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Showing Visitor Messages 406 to 420 of 723
  1. Crimson5M
    February 14th, 2011 3:38 PM
    Or were you?
    Well yeah, it would help a lot, and I mean a LOT, but if you'd rather keep it private, then that's fine
  2. Crimson5M
    February 14th, 2011 3:23 PM
    jk xD
  3. Crimson5M
    February 14th, 2011 2:36 PM
    I've even ported it over to FireRed
    I hate you so much >;O
  4. colcolstyles
    February 12th, 2011 8:58 AM
    Yeah, I think I used 3 too. Just seemed like the logical choice. Now we just need to find some way of modding AdvanceMap so that the block palette isn't totally screwed up. D:
  5. colcolstyles
    February 11th, 2011 9:36 PM
    I knew you could do it. And don't you feel a lot better knowing that you did it all by yourself? =)
  6. colcolstyles
    February 4th, 2011 10:44 PM
    You seem like a smart person. I'm sure you can figure it out (that's a compliment, btw).
  7. Chaos Rush
    February 2nd, 2011 3:35 PM
    Chaos Rush
    That video is quite sickening. I can confirm that it's not me.

    And the reason why you see DS screenshots is, well, look in the Progressing Hacks section. Everything you see in that video was stolen, as I just posted that DS hack merely days ago.

    Thanks for letting me know, I think I'll put watermark in all future screenshots that says, "Redketchum1992 is an idiot".
  8. knizz
    January 27th, 2011 6:31 AM
    Y U not in IRC?
  9. colcolstyles
    January 21st, 2011 10:30 PM
    Look, I don't mean to be rude but could you please be a little more patient? Checking and responding to my VMs and PMs is usually the last thing I do when I log on. If I'm being nice enough to help you with your problem, at least show a little courtesy by giving me some time.

    Anyways, as for your problem, I couldn't get msgbox to work either. I think running scripts through unorthodox means doesn't work well with commands that play out over multiple frames. The special command works (I think) because upon calling it, the game switches to a different "mode" right away. Whatever the case may be, I really don't know what's wrong. I broke the game probably twenty or thirty times before I actually got it to work. Just keep trying different things. That's my only suggestion.
  10. colcolstyles
    January 20th, 2011 7:31 PM
    I don't know exactly what you did so I can't say what's wrong. However, I have two ideas. One, you can't just call scripts from anywhere. I don't know the specifics but obviously calling a script with an applymovement command while the titlescreen is playing probably won't do too much. Secondly, the code I posted below was accessed in a very particular way. You can't just use a "ldr rX, .ADDRESS + bx rX" to access it. If you do, you'll probably end up with some stack problems which, from my experience, often lead to the game crashing.
  11. colcolstyles
    January 20th, 2011 6:02 PM
    The routine at '0x98d6c' (should be a 'ldrb' instruction) is what loads each new command byte and then branches to the routine associated with whatever command was read. Though you have to store some pointers into the IRAM before you can just jump right to that instruction. I'm not sure what they are. Lemme go check.

    edit: Here's some old code I dug up. There's probably a way to call the script handler without having to do this but I have a bad habit of just kludging things together.

    push {r2-r7, lr}

    ldr r4, .SCRIPT_RAM
    ldr r2, .SCRIPT

    ldr r1, .UNK1
    str r1, [r4, #0x5C]
    ldr r1, .UNK2
    str r1, [r4, #0x60]

    ldr r1, .HANDLER
    bl branchlink

    pop {r2-r7, pc} @ return to hijacked routine

    push {r4, lr}
    bx r1

    .align 2
    .word 0x089d1000 @ address of script
    .word 0x08098d6d @ [+1] address of script handler
    .word 0x03000e40 @ some address in IRAM used by script handler
    .word 0x081DB67C @ some unknown address
    .word 0x081DBA08 @ some unknown address
  12. colcolstyles
    January 19th, 2011 4:55 PM
    I can't recall exactly but I think it had something to do with the pointer stored at '0x030022c4' (could be '0x030022c0', I'm not sure). The pointer at that address points to some sort of routine which dictates what "mode" the game is currently in. Like, there's a pointer for the overworld mode, the intro mode, etc. Anyways, I think I just hacked the clock-setting special to store the truck-sequence pointer there instead of the "resume overworld" pointer, if that makes any sense.
  13. colcolstyles
    January 19th, 2011 4:47 PM
    I hacked some routine (forgot which one) to call the script handler and run a script with the clock setting special. Then I hacked the clock setting special so that, after the time had been set, it would go to the truck sequence.
  14. clonex25
    January 19th, 2011 6:02 AM
    I may not be as active as before due to my job demands, but I'll try my best.
    It's OK to re-upload the files, as long as the credit belongs to me
    Good luck on your ROM hack!!!
  15. >Dante<
    January 19th, 2011 4:43 AM
    don't worry friend...my english is so terrible...but I undestand you XD
    Well, you have said:
    "the reason that you only get the old man backsprite is because there's a table in the ROM that tells it which ones are for the backsprite replacement... not the actual backsprite table. YOu'll need to follow the instructions in the manual to manually insert the backsprite variations you meed."

    I don't know fire red very well...so I don't know how to manually insert the backsprite data
    Could you send me, as PM, an IPS file with an example of backsprite replacement?

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