The PokéCommunity Forums  

Go Back   The PokéCommunity Forums > Members List
Reload this Page JPAN's Profile
Sign Up Rules/FAQ Daily Battle Blogs Mark Forums Read

JPAN JPAN is offline

pokemon rom researcher

Visitor Messages

Showing Visitor Messages 1 to 15 of 62
  1. Wesley FG
    February 12th, 2016 4:32 PM
    Wesley FG
    Hey bro, i have one question if you know done. I extend the trainer sprite table and sprite pallete table (FIRE RED), but the game crash when it appear, you know where is the offset the change of break limiters ?
  2. Akiba
    October 8th, 2015 1:45 PM
    >suddenly 4 more posts
  3. Lance32497
    August 14th, 2015 2:27 AM
    another problem that we, your rom base user, had encountered, I can't even get how to change the overworld's sprite of NPC
  4. Lance32497
    June 6th, 2015 5:06 AM

    Welcome back Idol
  5. daniilS
    June 4th, 2015 8:42 AM
  6. Splash
    June 1st, 2015 11:49 PM
    Welcome back!
  7. Lance32497
    November 21st, 2014 5:04 AM
    hello mate
    I just want to ask how to port in FR the EV Reducing berries?
    I didnt used your hacked engine.. sorry for that, I read your thread when I was in the middle part of my hacked rom
  8. Shadowraze
    May 4th, 2013 4:59 PM
    It's been a year since you were last here. :/
  9. BlackWhiteRobin
    April 12th, 2013 2:58 PM
    Hey Mr. JPAN. What do I put in the bold portions of the first 3 routines in your post;
  10. Demon_Fox
    February 14th, 2013 7:40 PM
    Hi awesome work with the Hacked Engine, I was wondering if you could help with a glitch that occurs after using the hack tool to add overworlds please. After installing if the player uses surf and gets in a battle, after the battle the Hero's sprite is messed up, however after you exit the water its fine until after a grass battle where it glitches up again
  11. MrElephant
    July 30th, 2012 6:17 AM
    Hey I was wondering if you could help me with an idea. I want to make a double battle in firered kind of like the one that you have in emerald with Steven. Could you help me with that? Sorry about asking you in here. I am sure that you have a lot of questions like that. Anyways thanks for the help.
  12. sonic1
    February 4th, 2012 7:33 AM
    Hey JPAN. Just here to say in the name of all this community that we wait your comeback anxiously. And thank you for all your works. Go for it!
    Also, go for the battle script documentation! :D

    Good Luck!
  13. knizz
    January 5th, 2012 7:29 AM
    Please contact me. (IRC/PM/email) I have so much information to share. Also, I found two of your wanted offsets:
  14. jota_rdk
    November 23rd, 2011 8:50 AM
    Hey, Could you help me with your engine?
    I want to insert the change backsprite routine in my rom, but I don't know how to do it.
    Please, Can you help me? :D

    PS: Sorry, I am spanish and my english isn't very good... xD
  15. link12552
    November 15th, 2011 3:08 PM
    I should ask you this:
    I'm working on a newer OW editor for NSE 2.X, but I'm missing some info on a couple pointers and bytes in the OW header.

    Here's what I know/ask:

    There are 32 bytes that make up a sprite, or at least its properties.

    Bytes 0-1 are the starter bytes (0xFF and 0xFF)
    Byte 2 is the palette index
    Byte 3 is ALWAYS 0x11 Why?
    Bytes 4-5 have something to do with OW type or size, any idea?
    Bytes 6-7 are the frame size
    Bytes 8-11 are size Width and Height
    Bytes 12-15 have something to do with palette loading, any ideas? These have to be adjusted to reflect palette changes, but I don't know why.
    Bytes 16-19 are the first pointer, to what? what is the loaded info doing?
    Bytes 20-23 are the second pointer, again to what and why?
    Bytes 24-27 are a pointer that has something to do with animation, again what's at this pointer and what is it doing?
    Bytes 28-31 are the third pointer, pointing to the pointers to frames in the frame list.

    Is there a table of the number of frames for each OW...
    -or is it just a matter of what movements are applied to said OW during a script?

    How are animations stored? Where is the data that shows what frames to load for each movement?
    (In NSE [classic] I stored all the "anim-pointers" and would allow you to change the OW pointer, but I don't know WHAT its pointing to)

    I really hope you can help, I don't want to have to revert to the same nasty code that was in NSE [Classic] (lots of guessing),
    and I want to make a super-powerful OW editor that anyone can use...

    -Thanks in advance

About Me


Total Posts
Activity by Forum
Visitor Messages
General Information
  • Last Activity: July 2nd, 2016 8:05 AM
  • Join Date: December 31st, 2008
  • Referrals: 6


Showing Friends 1 to 5 of 5

All times are GMT -8. The time now is 1:10 PM.

Style by Nymphadora, artwork by Sa-Dui.
Like our Facebook Page Follow us on Twitter © 2002 - 2016 The PokéCommunity™,
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 - 2016 The PokéCommunity / Poké
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.

Use of PokéCommunity Assets
vB Optimise by DragonByte Technologies Ltd © 2016.