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  • T
    Dunno, looks like we would have to apply externally, the level check. Also, I finished the sylveon one (Evolve with a fairy move, ignoring the amie heart system).
    Spoiler:
    Cool bean that looks good as well! I'll add it right now. As far as I can tell it would work, why would the level check not work?
    T
    Hey, I got pancham evo to work but the same level problem, i.e ignoring the level up arguement (modifed the evolution with party asm).
    Spoiler:
    There's no specific table unlike evolution methods, rather there are just random ability checks throughout the 10000-3E000 region (more or less). Best thing to do is piggy back off of existing code to make your own abilities. It's also a good place to put in some special move codes that do double damage (for AI purposes). Thing I'd recommend to get you started would be searching for ability compares (index 28/29/2A/2B/2C, etc.) for abilities that are 'similar' to new ones, eg. Natural Cure and Regenerator, then opening that up in a debugger and setting breakpoints. Once you've found the right one, just branch to your own custom code at the actual ability check, or as close to, and then just make sure you put a check for the original ability at the end of your custom code, so that if a Pokemon does not have the new ability it'll still check for the old one.

    Hope this helps, feel free to shoot me any further questions.
    T
    @Reply to first message: Hmm, I also felt this was the case, by seeing all the routines in the main thread. Thanks for clarifying.

    I am thinking to have a crack at pancham and sylveon. I think they can be achieved by editing the the "other pokemon in party" and "levelup with move" routines. It can take time to achieve this if I work on them because I'm an ASM noob and learning it.

    If I were making a hack, and including Inkay in my game. I would make a custom item called Inverter (which practically does nothing) and set to hold item level up evolution in G3HS. xD

    The best alternatives for trade evolution with hold item I feel is hold item level-up evo too, many DS slideshow hacks have done this e.g evolve electabuzz holding electirizer with level up. And for non-item trade use normal level up or create a custom stone like Trade stone.

    Mega evo, in my opinion, a totally different thing, it is actually a forme change during battle rather than an evolution. And I think Battle Scripting will be required too for simulating megas.
    T
    Here the code for night level induced evolution (Amaura's). This is working in my system.
    Spoiler:
    T
    Great! So we do not need to include this?
    ( push {r0-r7}
    add r0, r6, r7
    lsl r0, r0, #0x3
    add r0, r2, r0
    add r3, r0, r3
    ldrb r2, [r3, #0x2]
    mov r0, r8).
    It's a bit-shift, which exactly depends on the number of entries in the table but you should be able to tell using VBA's disassembler.
    Are you referring to the pokedex expansion or the evolution table expansion? If it's the former I have nothing for you, as I've looked at it and concluded that it does exactly nothing to the code there. If it's the evolution table expansion, then the answer is still no, but you're going to have to reconsider how you index into the table looking for arguments because each entry is now longer.
    It doesn't look like there should be any conflicts there at all- the only changes I see in my ROM around there are pointers to the base stats table. Could you look through your ROM and make sure G3S isn't resetting things it shouldn't be?
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