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PiaCRT
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  • hi nice to meet you I LOVE your hack man please keep working your hack don,t cancel the game i love it ^_^ i hope i can try the first beta 1 let me know when you have update
    Yeah, I broke off from the main pokered branch awhile back. That stuff is still all there, though. It's in titlescreen.asm. Instead of FuncCoord, it's now called hlCoord.

    As a side note, I actually prefer pokered when it isn't split up into so many files. I like the single gigantic main.asm because you can look stuff up faster.
    Hey! I've seen your name around. I'm assuming you're ok with the sprite not scrolling. To draw an image to the background, you'll essentially need to do 2 things:

    1. Load the image Tiles into VRAM.
    2. Copy those Tile's IDs into the Background Map. (Use FuncCoord to load background map address into hl)

    You also might want to erase some of the old titlescreen behavior to get rid of the scrolling pokemon and stuff, which is what I did.

    Here's a link to the changes I made when I updated the titlescreen: https://github.com/huderlem/maize/commit/2e86af3bae36ea6b2ee5a60cbfd0ab7d3d642f5c

    I apologize for any lack of commenting and badly-named labels. (I'm looking at you ".loopdeeloopMaizeGfx".) This is basically what I did in that change:

    1. Cleared original titlescreen functionality.
    2. Load big ampharos graphics (TitleScreenPic) into VRAM.
    3. Load graphics for ampahros's closed eyes (TitleScreenBlink1Pic and TitleScreenBlink2Pic) into VRAM.
    4. Load ampharos picture tiles into the background map (using FuncCoord to get tilemap address into registers hl).
    5. Load Maize version text into the background map.
    6. Randomly make ampharos blink and load the closed-eye tiles into the background map.

    Let me know if you have any more questions!
    Too bad, AP looks so promising!
    I believe in you!

    And I totally get what you mean about working on multiple projects. That's usually how I roll too (although I'm inbetween projects right now).
    Hey, thanks! If you have not completed yours yet and need some help, let me know. I'll try to help.
    Yeah. I'm inclined to believe it's the way I said, given the GBC is little endian, but whatever.
    Cool. Because I have one. It works on GBA and somewhat on GB/C -- it can only find 2 byte pointers. Do you know how 3 byte pointers are stored in the ROM?
    So, if I made a version of my Pointer Calculator that could find pointers in a ROM, would you use it?
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