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    Hi ghoulslash! I wanted to know how I edit TMs to contain a certain move with your move expansion!
    Yeah I know that, I was testing them on a MrDS rom so no worries.

    Btw, there's the new Battle system made by FBI which make new moves possible, so maybe you could help by making animations for them since I noticed you're good at it.

    I'm getting better at making them myself and plan on creating ones.
    Zing Zap and Bolt strike did not work the last time I tried them.

    Shadow bone works but it's glitchy, use a status move like growl after using it and you'll see what I mean.
    Damn, I was about to ask about help with the battle engine and then I saw Delta had asked today. Anyways, nice work with the ASM stuff keep it up! And if you did want to contribute you can catch me on Discord :)
    Hi Ghoul. I wanted to ask, can I drop your ASM Routine in Wahack, giving you the full credits for creating it?
    I normally do that a lot and I kind of don't really ask for permission, but since this was a request that I made, I just wanted to make sure.

    Thanks again for creating it, btw <3
    I seriously needed to know this damned Pichu's happiness.
    That's really clever. (Was wondering what good a "mov r8, r8" could possibly be doing...) The issue happens in wild and trainer battles both, so a simple battle check branch won't quite do it.
    But thanks so much for the in-depth pointers and explanations, man. :D I will keep fiddling along those lines, and will no doubt stumble on a fix somewhere.
    Hmm... That routine doesn't seem to matter, and I don't think there's any issue with the tool's application of the routine (it's identical to JPAN's source).
    I can't say I'm perfectly confident with the workings of the VRAM, but I've tried playing around with your code. When I remove your "player pal fix section" (i.e. remove the branch to "Other" if loading frames 1-4), the problem disappears (but obviously the wrong player palette is shown for frames 1-4). What exactly is your extra branch changing? Might it be related to the palette of HP bars?
    May or may not be reassuring.
    I used JPAN's Hack Applier tool, so my backsprite switch routine is at 0x172C9C, and so there was no routine 0xB0 steps down to repoint (original routine was surrounded by a block of freespace).
    Pretty bizarre. Don't know if a temporary variable is changed from using the PC that affects battle palettes, because the change seems to persist until the game is reset (demo).
    Ah! Found a bug in your routine after all. Whenever I use the PC and then return to battle, the HP bars of both Pokémon change to red for every frame of the backsprite animation after the first. Should be simple enough to reproduce.
    Do you have a suggestion for a fix here?
    Dude, I'm eternally grateful. Your fix for JPAN's backsprite switch has really saved my hack from probably weeks of delay. I don't know where I would have even begun without finding it. Thanks so much, and keep up your ASM-ing!
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