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Avara
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  • Hello ! I cannot seem to find the version 1 ips link to download :( can you pm me the link? the link does not seem to be on the thread
    No, it has to be done in gimp2. Make sure you have a virus protector or something. :) But I haven't gotten a virus from it, so I'm not sure what happened there.
    I've used Wichu's tools to insert sprites (it's only for pokemon sprites though, for trainers you'd have to use something like NSE). It is by far the easiest method and UNLZ is just not very good in general. There's a new tool coming very soon though that also has the ability to insert sprites. I'd look out for that if I were you. ;)
    The newline error is something the compiler just needs. It needs a free line at the end of it. If it doesn't find it, it adds one. There is no issue there, it will compile just fine. My editor actually uses that to compile, I just didn't make a free space finder to go with it.
    There are two forms of ASM used by the GBA. ARM and THUMB. ARM is 32bit while THUMB is 16bit. Because the GBA has a 16bit bus except for music rendering and other special circumstances, THUMB is almost always used because ARM would be slower (two cycles for 1 instruction) in the 16bit mode. However, if all of this is 1s and 0s, how the hell does the processor know which one to use?????? In the end, it comes down to that +1. ASM is ALWAYS 4 aligned, meaning the offset you put it at has to be divisible by 4 (ie, ending in 0, 4, 8, or C). So, if the ending is an odd number (1, 5, 9, D), then the processor knows to use THUMB, which is the form of ASM we normally use.

    I once told someone that 99% of ASM failures are due to forgetting the +1. He came back about 2 months later and corrected me. He said it was more like 99.99%, lol.
    Every instruction in an ASM routine takes up 2 bytes. So each line will be 2 bytes (unless you have a bl, which is 4 bytes sometimes). Then, all of the .words at the bottom will be 4 bytes. If something isn't aligned by 4, then the align 2 will add 2 bytes of nop to align everything before the .words. So, in all honesty, count the number of lines of code (actual code, not "main:" and such), multiply by 2, then count the number of .words and multiply by 4 and then add them together. Maybe tack on 10-20 bytes for safety.

    I would think that a compiler that doesn't find free space for you if you need it is kind of an oversight, just IMO. I wrote a text editor that used HackMew's compiler to insert into the rom. Looking back now, I have come a LONG way in programming as mine doesn't have that feature either. My new tool is very watchful of re-pointing, so I guess I should go back and fix up my old editor.
    It will be kinda a shop/"tool" kinda mix. I'm gonna provide templates for different format maps like FRLG, DPPt, and possibly my own unique style and I'll take some requests as well. I'm just so busy with so many things in life right now though, haha. And I want to release beta 3.0 of my game first!
    Just remember that yelling at people over the internet rarely accomplishes anything and your life will be much better.XD
    Instead of responding, just report it and then send a pm if you wish. Responding only makes more work for the mods when other people follow suit.
    Don't make a new eevee. I will be releasing a tool in the coming months that has the ability to expand evolutions. It was beta tested on Dark Violet if you would like to check it out.

    Find the tutorial on it. I'm pretty sure it is a thread Jambo started. So, go search for all threads made by him (shouldn't be a long list) via the statistics tab on his profile.
    So long as a thread meets the Hacks Showcase requirements its owner can ask us to move it in there.
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