Adding New Moves and Creating New Move Effects
View Single Post
April 5th, 2013 (09:51 PM).
Formerly known as 11bayerf1
Join Date: Dec 2008
Location: Hong Kong
Quote originally posted by
I did some research, and I am due you an apology for this. It turns out that 0x4 and 0x5 ARE bitwise checks.
0x4 stands for (if any bits set, jump), and 0x5 stands for (if no bits set, jump). My bad.
(Note, I checked this against the actual ASM, so I KNOW it's right
View original post
No worries! It's always good to check, to be honest I don't particularly understand the reasoning behind why it worked, so it's good you've looked into it! Also feel free to use the code for the 649 patch if you would like to!
MrDollSteak's Decap. and Attack Rombase (Version 1.5a)
Gen VI: DS-Style 64x64 Pokemon Sprite Resource
Sugimori Palettes: DS-style 64x64 Pokémon Sprite Resource
Ability Resource Thread
Adding New Custom Particles
Adding New Types into Emerald
View Public Profile
Send a private message to MrDollSteak
Find all posts by MrDollSteak
Find threads started by MrDollSteak
Ignore Posts by MrDollSteak