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MrDollSteak
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  • Ikr, that animation's repetition makes it awkward. >.<
    And, yeah, I tried to investigate those pointers a little:
    08 94 1D 08 : 39 20 00 10 CC 00 12 40 00 28 4E 69 1D 08 (message saying: TARGET anchors itself with TARGET'S_ABILITY)
    27 8F 1D 08 : 39 20 00 10 B5 00 12 40 00 28 4E 69 1D 08 (message saying: TARGET anchored itself with its roots)
    60 69 1D 08 : 3F 02 02 00 49 00 00 3D 33 CC 3D 02 02 01 02 03 39 20 00 0E 0F 12 40 00 28 4E 69 1D 08 (Crash that restarts GAME, this is probably the main effect's code?)
    F2 7D 1D 08 : 39 20 00 33 CC 3D 02 02 20 0F 12 40 00 28 4E 69 1D 08 (message saying: But it failed!)
    I tested it several times by giving it a 30% accuracy, it never missed if the attacks succeffly hit. Because when I pointed to Roar's effect, I skipped the part that does the accuracy check.
    See, in my rom, Roar is located at 00D16CB0 but in Dragon Tail effect I pointed to 00D116B0.
    This is Roar's effect:
    00 02 03 1E 00 15 08 94 1D 08 21 00 00 04 00 00 00 27 8F 1D 08 01 F2 7D 1D 08 FF FF 01 60 69 1D 08 00 00 8F F2 7D 1D 08
    And this is what I made the effect point to:
    15 08 94 1D 08 21 00 00 04 00 00 00 27 8F 1D 08 01 F2 7D 1D 08 FF FF 01 60 69 1D 08 00 00 8F F2 7D 1D 08
    See, I skipped the 1st 5 bytes, which are responsible on accuracy checks and semi-invulnerable checks (I think), since those were already checked with damage effect!!
    Hi bayerf, I've made a code for Dragon Tail by using a simple damage-dealing effect+a pointer to roar, skipping roar's accuracy check etc. See if it works for you! ^^
    Cool, I'm actually on vacation right now until mid June so hacking time and internet time to the max for me. xD
    That's cool. :3 Do you have skype? :3

    Cool congrats on graduating High School. In the upcoming school year it will be my last year as a High School student. So that means I won't get left that far behind. :3

    Cool, can't wait for the beta.
    Yeah I read it all, Idk I think everyone said that they don't want to use fakemons.
    I'll tell them that there are some you've made but I cant promise that they want to use them.
    For the canonmons I like what youve done to the backsprites, I was thinking of somehitn like that too.

    Its tbh really bad that we both cant be on the meeting, since I know have to fight them all alone Lol.

    And yes my english sucks so Idk how that meeting will go, it might end up in a disaster D: lol
    I imagine BSP would be much less annoying but I haven't used it enough to speak from personal experience. If you hex it, it's a good idea to write out your script in a text file first while labeling everything so if you need to adjust it you can do so with minimal fuss.
    Yo we need to talk today,tomorrow and thursday the time before the meting.
    There are stuff we two have to talk about.
    Basically the way you make abilities work is you find the relevant ASM and add a check for it. There's no "ability table" beyond the name and description tables like some people say- ability is just a byte in the Pokemon's data that the game checks constantly. Most of the ones in YAFRH are damage calc-related, and are inserted next to the other damage calc-related ability checks. You'll probably want to look up JPAN's Battle Scripts thread for reference as his documentation on the battle structs is very helpful for this.

    As for actual implementation, I simply shoved in new code where Plus and Minus were and utilized the free space opened by the DPSS in YAFRH if I recall correctly. If I was going to do this again though, I would instead replace the Huge Power/Pure Power checks at x3edfc with a branch to free space where I could insert code all I wanted without worrying about room. Play around with the bx command for doing this if you aren't sure how.

    Skill Link is implemented differently and is significantly simpler- I instead replaced the multi-hit move battle script, which checks if the user has Skill Link and branches back to the old one if they don't. If they do it does a bunch of the same initialization stuff and then sets the multi-hit counter to 5 before branching back to the middle of it. Technically I believe you'd also need to tweak Triple Kick but I removed that so it's a non-issue.

    You're free to borrow the ability implementations in YAFRH with credit if you can figure them out- Multiscale, Technician, and Adaptability replace Plus, Minus, and Sturdy (I didn't break checks for the latter, I just removed OHKO moves). Skill Link replaces Huge Power- I did break that check. Also take note that my Technician implementation probably does not handle Pursuit correctly. Also it might be simpler to just repoint the ability name and description tables and use numbers past Air Lock for your abilities, especially if you don't want to remove any old ones.
    Oh noo don't worry it seems I have to change the time for some others too.
    Also I need you to be present too since it seems we both will be the only on the graphics team, the third one seems to not want to work o this anymore.

    I guess I'll talk to Darthatron about the times since he is the Leader, he should probably asked about this kind of stuff lol.

    Also thanks alot, its nice to see people are liking what I am doing.
    As for the offer it would be nice to get that kind of help, but that isn't my priority right now, I need alot of scripting to be done and some mapping too.

    I think I will wait for stat changes and stuff until the alpha is out so I can take kind of alot of time to make beta 1 lol

    But thanks for the offer, I will surely come back to it when I need the help since it saves alot of time :>

    EDIT:Also yeah, I'mkind of always available on Skype so when you sign in you can just drop a message to me, I usually respond really fast ;p
    I was just suggesting remapping again because some people like me that played firered and hgss a lot of times would get tired with the maps. And you could have had considered my suggestion instead of ignoring it right away. Not trying to start an argument. Just saying what i feel :3 Cheers!

    ~weeeeeeeee
    Would you be able to have a conversation about graphics with some of the Pchack team in thes upcoming days?

    That would be more then really nice :>
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