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Joexv
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  • Oh I get it. I'll take a look at that then.
    I found some other interesting stuff regarding tile animations. But I don't think the information is complete, which is very very sad.
    Sup joe!
    All good?
    Man, I'm looking through some tile stuff. Do you know anything of that?
    I wanna make some new behaviors so I can put a good Rock Climb animation in the game. Can you help with the behavior bytes?
    Why do you need me to map? (Going to Montreal science center, I'll be back at 3:00 pm eastern time)
    You're branching into the literal pool which causes the freeze. You need to bx back to the return location to complete the hook. I just skimmed, so there might be more issues.
    Trying to use IDA to find where that would be, but it's not so intuitive as I thought it was. This is and the next are busy weeks for me, so I'll probably try that more fiercely laaaater.
    I'll try to work with kearnseyboy6 too in this implementation. He might help us straight away.
    Also, can I use this offset 0x0809A924 to restore other items?
    I wanna make Pokéballs unspendable unless you capture a Pokémon. Can that help, or I have to look for another routine for that?
    Nope, I just realized I can't do this. The routine is for calling the evolution, not working through it.
    After the evolution is called, it can be cancelled or it can happen. Either way the item will be deleted, if the evolution is called.
    So, how can I call this offset 0x0809A924 after cancelling an evolution?
    I saw you asking some stuff about where the item is deleted. Was going to ask about this usage of it, but I thought it was something different.
    Basically, after the no evolution I just call a function, say "itemback" and write "itemback: .word 0x0809A924" at the end?
    Actually, G3HS stores an offset of a limiter for some reason (I think so they can expand evos). I has an unhelpful name though. I think it might be offsetstochangetonewminus1 or something. I use one in my mega project.
    You should definitely try hooking the exisitng stone. I'm not too sure about adding evolution methods, but I'm pretty sure there are registers in the routine you're hooking that will store the information you need.
    That sounds good. The alternative would be to have two separate routines, which would be messy. So do your way. If you're going to use the evolution table, be sure to read the number of evolutions per Pokemon from a limiter somewhere (like tools do) to increase compatibility.
    No, i am... It just seems that it doesent have the ammount of following hybrid has had
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