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Recent content by Q-orca

  1. Q

    Help Thread: ASM & Disassembly

    "ldrb r0, [r0]" overwrites the value in r0. When storing a value, make sure that you have not set any value in the same register as the one you'll use as the address. If you're not sure, simply write the address into the register before storing the value. If you only want to store a byte without...
  2. Q

    Olive Green ROM Hack Request (Adding Features Like New Field Effects, Lowered Shiny Odds; etc. (Also Looking For Dedicated People!)) 😉

    1. It's better to upload a patch instead of ROM (according to the rule). Try IPS, UPS, or other patcher. 2. Which version is your base? IMO, you can modify the code used for the shinyzer to modify the shiny rate.
  3. Q

    Tool: Pokémon Gen III Rom Hacking Suite

    Is it possible for G3HS to be made compatible with expanded level up-rate? I've added 7th level up rate in my deck.
  4. Q

    Tool: [Gen III]: Jambo51's Tool Showcase

    1. On default TrainerEditor.ini/AXPE, trainer's image table should be 0x1EC4CC 2. AI with value more than 7 is mentioned as invalid 3. Trainer's item can't be saved.
  5. Q

    [Other] [HELP] Change the limit of items in bag

    Assuming Ruby has the same structure as Sapphire, it can hold 166 different items. IMO, ASM is required only for save / load, if the maximum is more than 166
  6. Q

    Help Thread: Quick Questions & Answers

    They work with RAM. If you don't mind action replay, here. I believe that they are executed periodically. If their conditions are fulfilled, they change the value of the address.
  7. Q

    Help Thread: ASM & Disassembly

    Since the only pokemon game I've ever hacked is R/S, I don't have any good example. In other GBA games, there are times where I need to push some registers (r0-r3) to insert a routine. I'm putting those just for insurance. To check the availability of the stack, I'm checking all routines before...
  8. Q

    Help Thread: ASM & Disassembly

    You're right, assuming that r0 - r3 aren't used every time he calls this routine.
  9. Q

    Help Thread: ASM & Disassembly

    From GBATEK, yes.
  10. Q

    Help Thread: ASM & Disassembly

    There are 3 problems with your code. 1. 08xxxxxx is ROM address (Read Only Memory). Consult GBATEK for available RAM address. 2. Assuming you have the correct RAM address, 3. The number of pushed register should be the same as popped register. Getting out of the routine can be done with bx or...
  11. Q

    [Other] Gen III Pokemon's nature

    I've tried asking this question twice in the Quick Question thread, but it's not been answered yet (the first is months ago). I found out that wild pokemon's nature is determined before its personality value. Is the nature a mere product of RNG, or is there any other deciding factor?
  12. Q

    Help Thread: Quick Questions & Answers

    Break per read. It's an instruction from vba sdl-h which set any point reading the value of the address as breakpoint. e.g. bpr 03005000 4 will stop the game every time 4 byte from 03005000 is read.
  13. Q

    Help Thread: Quick Questions & Answers

    So, it's FR. I've just looked at the CB code for FR, and it seems that FR uses dynamic location too (similar to Emerald). In that case, try using Gamefaqs CB for reference, bpr the RNG (03005000, 4 byte), and try buying an item. If you want less breakpoint, you can activate the RNG kill code...
  14. Q

    Help Thread: Quick Questions & Answers

    Sorry for my typo (I should say the offset of each item type instead of item.) For example (since I'm working in Sapphire), CB code for item #1 is 820259C4 xxxx, so we search C4 59 02 02 in the ROM. We will be directed to 003C1670 (sapphire), which contains the RAM location of specific item type...
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