The PokéCommunity Forums  

Go Back   The PokéCommunity Forums > Members List
Sign Up Rules/FAQ Live Battle Blogs Mark Forums Read

Notices


kearnseyboy6 kearnseyboy6 is offline

Aussie's Toughest Mudder

Visitor Messages

Showing Visitor Messages 1 to 10 of 106
  1. KDS
    5 Days Ago 05:08 AM
    KDS
    Yeah, i knew this when you mentioned this earlier, but in the Pancham code the (levelcheckloc: .word 0x08043017) seems to directly jumping to the evolution instead of performing level check then evolving, unfortunately (I can't understand why and how this is happening). I have tried on different pokes using G3HS but the level check is being ignored.

  2. KDS
    6 Days Ago 09:26 PM
    KDS
    Dunno, looks like we would have to apply externally, the level check. Also, I finished the sylveon one (Evolve with a fairy move, ignoring the amie heart system).
    Spoiler:

    .text
    .align 2
    .thumb
    .thumb_func
    .global sylveon

    main:
    push {r0-r7}
    add r0, r6, r7
    lsl r0, r0, #0x3
    add r0, r2, r0
    add r3, r0, r3
    ldrh r2, [r3, #0x2]
    mov r0, r8
    mov r5, #0x0
    loop:
    mov r1, #0xD
    add r1, r1, r5
    bl decrypt
    mov r11, r0
    pop {r0-r7}
    mov r1, r11
    ldr r4, movedata
    mov r6, #0xC
    mul r6, r1
    add r4, r4, r6
    ldrb r4, [r4, #0x2]
    cmp r4, #0xXX @replace XX with 16 if you are using MrDollSteak's rombase, otherwise keep the index that you have set while adding fairy type
    beq true
    cmp r5, #0x3
    beq exit
    add r5, #0x1
    b loop

    decrypt:
    push {r0-r7}
    ldr r2, decryptpoke
    bx r2
    true:
    mov r9, r3
    pop {r0-r7}
    mov r1, r9
    ldr r0, levelcheckloc
    bx r0
    exit:
    pop {r0-r7}
    ldr r0, noevo
    bx r0

    .align
    movedata: .word 0x08250C04 @if you have repointed the moves table this needs to be changed as well, for MrDollSteak's rombase set to 0x08900000
    levelcheckloc: .word 0x0804310D
    noevo: .word 0x08043111
    decryptpoke: .word 0x0803FBE9

    No arguement requirement for this one.

  3. kearnseyboy6
    6 Days Ago 05:53 PM
    kearnseyboy6
    Cool bean that looks good as well! I'll add it right now. As far as I can tell it would work, why would the level check not work?

  4. KDS
    6 Days Ago 07:53 AM
    KDS
    Hey, I got pancham evo to work but the same level problem, i.e ignoring the level up arguement (modifed the evolution with party asm).
    Spoiler:

    .text
    .align 2
    .thumb
    .thumb_func
    .global mantykeevo

    main:
    push {r0-r7}
    mov r5, #0x0
    loop:
    ldr r0, firstpoke
    mov r1, #0xB
    mov r6, #0x64
    add r4, r5, #0x0
    mul r4, r6
    add r0, r0, r4
    bl decrypt
    mov r9, r0
    pop {r0-r7}
    mov r1, r9
    ldr r3, basestattable
    mov r4, #0x1C
    mul r4, r1
    add r3, r3, r4
    ldrb r6, [r3, #0x6]
    ldrb r7, [r3, #0x7]
    cmp r6, #0x11
    beq levelcheck
    cmp r7, #0x11
    beq levelcheck
    cmp r5, #0x5
    beq exit
    add r5, #0x1
    b loop

    levelcheck:
    pop {r0-r7}
    ldr r0, levelcheckloc
    bx r0

    exit:
    pop {r0-r7}
    ldr r0, noevo
    bx r0

    decrypt:
    push {r0-r7}
    ldr r2, decryptpoke
    bx r2

    .align
    basestattable: .word 0x08254784
    firstpoke: .word 0x02024284
    levelcheckloc: .word 0x08043017
    noevo: .word 0x08043111
    decryptpoke: .word 0x0803FBE9


  5. MrDollSteak
    1 Week Ago 06:41 PM
    MrDollSteak
    There's no specific table unlike evolution methods, rather there are just random ability checks throughout the 10000-3E000 region (more or less). Best thing to do is piggy back off of existing code to make your own abilities. It's also a good place to put in some special move codes that do double damage (for AI purposes). Thing I'd recommend to get you started would be searching for ability compares (index 28/29/2A/2B/2C, etc.) for abilities that are 'similar' to new ones, eg. Natural Cure and Regenerator, then opening that up in a debugger and setting breakpoints. Once you've found the right one, just branch to your own custom code at the actual ability check, or as close to, and then just make sure you put a check for the original ability at the end of your custom code, so that if a Pokemon does not have the new ability it'll still check for the old one.

    Hope this helps, feel free to shoot me any further questions.

  6. karatekid552
    1 Week Ago 01:39 PM
    karatekid552
    Thanks bro

  7. karatekid552
    1 Week Ago 06:00 PM
    karatekid552
    Done. Added for the next version.

  8. karatekid552
    1 Week Ago 05:46 PM
    karatekid552
    Ahh, that will be super easy. I'll get it on it right now.

  9. KDS
    1 Week Ago 06:06 AM
    KDS
    @Reply to first message: Hmm, I also felt this was the case, by seeing all the routines in the main thread. Thanks for clarifying.

    I am thinking to have a crack at pancham and sylveon. I think they can be achieved by editing the the "other pokemon in party" and "levelup with move" routines. It can take time to achieve this if I work on them because I'm an ASM noob and learning it.

    If I were making a hack, and including Inkay in my game. I would make a custom item called Inverter (which practically does nothing) and set to hold item level up evolution in G3HS. xD

    The best alternatives for trade evolution with hold item I feel is hold item level-up evo too, many DS slideshow hacks have done this e.g evolve electabuzz holding electirizer with level up. And for non-item trade use normal level up or create a custom stone like Trade stone.

    Mega evo, in my opinion, a totally different thing, it is actually a forme change during battle rather than an evolution. And I think Battle Scripting will be required too for simulating megas.

  10. KDS
    1 Week Ago 04:19 AM
    KDS
    Here the code for night level induced evolution (Amaura's). This is working in my system.
    Spoiler:

    .text
    .align 2
    .thumb
    .thumb_func
    .global nightlevelup
    main:
    push {r0-r7}
    ldr r5, time
    ldrb r5, [r5, #0x0]
    cmp r5, #0x15
    bge level
    cmp r5, #0x6
    blt level
    b exit
    level:
    pop {r0-r7}
    ldr r0, levelcheckloc
    bx r0
    exit:
    pop {r0-r7}
    ldr r0, noevo
    bx r0

    .align
    levelcheckloc: .word 0x08043017
    noevo: .word 0x08043111
    time: .word 0x03005542

About Me

  • Signature
    HOLIDAYING CURRENTLY!!

Statistics

Total Posts
Activity by Forum
Visitor Messages
Blog
General Information
  • Last Activity: 2 Hours Ago 01:56 AM
  • Join Date: December 28th, 2008
  • Referrals: 0

Friends

Showing Friends 1 to 5 of 5

All times are UTC -8. The time now is 04:35 AM.


Style by Nymphadora, artwork by Sa-Dui.
Like our Facebook Page Follow us on Twitter © 2002 - 2014 The PokéCommunity™, pokecommunity.com.
Pokémon characters and images belong to The Pokémon Company International and Nintendo. This website is in no way affiliated with or endorsed by Nintendo, Creatures, GAMEFREAK, The Pokémon Company or The Pokémon Company International. We just love Pokémon.
All forum styles, their images (unless noted otherwise) and site designs are © 2002 - 2014 The PokéCommunity / PokéCommunity.com.
PokéCommunity™ is a trademark of The PokéCommunity. All rights reserved. Sponsor advertisements do not imply our endorsement of that product or service. User generated content remains the property of its creator.