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  • Yes, as soon as I have time, I am going to release a beta as is. I don't have a list of what isn't done, so I'm going to open up the current version and compile a list from what people tell me about it.
    Hey! I probably couldn't put it into the 4th/5th move animation resource because its really quite complicated. Also it's not actually my code as such, Kurapika just showed me how he created it, using his routines, so I'd ask him for my permission to use them.
    It requires ASM. To be honest I only know how to implement them thanks to Doesnt. Skill Link is probably the only easy one, as that's just a battle script, but the rest were all done by ASM. I could only really do them because Doesnt told me which checks his abilities replaced, so I located them and then branched to free space.
    I just used Hackmew's for basic reference and messed around with stuff. I began by trying to figure out how the numerous shoddy physical/special splits at the time worked and how they could be fixed, although that might not be the best starting place.
    It requires writing some assembly, actually. Somewhere in damage calc there's a check to see if the attacker is holding an item with the Choice Band effect. What I did was make it so that, instead of directly increasing Attack, it branches to my own method, which checks the item again and increases the appropriate attacking stat depending on which Choice item it actually is.

    There's not a whole lot I can say that would help with this other than encouraging you to dive into the ASM and try to figure it out yourself :/
    Well, I added about 80 new moves to FR. Most of the animations and effects are done by me. It's also possible now to add new particles to move's animation, so I'm also refreshing some older animations. It may be some sideshow project in future.
    Well, thanks for your words. Most of the moves is done. I'm updating movesets - it's gonna take some time. I'm also making icons for some evolutions like yanmega, magmortar and others.
    Yeah. Are you putting the ZZ YY XX in reverse hex. eg. If you offset where you post the code is 900000 you put 00 00 90 08 right?
    Uh i'm not sure actually, I've also used Pawells Draco Meteor and had no problem. Are you sure you're setting the pointers up properly?
    Dark Pulse is broken in the Original Post, but if you go down to one of my posts where I added it, it's fixed. There was a pointer somewhere. As for Dragon Pulse, that's working 100% for me, I even implemented it into a new rom with no problem the other day.
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