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Spherical Ice Spherical Ice is offline

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Showing Visitor Messages 1546 to 1560 of 3172
  1. DavidJCobb
    March 18th, 2012 12:16 PM
    My best guess, then, is that there is something wrong with the ASM routine you wrote.

    Based on the use of "faceplayer", I'm assuming that your script runs when talking to an OW or signpost, rather than running when you step on a tile. If that's a correct assumption, then the fact that the routine only freezes when you step on a tile (as opposed to freezing the instant CmdA6 activates it) means that the issue occurs when your routine detects that the player has moved.

    Focus on the general part of your routine that does something if the player's position has changed. The problem is probably somewhere inside of there, and a debugger might help you to narrow it down. My best guess is that your routine ends up not returning, or not returning properly (unshift the stack pointer and pop the registers prior to returning, and in that order).

    All of this, of course, is assuming that you're not doing anything particularly out-of-the-box with your routine. (For example, trying to call a script from inside of your CmdA6 ASM routine could cause a freeze even if the routine itself works perfectly -- the new script would cause the old one to terminate before "release" is run, leaving the OWs locked forever.)
  2. DavidJCobb
    March 17th, 2012 9:03 PM
    'Kay. I'm assuming that you read my post here. If you haven't, do so; it contains most of the information you'll need. To summarize:

    There are eight "slots" for CmdA6 walking routines -- that is, eight pointers in a table starting at 0x083A7310. So you need to replace one of those pointers with a pointer to your ASM. Then, with script, you call "cmda6" passing it the slot number for your code. This will get the game to run your code on every frame (overworld only -- not in menus).

    Word of advice: don't replace Slot 0. You can't ever really turn off the CmdA6 functionality; you can only activate a slot that points to a no-op routine. (Only one slot can be active at a time; enabling one disables all others.) All but three of the slots point to the same no-op routine, and of those slots, I think Slot 0 is the one Nintendo uses to disable their own CmdA6 routines.

    If seven routines isn't enough for your purposes (and given the huge potential of CmdA6, it might not be if you really get creative!)... Well, I don't think I ever gave specific details on how, but I have extended the CmdA6 table to 255 slots (not including Slot 0 as a no-op), so it's definitely possible. I'm 99% sure that there is only one pointer in the entire game that points to this table, so it's just a matter of creating a new table elsewhere in the ROM and changing that single pointer.
  3. DavidJCobb
    March 17th, 2012 8:53 PM
    Sorry for the late reply, I don't check here as often as I used to...

    Gimme a sec to look up my thread. I think I have an idea of what you haven't done, but I gotta get my reference so I can help you out
  4. diegoisawesome
    March 16th, 2012 8:28 AM
    I've never tried editing the graphics myself, so I don't know...
  5. DrFuji
    March 15th, 2012 7:33 PM
    You need moar Cubone...
  6. diegoisawesome
    March 15th, 2012 7:10 AM
    Delete the yourhackname.gba.spr and the yourhackname.gba.pal in the same folder as your ROM.
    Then navigate to about the place where you inserted the hack and look around there.
    March 13th, 2012 2:56 PM
    I have the 89 on my name because it's been there for ten years from the very first forum I ever joined, where just "Triforce" on it's own was already taken.
  8. sonic1
    March 13th, 2012 1:34 PM
    Yeah, that's what i first thought. No problem though
    Well, about that, i think i have done it before, in emerald, but it was 5 months ago. I'll try to find the routine that does the animation, and when i find something, i'll pop you back!

  9. diegoisawesome
    March 13th, 2012 12:34 PM
    Ahh, that's because I didn't realize that he also left out another part:

    push {r0-r4,lr}
    mov r0, #0x8
    mov r1, #0x0
    ldr r4, address
    bl bx_r4
    pop {r0-r4,pc}

    bx_r4: bx r4

    .align 2
    address: .word 0x0807F690 + 1

    And now I see that sonic1 fixed his routine (and included that part too). Ah well.
    Also, the problem with your script is that you have to add one to the offset that you inserted the routine to make it load correctly.
  10. sonic1
    March 13th, 2012 12:09 PM
    ok, i know what's happening, no problem.
    Compile THIS code:

    .align 2

    push {r0-r4,lr}
    mov r0, #0x8
    mov r1, #0x0
    ldr r4, .battle_start
    bl bx_r4
    pop {r0-r4,pc}

    bx_r4: bx r4

    .align 2
    .battle_start: .word 0x0807F690+1

    Now it should work! The problem is that i had mov r4 instead of ldr r4, and mov only loads bytes (00). Ldr is the one that loads adresses (00000000) (32 bits)

    Sorry for the typo.

    Oh sorry, now i see that diego already fixed the typo. Well, here it is anyways xD
  11. diegoisawesome
    March 13th, 2012 11:55 AM
    That message basically means that the "mov r4, #0x0807F690+1" command is too big to fit in that space. What sonic1 meant to do was this:

    push {r0-r4,lr}
    mov r0, #0x8
    mov r1, #0x0
    ldr r4, address
    bl bx_r4
    pop {r0-r4,pc}

    .align 2
    address: .word 0x0807F690 + 1

    Make sure that the last line of the file is blank or else you'll get that "end of file not at end of line" message, which doesn't affect anything but is annoying.
    Also, may I ask what this is for?
  12. diegoisawesome
    March 13th, 2012 11:45 AM
    That's odd, because I used HxD for that and it worked fine...
    Glad I could help though.
  13. diegoisawesome
    March 13th, 2012 11:01 AM
    Apparently, every single 00 byte has been changed to 20...
    Redownload it from Mastermind's website and make the modifications again.
  14. diegoisawesome
    March 13th, 2012 10:17 AM
    Can you send over that text file? I'd like to see it myself.
  15. diegoisawesome
    March 13th, 2012 9:40 AM
    So you put the entire "text file" plus the modifications into 0xEC0000?

About Me


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  • Last Activity: 56 Minutes Ago 3:52 PM
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