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Crystal_ Crystal_ is offline

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Showing Visitor Messages 1 to 15 of 37
  1. Mateo
    3 Days Ago 6:43 AM
    Mateo
    Gotcha, well, thanks anyway man.
  2. Mateo
    4 Days Ago 3:54 PM
    Mateo
    Hey, I was wondering if you could give me a hand tracking down another bug that has me stumped because I can't replicate it and I can't seem to figure out how it could even be happening. Someone mentioned something similar to this during beta testing, they said it only occurred in VBA-M and stopped when they went to VBA, but this user said they are using normal VBA.

    Here is a clip of it happening in their LP series. It seems as though on that floor, when they talk to a trainer, they are warped back to the last warp they entered from before the battle starts, but I can't find anything that should be calling any sort of warping code in the TalkToTrainer routines. Any ideas where to look? At this point I'm pretty sure it's too late to get a save-state of the bug, since they've already recorded another episode or two since then.
  3. Drake Seawood
    4 Weeks Ago 4:10 AM
    Drake Seawood
    Hola Crystal_, Feliz Año!

    Te queria preguntar algo, te acuerdas que hace 1 año masomenos te pregunté como podria hacer para cambiar los niveles de los starters que te regalan en Yellow? Pues bien, me dijiste de buscar la rutina "GivePokemon". Recien hace unos días la identifiqué con el GBASM Editor y leyendo el Red diassembly a la vez. Intenté cambiar SOLO el nivel de Charmander y no pasó nada. Intenté lo mismo con Lapras, pero tampoco no se aplicaron los cambios. Segun tu, qué podria estar haciendo mal?
  4. Mateo
  5. Mateo
    January 6th, 2016 6:37 AM
    Mateo
    I thought you said when a TM called it, that address held the item number instead of list number, so if that was the case a TM would never accidentally be read as MOVE_LIST. But that was probably just another misunderstanding from earlier when we were confused. I'll try again to put the other stuff in instead.
  6. Mateo
    January 5th, 2016 7:26 PM
    Mateo
    Ha! I think I fixed it in a much simpler way. I'm going to test it more, but instead of setting that extra bit and and trying to catch if it was a TM or not before calling that, I just did this: https://github.com/TheFakeMateo/RedP...aabfdd9363c2a1

    As of right now, the TMs no longer seem to be crashing when I load that save state in the updated rom, and Move IDs higher than HM01's ID load correctly. And just to check, it appears that Pokémon names above that value load correctly as well.
  7. Mateo
    January 5th, 2016 5:55 PM
    Mateo
    Great. I apparently don't have room to add that tiny piece of code there even after removing the old hacky thing.

    Quote:
    cp HM_01 ; are we dealing with a TM or HM?
    jr c, .skipHM
    ld hl, wExtraFlags
    set 5,[hl]
    .skipHM
    That's what I was adding between lines 1506 and 1507, and then I made the start of GetName look like:

    Quote:
    GetName:: ; 376b (0:376b)
    ; arguments:
    ; [wd0b5] = which name
    ; [wNameListType] = which list
    ; [wPredefBank] = bank of list
    ;
    ; returns pointer to name in de
    ld hl,wExtraFlags
    bit 5, [hl]
    res 5, [hl]
    ld a,[wd0b5]
    ld [wd11e],a
    jr z, .noTM

    cp HM_01 ;it's TM/HM
    jp nc,GetMachineName

    .noTM ; Return here if not an item
    Guess I'll have to work around it again. I hate how crowded bank 0 gets. The code looks like it would work if I could just fit it in, anyway.
  8. Mateo
    January 5th, 2016 5:37 PM
    Mateo
    Sounds good. I'll add the checks there, and remove that quick hacky thing I added earlier to send a terminator back in time to the end of the string to keep it from crashing that we added before.
  9. Mateo
    January 5th, 2016 5:23 PM
    Mateo
    Ah right, whoops. Yeah checking a would work but resetting it there would be pointless lol.

    Just to clarify what you were telling me about the problem, I'd need to go to the item menu routine we found earlier and set it there based on the Item ID, or would I be able to just set it during the ItemUseTMHM routine and not have to worry about checking the item ID beforehand.
  10. Mateo
    January 5th, 2016 5:12 PM
    Mateo
    What comes to my mind is to take the routine that calls it with the TM, and add something like

    ld hl, wExtraFlags
    set 4, [hl]

    before the call to the routine, then I could replace the existing check for which list it is with something like

    ld a, [wExtraFlags]
    bit 4, a
    res 4, a
    jr z, .noTM

    or something. Not sure if there is a better way that's just the first thing to come to mind while brainstorming.
  11. Mateo
    January 5th, 2016 4:56 PM
    Mateo
    Hmm, ok. Well, I guess we'll have to come up with a new way to keep moves from loading TM names while not messing that up.
  12. Mateo
    January 5th, 2016 4:04 PM
    Mateo
    Not sure what would be causing it to have the wrong value in that save state, but at least we know what to debug it would seem. I'm temporarily unable to do much because I'm going to dinner with family, but I'll try to get on that when I'm back at my computer. I really appreciate all the help.
  13. Mateo
    January 5th, 2016 3:46 PM
    Mateo
    The version of the hack you got from the link should be identical to the release. So the bug you identified is one I accidentally added a few hours ago. I'll revert that back, and I guess we can go on looking for something else, though who knows where it could be. I'm wondering if maybe it is somewhere in the start_submenus area, since I had to tweak that a while back when I was editing the Town Map to use the Gen 2 format instead of Gen 1, so I had to make sure it re-loaded the map when you exited, otherwise it would load the map with garbled Town Map tiles because it had no reason to reload the tileset. I'm pretty sure that was all done while I was already using github though so we should be able to track down commits if it was related to that.
  14. Mateo
    January 5th, 2016 3:38 PM
    Mateo
    Welcome to my life lol.
  15. Mateo
    January 5th, 2016 3:37 PM
    Mateo
    And yeah, that's what confuses me. It looked fine originally, but people have been reporting this bug since Beta 1. I've just never been able to duplicate it and couldn't find any reason why it would happen. And the copy of the rom he sent still contains the original version of the code, because I didn't change it to what is on github until after Beta 2 was released, while trying to fix the issue.

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  • About Crystal_
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