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Blue Turtl3

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Showing Visitor Messages 1 to 15 of 31
  1. Lance32497
    1 Day Ago 07:17 PM
    Yeah, I'll post it on your thread
  2. Criminon
    May 21st, 2015 02:39 PM
    Hey there, I haven't done any IV checks because I have the IV stats show on the pokemon status screen ASM in my game, so I don't really need it. I haven't had a chance to look into it yet. And I haven't touched the pokeball code yet, but it doesn't look like you're bringing up the pokemon select menu with your code. Once you bring up the pokemon select menu (you can see that in my code or you can just google it) then you will need the compare 0x8000 0x0 etc. The way I have it set up, is it brings up the pokemon select menu, then it stores which slot you chose in 8000. Then it copies that variable over to 8004 and thats the variable it uses to give a select pokemon in a select slot a ball. It looks like you're just not selecting the pokemon. You're just having the player select the ball only.
  3. Criminon
    May 20th, 2015 05:35 PM
    setvar 0x8004 0x0= first party member
    0x1 = second
    0x2 third

    etc etc etc. that variable is just to let the game know which party slot you're modding. Works the same with other select pokemon codes like naming etc.
  4. FBI agent
    March 28th, 2015 12:32 PM
    FBI agent
    Cool, alright. I'll look into adding solutions to some of these later on. Perhaps work on solutions for them in our workshop even.
  5. FBI agent
    March 28th, 2015 12:07 PM
    FBI agent
    Hi, I haven't actually tried it but from looking at the code which generates it I know it's exactly the same :P

    Also, do a bpr at 0823E558 for 1000 bytes BEFORE the battle. It WILL break then.

    If you want a solution, I can give you one~
  6. FBI agent
    March 27th, 2015 01:16 PM
    FBI agent
    Yeah I'll look into making an IDA tutorial or something similar.

    There's actually no documentation of it unfortunately. People have discovered it (otherwise we wouldn't have tools that edit it), but no one has posted their findings for some reason or another. Anyways, the steps should be the same. Make sure you see the class name on the screen, THEN do the "fh" thing to find it in RAM. Alternatively, like the trainer names, the class names should also be in a table in the ROM. So if you try and find the class name in a hex editor, you should be able to find the table (very easily).

    From there, set a bpr at that table for 1000 bytes. That should get you some results :)
  7. FBI agent
    December 15th, 2014 05:09 PM
    FBI agent
    I use a combination of both. Normally if I can't find it in the IDA I track it down myself. The IDA I use mainly as a helper, though I'm told I should be using it more :P
  8. FBI agent
    December 15th, 2014 04:56 PM
    FBI agent
    Thanks for the kind words. I can't really make a tutorial because, though I have a fair grasp of what I'm doing, I'm not fluent in the deeper technicalities.

    Debugging doesn't really have anything to do with that I suppose P
  9. FBI agent
    December 15th, 2014 01:29 PM
    FBI agent
    I wrote a program some time ago to do the conversions for me.
    Here's a table file that it uses: http://pastebin.com/WWv0UukL
  10. FBI agent
    December 15th, 2014 01:16 PM
    FBI agent
    So at 0x750000 you have this in hex right:
    "C7 DD D7 DC D5 D9 E0 FF"
  11. FBI agent
    December 15th, 2014 12:56 PM
    FBI agent
    ohhh, lol. The routine is gender based. You need two different pointers for each naming case.
    .word 0x@pointer to boy name

    .word 0x@pointer to girl name
    You'd have to replace @pointers with a pointer to the name you wanted to give (no +1, but you need an 0x8 prefex).

    So if your boy name was at 7304F0, the pointer would change to .word 0x87304F0.

    If that doesn't work, give me the hex you've inserted at 7304F0.
  12. FBI agent
    December 15th, 2014 12:32 PM
    FBI agent
    There should be no callasm needed. All you need to do is set the var and the flag. That's it.
  13. FBI agent
    December 15th, 2014 12:02 PM
    FBI agent
    In the nickname routine I posted, the last lines are:
    .word 0x8760000
    That table offset in the bottom needs to be adjusted to the table offset you wanted to put the names in
    so here it'd become:
    .word 0x87304F0
    For your table location of 0x7304F0. Now at offset 0x7304F0 you need to have nicknames with 10 characters and the rest being FF. If it's not ten characters long, put the rest of the characters as 0xFF.

    So if I wanted to call the Pokemon Jerry, at 0x7304F0, I'd insert:

    Also make sure you've inserted the routine properly, and set the parameters to the right values. If my table only had JERRY in it Id:

    setflag 0x270
    setvar 0x8000 0x0

    0x0 = first table entry. 0x1 = second table entry. 0x2 = third.....and so on.

    Also you can ask these in the assembly help thread if you wanted (which is in the beginner's lounge).
  14. destinedjagold
    October 14th, 2014 07:58 PM
    ...s-sad Eevee ish sad...
  15. Kenny1
    July 24th, 2014 09:37 AM
    could be, but i dont think it should cause problems, as it is basically writebytetooffset's, just without the side effects

About Me

  • About Turtl3Skulll
    Learning Programming
    messing around with computers and stuff
    Utah, U.S.A.
    Male ♂
    Also Known As
    BlueTurtl3 & Dz
    Favorite Pokémon


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  • Join Date: June 23rd, 2013
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