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EricaHarper
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  • Mediafire is a little easier for sharing things. But what ever works for you.
    Use g3t. It has some sort of dynamic ini maker. But idk if it has a pokedex editor.
    If you send me your pge ini and a lilst of all your offsets I mght be able to set it up for you.
    Yeah it is the 2nd cry table used for growls, roars, hyper voices, etc. so it is needed to be expanded too.
    Hoenn Dex Order is the one that controls the Hoenn Dex list in the Pokedex (maybe that your problem with the "I saw wurmple, poocheyena, zigzagoon and torchic, but my seen flags register vileplume, ninetales, gloom and raichu. If I see one more pokemon, deoxys gets registered."). Without that, you cannot set expandables in the Hoenn Dex. It is just in case you want to customize your Hoenn Dex.

    Animation Timing 2... I can't get about it but someone recommended to expand it also as well. A post at the near end of the thread which is about expanding animations.
    Make sure you don't use your old save file to open the game... You just need to play it anew with the new save system because you might have been using the save data from the original emerald to the expanded emerald with the new save system. And check again the byte changes you have missed... or if you have just followed the tutorial in the thread, expand the other stuff I have just mentioned to you:
    Spoiler:
    Not sure.:( HAve you adjusted the pokedex and the national dex to feature all the added pokemon?
    Do regular scripting first in that case.
    Battle scripting is harder than normal scripting, because you have to understand what certain offsets are.
    Scripting has XSE to handle the hard stuff for you.
    Um for the unown sprites, i would suggest copying them too unless there are some sort of issues that occure.
    As for your bug, i might have an answer
    You can't properly read the data. The closest you can get is looking at the disassembly through no$gba debugger.

    To be honest, I don't think you'll be able to understand what's going on.

    I'd recommend by starting with battle scripting. Because the assembly doesn't say things like 'here is the weather check' it will load a random number, and transform it into the location of weather in the RAM, then compare that against a bitfield check, etc. etc. And that's not only for weather, that's for literally everything.

    Identifying it is probably a bit over your head, if you haven't already tried creating new moves. Once you do stuff like that you'll recognise certain RAM locations, and hopefully understand assembly enough to follow the logic.
    I managed to do it, but, I haven't tested it extensively. Try LCCoolJ95. The maker of Pokemon Emerald 650. Here is his account.
    Sort of. It's more like there is a check for whether Cloud Nine or Air Lock is on the field every end of turn, and damage calc. If it isn't there then it'll do a check for weather, and then all the relevant effects.
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