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knizz knizz is offline

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Showing Visitor Messages 16 to 30 of 74
  1. karatekid552
    May 11th, 2013 7:09 PM
    Hey Knizz, I completely forgot to ask you about this: how'd it go with TheOrangePichu?
  2. interdpth
    March 16th, 2013 11:10 AM
    It's on googlecode. :D
  3. Spiky-Eared Pichu
    February 8th, 2013 8:34 AM
    Spiky-Eared Pichu
    I use the plugins from the official DS SDK. They are known as "Nintendo NITRO Plugins".
  4. Spiky-Eared Pichu
    February 8th, 2013 4:33 AM
    Spiky-Eared Pichu
    Thank you. So far I haven't tried to write mesh data to .nsbmd files directly because I use a combination of plugins and tools from Nintendo. However, I do plan to make that process with tools by myself in the future, so it's an issue I'll face soon
  5. NarutoActor
    February 6th, 2013 7:29 PM
    Hey, great to see you in the scene, but I have a problem with the R&D you posted. So I applied it, and everything works cool on a clean fr rom, but when I enter oaks lab(In a clean fr rom) the text bugs out like crazy, and the game freezes. Is it because the player isn't named? How could the player be named outside of the intro? ( I actually have an idea on how to achieve it but I wanted your thoughts first)
  6. sonic1
    August 7th, 2012 8:50 AM
    Hey knizz, 's been a long time, no? I need your help now. I know you have much experience in OAM fields, and i need to know something. As the OAM memory is refreshed every frame, i can't "runtime" edit it to create an OAM. What i need to know (firered) is: Is there any routine like "Create OAM" or something? And if not, how could i go edit the OAM position? Is there a routine that changes its coordinates or something?
    Also, if it helps, i know that this is all related to the "unknown_structure" you documented in your DB!

    Best regards, Sonic1!
  7. Zilvereyes
    May 22nd, 2012 8:55 AM
    I'm just trying to please ;-)

    Tell me what to do with the credits and i'll do it, no problem, don't mean to hang anyone out or anything like that, just don't want to step on anyone's toes ;-) so when I saw your post I thought I had done just that, so I wanted to rectify it, but might have done it the wrong way, sorry if this is the case.
  8. sonic1
    April 7th, 2012 12:13 PM
    Yeah, i just arrived from my finalist-trip and downloaded your db. But i checked the routines get/set_pokemon_data... What exactly did you do? Srry xD

    Also: As i've told you before, i'm making a emerald ida database. When i was checking somethings, i've come across a problem. You see, when there is, for example, ldrb r0, [r0, #1], i can successfully convert it in LDRB R0, [R1,#npc_state.field1]. Now, in this case, LDRB R0, [R1], instead of appearing LDRB R0, [R1,#npc_state.bitfield_DX], it just appears LDRB R0, [R1,#npc_state] in my IDA database. This is very annoying, as i can't figure out what is the first field of some structures just by sheer looking. Could you help me on this issue, please?
  9. sonic1
    March 24th, 2012 5:42 PM
    Wow, so i would just do
    ldr r3, number
    mov r4, #15
    ldr r0, #16
    lsr r1, r3, #4
    and r4, r3

    Sorry if this isn't what you're talkin about, but i don't know C#. My 'system' is actually a group of routines that decode letters in usable codes in a rom, and i only have 0x49 usable letters.

    And sorry if i misunderstood anything, my formula is a*b+c = z
    Multiply first two and add the third. (lets say 0x196. 1st byte 0x28, 2nd byte 0xA, 3rd byte 0x6. 0x196 = 0x28 * 0xA + 0x6.)

    If it isn't this one, you can always explain me that one.
  10. sonic1
    March 21st, 2012 3:28 PM
    Hey knizz! Today i'm here to ask for help (again, you must be like this -.-').

    But its rather more maths than ASM this time.

    My problem is the following: I have a system where a byte max value can only be 0x49.
    I want to get values in a range of 0-0x500 (HEX). To do it, i must use 3 bytes: Multiply first two and add the third. (lets say 0x196. 1st byte 0x28, 2nd byte 0xA, 3rd byte 0x6. 0x196 = 0x28 * 0xA + 0x6.)

    Now what i want is a routine that given a value of that range, automatically finds the 1, 2 and 3 bytes needed for the final result using the formula above.
    I'm not asking you to make the routine, but help me with the conditions/logic (like, i know that if the value i want is 0, then i just need one of the 2 bytes be 0 and the 3rd be 0 too, becaus X*0 = 0 + 0 = 0)
    My problem is that there are thousands of ways to do it, and thats what is confusing me.

    Many thanks!
  11. sonic1
    March 10th, 2012 5:08 AM
    Hey knizz! Hope you're doing good! Today i'm here just to tell you that i found a function that might interest you (or not). Its a debug function, probably leftovers.
    Try putting 08009640 + 1 in one of the callbacks 1,2 or 3 while in the FireRed intro (the nidorino fight, the titlescreen or something). Its a function thats probably for the AGB print or something.

  12. sonic1
    February 22nd, 2012 4:56 AM
    First, thanks for the explanation! What i didn't know was the part of growing from higher to lower! Must be because of LIFO system, or something like that!

    But you know, IDA makes a stack analysis, right? But in the larger functions, there are things like arg_X and var_XX. Whats really the difference between those? Because as you said, they are all arguments right? E.g:
    0803DA54 @ =============== S U B R O U T I N E =======================================
    0803DA54 make_pokemon: @ CODE XREF: sub_080112E0+16Ap
    0803DA54 @ sub_080112E0+1F4p ...
    0803DA54 var_34 = -0x34
    0803DA54 var_30 = -0x30
    0803DA54 var_2C = -0x2C
    0803DA54 var_28 = -0x28
    0803DA54 var_24 = -0x24
    0803DA54 var_20 = -0x20
    0803DA54 var_1C = -0x1C
    0803DA54 arg_0 = 0
    0803DA54 arg_4 = 4
    0803DA54 arg_8 = 8
    0803DA54 arg_C = 0xC
    0803DA54 PUSH {R4-R7,LR}
    0803DA56 MOV R7, R8
    0803DA58 PUSH {R7}
    0803DA5A SUB SP, SP, #0x1C
    0803DA5C MOV R8, R0
    0803DA5E MOVS R6, R1
    0803DA60 LDR R4, [SP,#0x34+arg_0]
    0803DA62 LDR R7, [SP,#0x34+arg_4]
    0803DA64 LDR R5, [SP,#0x34+arg_8]
    0803DA66 LSLS R6, R6, #0x10
    0803DA68 LSRS R6, R6, #0x10
    0803DA6A ADD R0, SP, #0x34+var_24
    0803DA6C STRB R2, [R0].......

    Also, what emulator do you use to keep track of the stack? I use no$gba debug, because of this thing right on the down-right side of the window:

  13. sonic1
    February 21st, 2012 2:14 PM
    Hi there knizz!
    I'm sorry, but i just saw your doubt with 02024029... That offset is the number of pokemon you have in party at the moment (special 0x83 uses it, it is actually named count_pokemon in your IDA database).
    Hope it helped.

    Hey, do you know a tutorial that helps in learning how to use the stack properly? I'd like to learn more about the stack, as some routines use it...

    Thanks! :D
  14. DavidJCobb
    February 5th, 2012 5:17 PM
    I haven't been doing anything with ROMs in a very long time, actually. But based on your name, the description I noted for the offset in my list, and the information about type-9 trainer battles, I suspect it may be related to Oak's tutorial narration somehow. Perhaps it's the number of Pokemon you must defeat, or the number of foes the tutorial system expects you to face?
  15. Black Charizard.
    January 22nd, 2012 10:55 AM
    Black Charizard.
    Hi Knizz, You got some time to help me with the over large doors in dp maps xD.


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