in reverse hex. eg. If you offset where you post the code is 900000 you put 00 00 90 08 right?
  10. MrDollSteak
    July 25th, 2013 11:01 PM
    MrDollSteak
    Uh i'm not sure actually, I've also used Pawells Draco Meteor and had no problem. Are you sure you're setting the pointers up properly?
  11. MrDollSteak
    July 25th, 2013 08:26 PM
    MrDollSteak
    Dark Pulse is broken in the Original Post, but if you go down to one of my posts where I added it, it's fixed. There was a pointer somewhere. As for Dragon Pulse, that's working 100% for me, I even implemented it into a new rom with no problem the other day.
  12. GOLDstandard
    July 25th, 2013 07:29 PM
    GOLDstandard
    Thanks doesn't, the tut was very useful, some others I read were useless... I appreciate it!
  13. DoesntKnowHowToPlay

About Me

  • About GOLDstandard
    Biography
    I liek poekmons
    Interests
    Water Polo, swimming, hacking, gaming
    Location
    California
    Gender
    Male ♂
    Occupation
    Student
    Nature
    Bold
    Favorite Pokémon
    Hydreigon
    Nosepass
    darmanitan
    greninja
    klefki
  • Signature
    Pokemon is fun

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  • Last Activity: December 20th, 2014 01:49 PM
  • Join Date: July 20th, 2013
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