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Germaniac Germaniac is offline

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  1. kleenexfeu
    4 Weeks Ago 9:53 AM
    Well, it does, but it assumes you implemented the setword command and the battle loader string hack. Look at the second page of the thread, there should be some explanantion
  2. kleenexfeu
    July 9th, 2015 10:18 AM
    You really shouldn't for few reasons:
    -Emerald is a far more stable base, I can't explain why exactly as I'm not experienced enough, but all the great hackers know that.
    -Emerald has all the features of Ruby + more
    -Ruby code is messy and not convenient to use (perhaps that's why Emerald is more stable)
    -Emerald has more hack-features added

    Though I'm gonna answer you : There's a table for the battlescripts. That table contains all the pointers of the command used in the battlescripts, there's some documentation about the said commands in JPAN's and Jambo51's thread.
    The command "0x00" is the "attackcanceler". That command allows the move to fail : because you pokemon is asleep, confused, or because you use a ground move against levitate, because you don't have PP anymore or whatever else. Note that sometimes that a move is stopped outside of the attackcanceler, look at my routine for desolate land for exemple.
    MrDollSteak adviced me to put the check for protean in the attackcanceler and it's indeed the good way to do it after reading how Protean works.

    For the "BattleData", I saw it once in some routine and then used it. It contains many information on the pokemon in battle : Boost, stats, number of ability, number index, etc etc.
    You can find pointer by using debugger (VBA-SDL-H)
    The curmove index has been also used in some routine, but you can also find it by doing the following steps : Use a move, pause your emulator, dump the RAM memory, looking for the index numbers reversed (hex) of your move with an hex editor. Doing this 3 - 4 times to ensure you have the good address
    The type buffer has been used by Tlatchli (maybe I'm mispelling) in his Protean routine (which inspired me), I don't know how he found this though, I didn't really paid attention to that address.
    Same for the "checktypeloc", Chaos Rushed used it so I reused it, but you can find this one by reading some routines in IDA
    You can also find BankUser the same way.

    Oh and yeah speaking of IDA, there's no online IDA DataBase for Ruby while FireRed and Emerald have one.

    So, again : That's a good exercise to find pointer, but please don't do this with Ruby, use fire red or Emerald (which is better IMO) as it'd could help instead of wasting time on Ruby
  3. KDS
    June 30th, 2015 8:27 AM
    Well, I don't own these games so I can't say, but IMO it should tranform at the first turn itself.
  4. kleenexfeu
    June 29th, 2015 11:15 AM
    I don't have gen6 game so I can't say how it "officially" works. But changing type at the first turn makes sense to me as I said, that's what the routine does
  5. kleenexfeu
    June 29th, 2015 10:17 AM
    I don't know how X/Y and ORAS handle that but I think my routine make the change at the first turn. Imo it makes sense since a ground type pokemon is more able to dig a hole
  6. kleenexfeu
    June 29th, 2015 6:53 AM
    My bad, there was a stupid mistake. Can you try it out again ? And what was the bug ?

    Thanks to report btw

    Now it should be ok
  7. kleenexfeu
    June 29th, 2015 6:50 AM
    Mhhh, perhaps KDS was wrong, I'll check that
  8. kleenexfeu
    June 28th, 2015 3:32 PM
    It's not I don't know, I wrote the code month ago, and I don't have it on the top in my head right now. I'm sure this is the good place
  9. kleenexfeu
    June 28th, 2015 3:26 PM
    01 78 00 92 02 20 00 22 are some code, don't remember exactly what it does.

    We ovewritting it because it's a good place to do so.

    But really, read the tutorial, it'll me more clear to you
  10. kleenexfeu
    June 28th, 2015 3:22 PM
  11. kleenexfeu
    June 28th, 2015 3:20 PM
    ANyway, it doesn't change anything, just change the byte at 08046074 with the bytes mentioned in my code

    btw I'll update the routine later to fix a minor thing that KDS mentioned
  12. kleenexfeu
    June 28th, 2015 3:20 PM
    Oh you tested the old code ?
  13. kleenexfeu
    June 28th, 2015 3:19 PM
    In vanilla Emerald ROM, at 08046074 there's these bytes : 01 78 00 92 02 20 00 22

    Replaces the 8 bytes above with "00 48 00 47 ZZ+1 YY XX 08" (I said 00 49 08 47 because I didn't re-read my code).
  14. kleenexfeu
    June 28th, 2015 3:14 PM
    at 08046074 (I'm talking about Emerald here) there actually is some instructions, some code.

    Just imagine code as a river. We change the way the river takes.

    But I think you should read some part of this : http://www.pokecommunity.com/showthread.php?t=343871

    It's really well writted, there's no need to read all in a raw, but it'll help you to understand
  15. kleenexfeu
    June 28th, 2015 3:09 PM
    Disassembled it would be ;

    ldr r1, =0x08XXXXXX+1 Load some address into register 1
    bx r1 Follow register 1

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