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  • I will, I'll play as soon as I find a good Ruby rom since I'm using a buugy one. :3

    I'll play tomorrow, it's 15 minutes past midnight here. XD
    just so I could clear up that tile issue, I was persuading you to use the edited HGSS sprites... like Kyledove's tiles and Zel's tiles
    Oh, okay. I think I'm starting to understand. But there is still something I don't understand. The first 4 bits (actually the RTC only uses the first three) of 0x080000C4 and 0x080000C6 are used to dictate certain settings about these things called 'SCK', 'SIO', and 'CS' (read about it here). Do you know what those are and which of them I need to set in order to read the time? I read somewhere that setting 0x080000C6 to 0x5 (which would be SCK = 1, SIO = 0, and CS = 1) is necessary to read the time but I'm not sure.
    Well, as I understand it, the RTC is not actually in the ROM but it is actually a chip that is inside the cartridge of a game. I guess what I'm asking is where are the date and time registers? Are they in the RAM? I really have absolutely no idea. I think I remember reading something about setting those other registers to certain values in order to read from the date and time registers but I can't access them if I don't know where they are -_-'
    Hello there.
    I was looking at your hack's thread (it looks very nice, by the way) and I noticed that you are planning on utilizing the RTC. I was wondering if you could help me out with some of the RTC stuff. I have been pouring over this document (specifically this section and even the section on the NDS RTC) looking for information on how to access the RTC but I can't seem to find much. I've figured out that the RTC chip is accessed by the GBA Cart I/O Port and that the I/O registers are mapped to 6 bytes starting at 0x080000C4 but I'm having trouble figuring out how to access the datetime and time registers (documented in the NDS RTC section) which, as I understand it, is where the actual date and time is stored.
    I might not be making any sense at all but hopefully you can understand me^^
    Any help you could give me would be appreciated. Best of luck to you on your hack as well. It looks amazing.
    Well, yeah lol he told me about that some time last year also. (really nice guy, tutored me via some wierd thing that let me see his desktop).

    Anyways, is your ruby hacked engine like JPAN's or is it like exclusive to your hack?
    Oh yeah, I forgot to tell you.. If you felt like Ruby was limited in instruments (as I did) as you're making (or were making) a G/S/C remake, check out AmineX's tutorials on making custom voicegroups and check out RedYoshi's tutorial on adding custom instruments into a game.

    What I did: Ripped WAV files for instruments I needed from firered via Sappy's wav ripping feature and followed RedYoshi's tut.

    Anyways, just thought it might be helpful, as one of the things I disliked in Ruby was the limit of instruments (Yes, Magnius's R/S/E document on voicegroups is wrong and only for Emerald).
    Hmm, Zeikku says your back :3, I have actually finally began to pick some ASM up, mainly THUMB now but its a start :D
    Oh, that's cool. By different clothes system I'm guessing you mean by a routine that changes the main player's overworld, correct?
    Well anyways, lately i've been just trying out new things, like screwin around with titlescreens on Ruby and stuff. (What do you think of this one? http://img22.imageshack.us/img22/9779/newtitlescreen.png ) My old hard drive with all my old stuff on it got burnt. I'm not sure how badly it is, but I'm going to see if I can recover anything from it, because I had like 50 or so songs looped and ready to be inserted. I'm also trying to learn some ASM by reading some tutorials. I'm kind of getting some grasp on it, but not really. Still trying out some things with it. My first goal is to try and insert new animations into FireRed or Ruby.. Just that I don't know how to dump the ASM code for the tile animations or what not from Ruby
    Anyways, what have you been up to lately?
    Hey ZDG. Just wanted to let you know I found it (it's the gfx right after the RUBY VERSION logo. Anyways, I was browsing around some of JPAN's ASM stuff (I'm sure you've heard of him), and I saw his FireRed hacked engine. It has many useful commands, such as changing the OW sprite of the hero, adding extra OW's (I think I can do that myself simply by repointing the OW sprite table, not so sure about the palette table though). I was wondering, since I hack Ruby, is there a way to convert some of his ASM codes and make them work for Ruby? I also noticed that you posted something about you making something similar for Ruby in the future (looking forward to that, your ASM stuff has been a TON of help in the past). Also, do you know if it's possible to have a check Day of the week script?

    Anyways, I just realized that you're going to be gone for a while (I don't know how long), and I just wanted to thank you again for all your past help and inspiration. Good luck on your future projects.
    A swi and dma log with VBA-H? Do you think you can elaborate a little bit on that? Also I did search before I asked you, and unfortunately your thread didn't have the pokemon logo tilemap. (although it did have a LOT of stuff I was looking for).
    Hey ZDG. Long time no talk. How's it been?

    Anyway, I was just wondering.. Do you happen to know the UnLz number for the Ruby Title Screen LOGO tilemap? Because I can't find it, and I want to edit the way the logo's shape. Any help would be appreciated =).

    Also, Do you know where the TileMap for the Pokemon Logo is? I couldn't find that either.

    P.S. I'm NeoNemesis. Just had my name changed.
    Hey my friend! I have been gone for a while and wanted to stop by to say hello, how have you beem?
    I see, well thanks anyway. The grass I got myself from a gsc screenie. Well, it doesn't matter, I've got enough map fillers as it is :P
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