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EricaHarper
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  • well I was supposed to be the lazy one of the family, then I got all responsible, now he is.:P
    Hes 2 years older than me.
    Yea my brother is doing pretty much the exact same thing. But you know i vant really cmplain too much cause everything distracts me.
    Well its pretty much the typical pkemon game, except you want
    revenge on the great beast that destroyed your village!!.
    Yea I know how you feel. When I first started I had one person helping me until I learned how to do pretty much everything, then I took it on alone.
    Prety uch only if you didn't want it to be the same, like if you put the caught flags ina different location. Cause you would still need to know the amount between them.
    Yeah... seen will be 0x0203D800... then caught will be 0x0203D8??... ?? is the result of the divided by eight part. :)
    Oh, those would be 52. And then the caught flags woul be at whatever ramoffset was stated in the tut(cant remember it atm) + 52. So it would be for xx and yy. If that makes sense.
    about the 0x0203D85D leads to the ram when emulated in the game. Well you only need to do is revese hex it: 02 03 D8 5D ===> 5D D8 03 02... and type that to where it was instructed (example: C0744: point to new CAUGHT flags. I will put 52 D8 03 02.) 0x02000000 is a pointer too as same as 0x08000000... 0x08000000 goes to a part of the game (scripts, sprites etc)... while 0x02000000 leads to the ram outside the rom but when emulated in game.
    Hmm... the reason why I have said 5D because 744 is the max dex entries would register in the ram (744/8=93...93 in hex is 5D)... so again 3D860 will not work safe and nope you can't use more than 5D. So use 0x0203D85D for safety reasons. Safe flags? Do you mean the script flags? I bet they are until 0x95F. :/

    And... what are those hex bytes? :/
    what do you men xx will stay 34? The xx xx xx 08 is where you put the save block hack, so example 20 30 40 08 then you add 1 to it so 21 30 40 08 and that would be what you put instead of xx.
    then its the same concept for the yy's but you add 61 to it.
    Hmm... I have used up 5C more bytes for the caught flags... 5C because: 728 dex entries... 728/8=91+1=92... 92 in hex is 5C. 5C worked fine to me... but up to 5D can only be used. Your 0x0203D860 cannot make it work so use below 5D.
    As I said, they're located in several places. It depends on each ability. For example Blaze, Torrent, Swarm etc. are all located in the damage calc routines, whereas abilities like Stench are located in several different calls to do with the overworld.

    Hex is literally just a way of reading the data. The scripts and ASM routines are just bytes that are interpreted.

    Moves for example are structured in a table, and are then read. Abilities are just a series of checks that exist in routines. To make new abilities, you need to know where a similar, existing ability is located, and branch from there to add a new check.

    I've created an ability resource thread to give you an idea of how to go about doing that. I haven't updated it in a while because most of the ones I have left are contained in giant routines.
    You're welcome. Good that you are really learning. Nubes don't really annoy me at all. I'm also the person who's on-the-help so I can talk like this all day. XD yeh... i'm in research too but now about the past 511 moves for emerald, flags and variables in emerald. I have done expansion of pokedex anyway so what am i after about it is fixes for glitches. And i'm hyped doing my hack now. :D

    Gnight! :D
    Yeah! Data after chimecho are the egg and the rest of Unown forms. So that is why I recommend everyone to have 440 or 0x1B8 slots for the overall total of pokemon slors,
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