• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

Recent content by AkameTheBulbasaur

  1. AkameTheBulbasaur

    Quick Research & Development Thread

    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...
  2. AkameTheBulbasaur

    Code: Ability Resource Thread

    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...
  3. AkameTheBulbasaur

    [ASM & Hex] Is it possible to do these two things via binary hacking?

    Whoops! I completely forgot Waterfall existed lol I found those scripts and I added Waterfall to the list.
  4. AkameTheBulbasaur

    [ASM & Hex] Is it possible to do these two things via binary hacking?

    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...
  5. AkameTheBulbasaur

    Code: ASM Resource Thread

    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...
  6. AkameTheBulbasaur

    Code: ASM Resource Thread

    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...
  7. AkameTheBulbasaur

    Development: Gen III Animation Scripting: Tasks and Templates

    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...
  8. AkameTheBulbasaur

    Development: Gen III Animation Scripting: Tasks and Templates

    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...
  9. AkameTheBulbasaur

    Development: Gen III Animation Scripting: Tasks and Templates

    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.
  10. AkameTheBulbasaur

    Development: Gen III Animation Scripting: Tasks and Templates

    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...
  11. AkameTheBulbasaur

    Development: Gen III Animation Scripting: Tasks and Templates

    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.
  12. AkameTheBulbasaur

    Development: Gen III Animation Scripting: Tasks and Templates

    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...
  13. AkameTheBulbasaur

    Development: Gen III Animation Scripting: Tasks and Templates

    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...
  14. AkameTheBulbasaur

    Development: Gen III Animation Scripting: Tasks and Templates

    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...
  15. AkameTheBulbasaur

    Development: Gen III Animation Scripting: Tasks and Templates

    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...
Back
Top