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Apologies if this has already been found/documented/fixed, but for those who are using Doesntknowhowtoplay's Physical/Special Split Patch, I found a small bug.
The feature where if a Pokemon hits a Frozen target with a Fire Type Move, the target will thaw out/defrost will not work if hit with a...
I fixed the routine.
I changed "add r0, r0, r4" to "mov r0, r4". It was supposed to be the second thing (it loads some code from the original function that we overwrote when we branched) but for some reason, I copied the original code wrong.
Also, I fixed another bug. Turns out, I checked for...
The direct-use HM thing should be fairly simple to do, given that HMs run off of NPC scripts. So, for things like Cut, Rock Smash, and Strength, it's as simple as going into something like AdvanceMap and using your favourite NPC script editor to remove the parts of the script which you don't...
The manual assumes that the reader is familiar with how to insert THUMB Assembly routines, so my apologies if it was unclear for you. It might have also been unclear how to use the ".equ ROM" statement at the top.
The purpose of it is to be a dynamic address, which is helpful as the Synchronise...
Great catch!
I fixed the problem now. I updated the download. All you need to do is reapply the patch and it should be fixed now.
Turns out that the Party routine was not updating the counter correctly when there was an Egg, creating an infinite loop which soft-locked the game.
Not anymore...
I corrected two mistakes I found.
1. In the Emerald macro, ColourParticle has the wrong address. It is listed at 08116665 when it should be 08116849. The FireRed macro is fine.
2. There is a GIF in the Task GIFs that is named SpringLoad which does not appear anywhere in the documentation. The...
So I made the following test script:
And it worked just fine.
So, I can conclude that probably there was something else in your script or there was some other issue.
Do you have a Discord or something? You can PM me if you do, cause that might be easier than doing it all on here since I...
If you move a sprite to the background, you always need to move them back again. So if you have MoveSpriteToBG User at the beginning, you need to put MoveSpriteFromBG User at the end. Otherwise, it crashes.
The AABBCC part is where you put the address where you inserted the animation. So, if you inserted it at the location 0xAABBCC in the ROM, that's what you would put. The AABBCC is just a placeholder.
The 0x08 part is at the beginning because AABBCC is a ROM address.
So, if your animation has a...
There is this thread which, albeit old, still provides a useful tutorial on how to add a new custom Particle. You could then, I imagine, use the process for creating a new Template from an existing one.
I fixed a couple of mistakes that were in some of the documents. Also, I realised that for the sound effects and GIFs, it made you download them all one at a time. That would be really annoying, so I changed it so that everything with more than one file in it was a ZIP file (easily opened with...
It is possible to easily create a "new" Template in the sense of having the behaviour of one Template but using a different Particle (I have a section in the tutorial on how to do that).
As for creating something entirely new, that would involve actual THUMB Assembly and probably advanced...
Thank you for your kind words! I would have attached the files to the post but I can never get that to work right and also some of the files were too big.
Probably it is possible to make whatever animation you want. I've been experimenting with some ideas, although now I'm back in school so...
Attack Animation Scripting
Click here to download everything in the thread at once! The file is 265 MB though, so beware if you have a slow internet connection!
Download last updated on September 18th, 2023
Firstly, before saying anything, I would like to extend my thanks to everyone who has...