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Touched
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  • Hey Touched! Long time no talk!

    With FBI's help, I'm reasonably sure that I've found some undocumented offsets for the BPEE idb that are equivalent to some Firered ones, but I'm not experienced enough to know for sure (or to know how to debug what they're actually doing). I was wondering if you could take a look and/or give me some pointers on how to debug what I'm trying to do when we're both online?

    Basically, I think I've found the corresponding Emerald locations for the things mentioned in this post. The byte changes for the security key are at 08076C02 and for the DMA negation (I overwrote those 2 bytes with 00 21 instead of what his post said, because it's using different registers there than in Firered) at 08076BEE in Emerald I think. But I don't know how to verify that the data is now static.

    Additionally, I think that 08076BEC in Emerald is 0804C062 in Firered, and changing that 0x7C to an 0x00 should disable the Pokemon substructure mutations, but, again, I don't know how I would verify that. Damn these gaps in my knowledge! :P

    Could you spare some tips?
    Trainer sliding, there's a graphical bug. Basically the sliding and stuff works fine, but after the slide is over, when you kill the Pokemon you're fighting, it doesn't disappear. I can manually make it disappear by opening the Pokemon menu and closing it again. But I think refreshing the sprites after the trainer slide is done would probably be better.
    I require assistance in the form of sprite refreshing during battle :::::XXXXX
    Hello! First of all, I want to clarify that I am Spanish and I feel a little bad English

    Do you remember me? I need your help with this tutorial miss for you: http://testvb.pokecommunity.com/showthread.php?t=348182
    I've been a couple of days trying to make it work. The truth is that I have inserted and has not given me any problems but do not know why not inserted. Would you be so kind as to insertarmelo you please? If you do not want, at least, can you help me fix the error? Is not that is not activated: L
    Hi guy, I have problem with my hack rom.

    I want to block menu in a certain part of my game, because the player is transformed in Riolu, and it isn't very hygienic open the menu and see the name, the trainer card, etc... Do have you a form for block open menu in-game?

    Uhmm... And sorry for my bad English, I speak Spanish :v
    Hi touched I want ask that is their is any script command present to move pokemon from high level to low level or it need ASM ?
    Alrighty it worked!More or less... Just gotta get the right offset and distance for loading the egg group values. Thanks for the help!
    Wait so I've been using the Pokemon decrypt wrong this whole time?
    Also I'll try out your fixes, thanks for the tips.
    Touched Senpai why the hell doesnt this work:
    Spoiler:
    Sorry to bother you for the umpteenth time but could you help me with sth? It's a bit embarrassing, because I lost an important offset from our move tutor talk. I mean that one byte change that allows loading /able/ /not able/ text on the screen for tutor attacks greater than 15. I would be very grateful for that offset or some info how to find it. Again, sorry for my clumsiness
    Oh, the routine I'm using is the one from the trainer card. It uses instantiate_forward_search within it iirc. I'll fix the miss information.

    It's all cleared upon warp or calling the OAM deleteall routine, so there isn't a permanent problem (or a problem at all as far as I'm concerned). :D
    Oh ok. It's cool that you're putting Megas in Firered =) Sorry to hear that it's a bit draining =( I've also seen you extend the Pokemon name limit, awesome =)
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