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sonic1 sonic1 is offline

ASM is my life now...

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Showing Visitor Messages 46 to 60 of 138
  1. droomph
    March 30th, 2012 04:56 PM
    droomph
    :D soon we can just talk in Portuguese (like in German II at our school) and I'll learn so much faster then Thanks!
  2. droomph
    March 30th, 2012 04:42 PM
    droomph
    Well I wanna learn it because I just want to. Not much more than that.

    Multicultural week at our school is this week, and I feel now is a great time to start. I literally only know "você" and "não" (or something), and I don't even know what "você" means. Besides, books don't really get along with me so a book or school course would teach me nothing
  3. droomph
    March 30th, 2012 04:23 PM
    droomph
    First things primero...COMIC SAAAAAAAAAANNNSSSSSSSSSSSSSSSBLARAGAGHAHGAH

    But otherwise, I need to ask you, since you know Portugese, if you could teach me that.

  4. redriders180
    March 25th, 2012 12:49 PM
    redriders180
    Awesome! I thought a table would be a fairly simple idea, otherwise you'd need lots of checks and subtractions and whatnot. Good idea about the encoder! I was thinking about making an Excel Spreadsheet to assist me, but I'm not good with Excel anyway. I only wish I could help...But thanks a ton!
  5. knizz
    March 24th, 2012 06:20 PM
    knizz
    Seems correct.
  6. knizz
    March 24th, 2012 02:55 AM
    knizz
    I just realized something.

    a=16
    b=bignum>>4
    c=bignum&15

    lol, that was easy
  7. knizz
    March 24th, 2012 02:47 AM
    knizz
    What you want to do is HARD: http://en.wikipedia.org/wiki/Integer_factorization

    But your domain is small. Only 1280 cases!
    And only the end result has to be in less than 0x49. Right?
    You can just pre-calculate all situations and put the table into your software
    uint a = table1[bignum];
    uint b = bignum/a;
    int c = bignum-a*b;
  8. Bond697
    March 18th, 2012 12:52 AM
    Bond697
    it doesn't have to be slower. copy that routine and put it into IWRAM(0x3000000 area) in an open spot and do it that way. IWRAM can handle 32-bit reads.
  9. Bond697
    March 17th, 2012 08:33 AM
    Bond697
    think about this:

    the arm cpu doesn't do division, right? so.. if someone was to throw:

    u32 doDiv(u32 x, u32 y)
    {
    return (x/y);
    }

    at the cpu, what would it do? short answer: it would do what you're seeing in that routine, with a lot of wasted cycles. It's also in thumb, which means it's going to be even bulkier. same thing for the modulus routine right under it. they're huge.

    that's as opposed to the divmod in dppt, hgss, and bw that is done in arm, is very fast, and returns both the result and the remainder.

    http://pastebin.com/u9CG4VCZ

    basically, gamefreak could've done a lot better in that regard. the size and speed of the division and modulus routines in emerald are both good examples of why you shouldn't just use division in arm and should actively look for another way.

    e: dunno how much you know about pokemon generation in gen3, but stuff like this is what causes methods 2 and 4 to happen.
  10. Bond697
    March 16th, 2012 09:50 PM
    Bond697
    division: r0/r1, return the result in r0.

    e: unsigned division, and a great example of why you shouldn't use it on an ARM cpu.
  11. Speedster
    March 15th, 2012 02:28 PM
    Speedster
    Yeah long time no see. I'm glad you haven't forgotten the hack. Hopefully I'll be ready for you when you come back. I'll try to make a list of ASM that needs to be done.

    ~Speedster
  12. Spherical Ice
    March 13th, 2012 01:39 PM
    Spherical Ice
    Awesome! Thanks again for all your epic work!
  13. Spherical Ice
    March 13th, 2012 12:56 PM
    Spherical Ice
    Okay, so I added one to the asm part and the script works, but all it does is start a battle with a different animation. Maybe I wasn't being clear but I was wondering how to get the animation to take place and that's it; no battle after. Sorry for all this hassle!
  14. Spherical Ice
    March 13th, 2012 12:16 PM
    Spherical Ice
    Haha yeah, thanks. Though the actual code itself doesn't work unfortunately.

    At least, as this:

    #dynamic 0x800000
    #include stditems.rbh
    #include stdpoke.rbh

    '---------------
    #org @start
    setwildbattle PKMN_BULBASAUR 0x5 ITEM_NONE
    writebytetooffset 0x0 0x2022B4C
    writebytetooffset 0x0 0x2022B4D
    writebytetooffset 0x0 0x2022B4E
    writebytetooffset 0x0 0x2022B4F
    callasm 0x8003a0
    release
    end

    I copied the contents of the .bin file at 8003a0, but when this script activates the game just freezes.
  15. Spherical Ice
    March 13th, 2012 11:23 AM
    Spherical Ice
    Hey dude, thanks a lot for the help. I am a noob when it comes to ASM, so I apologise for my stupidity. When compiling the code, cmd gives some error codes saying that:
    "warning: end of file not at end of line; newline inserted
    error: invalid immediate: 134739601 is out of range
    error: value at 134739601 too large for field of 2 bytes at 6"

    I'm sure I'm missing something out of the .asm file but I'm so inept at this that I can't figure out what. Sorry for bugging you so much but I hope you could help :D

About Me

  • About sonic1
    Biography
    Hi everyone!! I'm Miguel, an Adoloescent Portuguese boy. I'm a Pokemon big fan, specially in the games part (not that i dont like the anime, that rocks indeed!!xD ). I like to play pokemon a lot (i play since 5 years old :D ), and i'm learning Japonese because of it. I like to hack and make pokemon games (i'm quite experienced in this part), as i do it almost everyday i come to my computer :D
    Interests
    Rom hacking,Game creating,web page designing
    Location
    Portugal
    Gender
    Male ♂
    Occupation
    Pokemon Trainer
    Nature
    Timid
    Favorite Pokémon
    Shaymin-S
    Dragonite
    Rayquaza
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  • Last Activity: 4 Weeks Ago 08:42 AM
  • Join Date: May 29th, 2008
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