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hinkage
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  • I can't include them as is. Its a JPEG and it looks awful.
    Can you send me a link to images of the two characters, with NO background on either, and in .png format?
    Thanks. :)
    Of course! Just tell me what you want it to look like :)
    The more detailed your description, the better :P
    Hmm, really appreciate your support, haha ​​but your Spanish is lacking even more.
    That's a matter of pronunciation and others.
    "Someone bumped your Pokemon Dark Future thread.
    Why did you stop? Not a lot of interest, I saw, but maybe you could've promoted it more..."

    Actually, I never stopped ;)
    I just didn't bump it myself which I've done several times already (planned on doing so before releasing the next beta).
    I have Skype, yes. I'll send it to you in a PM.

    The offsets matter because "showcoins" -- the function on which I based my ASM -- isn't just one routine; it calls subroutines, and they call sub-subroutines, and so on. These subroutines aren't in the same place in Emerald as they are in FireRed. There are also specific chunks of data stored in RAM that have different locations in Emerald.

    The only things in my own ASM that would need to change would be the offsets that I use for the subroutines and for the RAM data. You'd need to find these by reading the "showcoins" code as I did. (You'll need to find the offsets of its subroutines; the location of the script engine's RAM, and possibly the location of some RAM data related to dialog boxes.) It shouldn't be too difficult once you know what you're looking for.
    Well, there's your problem! The logic would be the same, but all the offsets would differ! You'd need to take the original ASM I wrote, find the proper offsets in Emerald, edit my ASM to use them, and recompile.

    If you still wanna go ahead with that, I can tell you that at some point, you will need to locate Emerald's "showcoins" command (if it has one), and find the ASM offsets for some of its subroutines. (All my ASM is is just a modified copy of showcoins.) You'll also need some RAM offsets related to dialog boxes, i.e. where the text to be displayed next is stored in memory.
    Apologies. I've been busy with a lot of college work lately.

    A cursory glance at the hex just now doesn't reveal any glaring copying errors or anything, so it's either an issue with the code itself, or some bizarre timing bug that happened when it runs.

    I wonder... In my tests for the code I was using JPAN's hacked engine. Are you?
    What was the string at 0x08741138? How specifically do you trigger the script? (OW? Event? Map script?) When you inserted the ASM, did you paste-write or paste-insert? And can you either copy the hex bytes of the ASM out of the ROM, or show me the code viewed in a disassembler (VBA has one), so I can ensure that the ASM itself isn't messed up?
    When you use callasm, you must take the divisible-by-4 offset and add 1 to it. There are two kinds of ASM -- THUMB and ARM -- and adding 1 to the offset tells the GBA that it's dealing with THUMB.

    The reason loadpointer 0x1 0xWWXXYYZZ doesn't show any text in XSE is simply because the existing message commands only allow script bank 0 to be used in place of a static pointer. (Which makes me wonder why banks 1, 2, and 3 exist...)
    Didn't, I'm afraid :(
    Just to clarify, is it an expanded Emerald ROM? If not you should just be able to make an IPS patch. But I'm guessing it's been expanded, seeing as Emerald can be hard to hack otherwise :/
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