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  • Well, in fact I did but just to be sure, I did it again which ended up with the blackscreen problem again. If ever, here's a new patch again.
    Hey FBI~ Umm... Since I re-downloaded and re-applied it, I am still having problems about the BW HP Bars thing (it now resets upon entering battle), I decided to send you a VM instead. If in any case you were interested, I made a patch here so you can check what idiocy I did. Or you can send me patch of the BW HP Bars so I can check myself what happened. Pretty please? :)
    Well, I managed to get rid of that error from earlier but something else popped up about the build directory not existing which I again fixed by copying the build.py from your FR Battle Engine thingy. But now, this error comes up.
    Hey FBI~!

    I think I did something wrong. Your BW HP Bars thing threw me this error:
    What can I do about this? :(
    Yeah, Google gave me that result, but I was looking for a discussion forum about it, and I couldn't find any...
    duuuuuuuuude those hp bars
    i'll even change the battle backgrounds so they won't trigger anyone anymore
    thx <3
    Was it really that hard to just leave the BW HP Boxes insertion as simple as "download master folder, slap dem ROM and execute X command on the CMD and voila!"? </3 ...
    Thank you. I really feel like I should learn ASM and how all of that works so I can be more independent when it comes to this kind of intricate work.
    Background: When the player fights a trainer and loses, the trainer's flag remains cleared. When the player fights a trainer and wins, the trainer's flag is set. I often use the checktrainerflag command to determine if the player won or lost some past battle.

    Problem: After 2 hours of attempts, I've come to realize that your ASM routine actually sets a trainer's flag regardless of whether the player won or lost the battle. This is bad, since I can no longer act on the result of a trainer battle.

    Question: To your knowledge, is there any way to know if the player won or lost a battle after returning to the overworld? Possibly a byte I could reference?
    I'm very glad that trainerbattle 0x1 continues upon loss when using this. Clears my worries that the player will just be left with a fainted party, haha.
    Ahh no I completely forgot that line existed! I didn't understand what it meant at first so I guess I just forgot about it.

    By the way, what does that mean? ^_^
    Are you saying to add the 00 00 00 00 pointer to the end of the table?

    EDIT: Yes, that's what you're saying. Thanks for your assistance!
    Changed to 0x8FFFA00, recompiled, reinserted at same offset. Unfortunately nothing changed. :/
    Is there maybe supposed to be more to the routine table? It's literally four bytes long.
    Hi there,

    I've implemented the "Prevent Loss" ASM routine, but I've run into an issue.
    When a battle commences, the game freezes at the point I've screenshoted in the spoiler guards below:
    Spoiler:
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