• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.
L
Reaction score
1

Profile posts Latest activity Postings About

  • I just posted Lesson 1 so I hope it isn't too technical for you guys. Uhm, the checkminutes routine should be cake as well, and so I'll make another routine now. The bolded and highlighted text is the offsets to the var 0x8000 and RTC, the generated ones are for Ruby but if you want it for emerald then change it to the offsets I listed in the ASM routine.
    Yeah, sure. But, its not possible with scripting alone, and so I'll write a routine for you guys and post it in MX's thread.
    Im planning to make snow tiles, but probably not of the ones already made since they're not snowed under in Sinnoh.
    Anyone is free to edit the public tiles as they want though! I did make them for the public so edit all you want.
    Thanks for the support!
    I hate answering people's questions in VM's. I much prefer using PM's.
    I never really hacked the RSE games much, so I've never really needed to look into it. But knowing what I know, to use the Real Time clock, you'll need to know how to use more than variables. Variables will be the least of your troubles if you want to use the RTC.
    Command #0x11 (I think it's command #11, I can't remember) is only useful for making small changes. While changing one palette is 16 colours, 15 viewable, all taking up 2 bytes each. To change just one palette, you'll need 30 writebytetooffset's. Then if you want to change the whole 16 palette's viewable in VBA's Palette Viewer, that 256 writebytetooffset's. With the command's structure which takes 6 bytes, I think, that's 1530 bytes (I think, I did that in me head). There is a point to this.
    In ASM it takes about eight bytes of coding to fill those 256 colours. ASM is much more efficient. The time it takes for those 256 writebytetooffset's to be executed is substantially greater than the time it takes to go through the 4 thumb instructions.
    I got a bit off track. But yes it is possible to perform a pallette change with writebytetooffset's.

    That's why I prefer PM's. I write too much.
    Thrace said I had to move the glitchy tiles somewhere else in the tileset. If you put tiles on the last twelve spots of the tileset, they can glitch.

    Thrace's answer is on the Simple Questions Thread.
    When are you going to create a hack? I'd Really like to help you.
    Pokemon Nemesis
    Id think thats a neat name if you wanted to create one.
    Bye Evil me!
    Your my Brother of pokecommunity. Look in my signature. Where it says brother, put your mouse over it. it says you! xD
    The animation wont work cause I didn't insert one.
    Don't use the normal flower tile because that animation isn't insterted, there should be a spair somewhere. I don't know of any others, just the door that stuffs up alot of tiles.
    Make a new door tile in an empty space in tileset two, then change the setting to use door/warp and block covered by hero and it should work.
  • Loading…
  • Loading…
  • Loading…
Back
Top