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Research & Development Got a well-founded knack with ROM hacking? Love reverse-engineering the Pokémon games? Or perhaps you love your assembly language. This is the spot for polling and gathering your ideas, and then implementing them! Share your hypothesis, get ideas from others, and collaborate to create!
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  #126    
Old August 25th, 2011, 10:52 AM
Wiznatts's Avatar
Wiznatts
 
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Saw the latest video you posted to Youtube, and I must say, great job figuring out how to switch the form types. Switching the sprites and icons should be simple in comparison. Also I'm assuming you made the Gracidea a hold item just to test it right? Anyway, I'm putting the sprites together and was wondering if there is a specific format you wanted. As in, do you want all of them in sheets, separate, or the way Chaos had them? Plus there are a few oddities that I'm not sure about such as Spinda and Castform. Just let me know and I'll get back to work on them.
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  #127    
Old August 26th, 2011, 11:44 AM
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I would prefer to have Front Sprite with normal pallet and backsprite with shiny pallet, as 2 separate .png files for each species (or forme).

I didn't realise that Gracidea wasn't a hold item until after i'd made the video. Just for accuracy, what exactly is it? Is it a "use" item? IE, I select Use then select Shaymin? I don't know how to make such items yet, as this item wouldn't close the bag, then run a script like the items we have been able to make so far.

I DO know however, that Shaymin's forme also carries time elements, so you don't need to worry about telling me that!

For these formes to work, I need to find/create some sort of free space inside the Pokémon data, somewhere to store for each individual pokémon what forme it currently has. We can't use Castform's way of doing it, because Castform is strictly only in battle, while Deoxys' style simply reads the game's ROM header to determine what sprite it should load.

I've looked for a while with no success. The only pseudo-free space I could find were bits and bytes here and there and the contest data (which is technically free space on FR). Any thoughts?
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Last edited by Jambo51; August 27th, 2011 at 03:47 AM.
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  #128    
Old August 27th, 2011, 12:02 PM
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I'm just curious but did you insert all the sprites at offsets right next to each other, or in random free space locations in the rom? Because if I ever use this, I'm probably going to re-insert all the sprites since I absolutely cannot stand shrunken sprites that haven't been cleaned up properly. Normally I would just go to the offset of the first sprite (such as Bulbasaur) and just replace all the bytes with a crapload of FF bytes, but if you've placed the sprites randomly throughout the rom that would be harder for me to do.

The main reason why I would do this is because of free space. Alternatively, it would be nice if you could release a patch with no sprites inserted.
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  #129    
Old August 27th, 2011, 05:31 PM
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Quote:
Originally Posted by Chaos Rush View Post
I'm just curious but did you insert all the sprites at offsets right next to each other, or in random free space locations in the rom? Because if I ever use this, I'm probably going to re-insert all the sprites since I absolutely cannot stand shrunken sprites that haven't been cleaned up properly. Normally I would just go to the offset of the first sprite (such as Bulbasaur) and just replace all the bytes with a crapload of FF bytes, but if you've placed the sprites randomly throughout the rom that would be harder for me to do.

The main reason why I would do this is because of free space. Alternatively, it would be nice if you could release a patch with no sprites inserted.
I believe a simple python script would suffice to replace all the sprites with FF bytes, as well as dump a list of pointers to repoint [ for use with unlz.gba ]
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  #130    
Old August 31st, 2011, 06:25 PM
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The Gracidea is a Key Item that is used on Shaymin. And like you said, it reverts at night. One thing that is sort of minor, Shaymin-S also reverts when frozen. Taken from Serebii Pokedex entry on shaymin.
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  #131    
Old September 3rd, 2011, 09:06 PM
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Quote:
Originally Posted by Jambo51 View Post
I would prefer to have Front Sprite with normal pallet and backsprite with shiny pallet, as 2 separate .png files for each species (or forme).
That method is faulty as some backsprites have details that aren't present in front sprites, which can lead to colors that are only shown in the backsprite. An example of this would be Budew. The sheets I'm arranging are to be used with Wichu's Sprite Editor, which is very easy to use, and has no faults. It even lets you import an entire folder of Pokemon sprites, as long as each file is named by index number.
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DS-style 64x64 Pokémon Sprite Resource NOW COMPLETED
Custom Sugimori-style Pokémon Sprite Resource IN PROGRESS


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  #132    
Old September 4th, 2011, 01:58 AM
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Jambo51
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Ah yes. I've used this sprite editor.

Well, if you're naming them be index, make sure you name them by in game index order rather than national dex order.
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  #133    
Old September 5th, 2011, 03:39 AM
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tinix
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Hello,

I have been trying to extend pokedex to show those extra 25 slots (387-411) which I have partially managed to do.
Problem is that pokedex freezes when trying to view anything, exit in national mode.
I think I missed out some limiters. I used this list http://pastebin.com/eATb3Sek and tried to set everything below 0x19B to 0x19B (that were not commented it errors) but the freez still occurs. Which of those are neede to be set for pokedex to work?
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Pokémon Platinum
Pokémon Ranger: Shadows of Almia
Pokémon HeartGold Version

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  #134    
Old September 6th, 2011, 03:00 AM
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Jambo51
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There's a Malloc (Memory Allocation) in the lead up to the Pokédex routine. If you don't hack this to have the correct length of memory, the ROM will simply crash when it attempts to load the NATIONAL dex (The Kanto Dex is loaded separately, but uses the same Malloc as the National Dex).

The Pokédex's Malloc is specifically designed to support a maximum of 386 Pokémon, and you need to raise that limit to 411 to support the Unown remnants. (Among other complicated things too!).

The length of the malloc is determined at 0x1025EC, with a mov r0, #0xC1.

The safest way (and the way I did it personally) was to insert a small routine at this location which branches off to a custom routine.
This is the routine I would have used if I simply wanted the Unown Remnants to be included:

Code:
.text
.align 2
.thumb
.thumb_func
.global dexmemorylengthen
main:
 ldr r0, length
 bl there
 ldr r1, return
 bx r1
there: ldr r1, there2
 bx r1
.align
length: .word 0x00000CD8
return: .word 0x081025F5
there2: .word 0x08002B9D
To insert this routine, navigate to 0x1025EC, and change the code there to:

Code:
00 48 00 47 XX XX XX 08
Where the XXXXXX08 stands for your pointer to the routine plus 1 for thumb.

This should help, as everything else is more obvious, and this is the one thing which is truly quite well hidden.

EDIT: I should have said that the "length" is the number of Pokémon in your Pokédex multiplied by 8. So for an unexpanded Pokédex it would be:
(0x182 * 0x8) = 0xC10
For including the Unown remnants, it would be:
(0x19B * 0x8) = 0xCD8
For having 649 Pokémon, it would be:
(0x289 * 0x8) = 0x1448.
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Last edited by Jambo51; September 11th, 2011 at 05:00 AM.
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  #135    
Old September 6th, 2011, 04:11 AM
tinix's Avatar
tinix
PearlShipper & C Programmer
 
Join Date: Feb 2010
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Age: 17
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Quote:
Originally Posted by Jambo51 View Post
There's a Malloc (Memory Allocation) in the lead up to the Pokédex routine. If you don't hack this to have the correct length of memory, the ROM will simply crash when it attempts to load the NATIONAL dex (The Kanto Dex is loaded separately, but uses the same Malloc as the National Dex).

The Pokédex's Malloc is specifically designed to support a maximum of 386 Pokémon, and you need to raise that limit to 411 to support the Unown remnants. (Among other complicated things too!).

The length of the malloc is determined at 0x1025EC, with a mov r0, #0xC1.

The safest way (and the way I did it personally) was to insert a small routine at this location which branches off to a custom routine.
This is the routine I would have used if I simply wanted the Unown Remnants to be included:

Code:
.text
.align 2
.thumb
.thumb_func
.global dexmemorylengthen
main:
 ldr r0, length
 bl there
 ldr r1, return
 bx r1
there: ldr r1, there2
 bx r1
.align
length: .word 0x00000CD8
return: .word 0x081025F5
there2: .word 0x08002B9D
To insert this routine, navigate to 0x1025EC, and change the code there to:

Code:
00 48 00 47 XX XX XX 08
Where the XXXXXX08 stands for your pointer to the routine plus 1 for thumb.

This should help, as everything else is more obvious, and this is the one thing which is truly quite well hidden.
Thank you very much I will try it ASAP
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Pokémon games i own:
Pokémon Diamond
Pokémon Platinum
Pokémon Ranger: Shadows of Almia
Pokémon HeartGold Version

75% of Pokemon gamers use cheats and specially made codes to make their pokemon battle-worthy. If you are one of the 25% percent that level their Pokemon up legally, put this in your signature.
-Started by SkittyLover77


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  #136    
Old September 10th, 2011, 03:45 PM
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Jambo51
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Quote:
Originally Posted by metapod23 View Post
I just wanted to compliment you on the awesome work you're doing Jambo. When this gets released, everyone will be using it, and you deserve a hell of a lot of credit for it.
I think I might retire from ROM hacking when this patch is finished, actually.

Putting in the concerted effort and time to make such a large patch has really taken it out of me. I've started to not enjoy it now.
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  #137    
Old September 10th, 2011, 04:48 PM
slawter666
 
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Quote:
Originally Posted by Jambo51 View Post
I think I might retire from ROM hacking when this patch is finished, actually.

Putting in the concerted effort and time to make such a large patch has really taken it out of me. I've started to not enjoy it now.
Damn, it's a shame to hear that, especially from someone which so much talent. I can only suggest to take a break from this patch/ROM hacking in general until you feel ready to continue your projects. Sure, it means that everyone will have to wait longer for something this epic but you do it because you enjoy it and that should be your main priority.

I was recently in a similar situation (not with ROM hacking) where I wasn't enjoying what I knew I should enjoy so I gave it a rest for a bit and when I came back to it everything was fine again, maybe that'll help you, I don't know but the main thing is for you to ROM hack because you want to, not because other people want this patch.
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  #138    
Old September 13th, 2011, 01:58 PM
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metapod23
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Quote:
Originally Posted by Jambo51 View Post
I think I might retire from ROM hacking when this patch is finished, actually.

Putting in the concerted effort and time to make such a large patch has really taken it out of me. I've started to not enjoy it now.
I wouldn't (if I were you) just retire from the hacking scene altogether. Of course, it's always your choice, but I think everybody gets burned out, especially when things become tedious and time consuming.

You obviously need a break, though. You should spend a few months away from the forum and rom hacking in general at least. Maybe focus on other projects, and when those become tedious and time consuming, come back to this one.

The people (myself included) who are eager to get their hands on your patches will most likely still be here.

However, if you do choose to retire from hacking, just remember that we all appreciate the efforts you put into the time you did spend with it.

I just wanted to say that, because I've felt burned out by rom hacking before. The only things that help me force myself to keep up with the hack were my own willpower and knowing how many people appreciated/enjoyed what I was doing. So I just wanted to let you know that it's appreciated, whether you release this patch or not, or whether you never hack roms again.

Oh, and another thing that could help would be to take it slower than you feel you want to. Maybe only spend an hour or two a week on the patch. It will take a considerably much longer time to complete, but then you won't feel consumed by it.
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  #139    
Old September 22nd, 2011, 02:53 PM
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Thought that I would drop in here with the sheets that I have for front sprites. I haven't decided what to do about Gen 1-3 back sprites, so I'll hold off on posting those for a while. Anyway...

Sprites
Spoiler:
Gen 1
Gen 2
Gen 3
Gen 4

Most of these are just the sprites ripped from official games. A few are from WesleyFG's sprite pack. The rest are from the formerly 493 GBA project that Chaos started or made by me.

EDIT: As per request, the sheets are down until I can go through them to see which are from DrFuji. Once I take those out I'll get them back up.

Last edited by Wiznatts; September 23rd, 2011 at 04:03 PM.
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  #140    
Old September 22nd, 2011, 03:14 PM
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DrFuji
repeat repeat repeat
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Quote:
Originally Posted by Wiznatts View Post
Thought that I would drop in here with the sheets that I have for front sprites. I haven't decided what to do about Gen 1-3 back sprites, so I'll hold off on posting those for a while. Anyway...

Sprites
Spoiler:
Gen 1
Spoiler:
snip
Gen 2
Spoiler:
snip
Gen 3
Spoiler:
snip
Gen 4
Spoiler:
snip

Most of these are just the sprites ripped from official games. Others are from some hacks here, like Lilac and Light Platinum. A few are from WesleyFG's sprite pack. The rest are from the formerly 493 GBA project that Chaos started or made by me.
I don't know whether you contacted Wesley to ask to use his sprites, but you certainly didn't speak to me about the usage of mine. Please edit these sheets so you have removed all of the re-sized sprites that you took from Pokemon Lilac. I did not give you my permission to use them.

Thank you.

Last edited by DrFuji; September 22nd, 2011 at 03:27 PM.
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  #141    
Old September 24th, 2011, 03:53 AM
Jambo51's Avatar
Jambo51
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Join Date: Jun 2009
Gender: Male
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Current Patch Progress:

Limiters (100%)
Names (100%)
Front Sprites (100%)
Back Sprites (80% - Missing Shiny Pallets for Unova Pokémon)
Pokémon Data (100%)
Pokédex Entries (100%)
Movesets (4%)
TM/HM Compatibilities (0%)
Evolution Data (100%)
Evolution Types Added (100%)
Icons (100%)
Cries (100%)
Footprints (0%)
Pokédex Habitat Data (100%)
New Base Exp System (100%)
Item Use Coordinates (0%)
Gen 4/5 Moves (50% - Data/Types etc all in, but they all currently crash the game, need to research the battle scripts)
Gen 4/5 Moves Animations (0%)
Formes (90% - All the basic stuff needed is in, but there's no way to actually trigger the formes yet, except for Arceus's formes. This includes type switching formes!)
Extra TMs (100% - Still breakable, but it's easy enough to change if you wished to do so)
Music Extension Hack (100% - Not necessarily a major part of the hack, but nice to have. Gives you access to 12 direct tracks instead of 5)
Item Extension Hack (100% - Gives you an extra 255 (300 extra slots, of which 45 are the new TMs) items to play around with, as well as the free slots in the existing table for a total of 675 items)
Abilities (40% - Ability names are in, as are the Pokémon they are attached to, but they don't do anything yet)

Have I missed anything? If I have, let me know!
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Last edited by Jambo51; September 24th, 2011 at 03:56 AM. Reason: Minor formatting error fix
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  #142    
Old September 24th, 2011, 07:00 AM
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Question to Jambo:
Would an sqlite database with pretty much every bit of every pokemon's data ( and other various things ) be of any use to you? I found one from veekun's place, if you'd like it.
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  #143    
Old October 1st, 2011, 03:23 PM
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Quote:
Originally Posted by Jambo51 View Post
Current Patch Progress:

Limiters (100%)
Names (100%)
Front Sprites (100%)
Back Sprites (80% - Missing Shiny Pallets for Unova Pokémon)
Pokémon Data (100%)
Pokédex Entries (100%)
Movesets (4%)
TM/HM Compatibilities (0%)
Evolution Data (100%)
Evolution Types Added (100%)
Icons (100%)
Cries (100%)
Footprints (0%)
Pokédex Habitat Data (100%)
New Base Exp System (100%)
Item Use Coordinates (0%)
Gen 4/5 Moves (50% - Data/Types etc all in, but they all currently crash the game, need to research the battle scripts)
Gen 4/5 Moves Animations (0%)
Formes (90% - All the basic stuff needed is in, but there's no way to actually trigger the formes yet, except for Arceus's formes. This includes type switching formes!)
Extra TMs (100% - Still breakable, but it's easy enough to change if you wished to do so)
Music Extension Hack (100% - Not necessarily a major part of the hack, but nice to have. Gives you access to 12 direct tracks instead of 5)
Item Extension Hack (100% - Gives you an extra 255 (300 extra slots, of which 45 are the new TMs) items to play around with, as well as the free slots in the existing table for a total of 675 items)
Abilities (40% - Ability names are in, as are the Pokémon they are attached to, but they don't do anything yet)

Have I missed anything? If I have, let me know!

Work incribel!
I really wonder what you are doing
is a great revolution in the GBA hacks, which are limited to
386 Pokemon have the most 25 slots,
but now with all the Pokemon and features
a NDS game, the hack will be seen GBA
in a much more attractive and much better,
really a great idea and a great job
I am very anxious and would love to see the result and test
to meet this wonderful work
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  #144    
Old October 2nd, 2011, 08:51 AM
dudedude1
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Join Date: Feb 2011
Gender: Male
Quote:
Originally Posted by Jambo51 View Post
Current Patch Progress:

Limiters (100%)
Names (100%)
Front Sprites (100%)
Back Sprites (80% - Missing Shiny Pallets for Unova Pokémon)
Pokémon Data (100%)
Pokédex Entries (100%)
Movesets (4%)
TM/HM Compatibilities (0%)
Evolution Data (100%)
Evolution Types Added (100%)
Icons (100%)
Cries (100%)
Footprints (0%)
Pokédex Habitat Data (100%)
New Base Exp System (100%)
Item Use Coordinates (0%)
Gen 4/5 Moves (50% - Data/Types etc all in, but they all currently crash the game, need to research the battle scripts)
Gen 4/5 Moves Animations (0%)
Formes (90% - All the basic stuff needed is in, but there's no way to actually trigger the formes yet, except for Arceus's formes. This includes type switching formes!)
Extra TMs (100% - Still breakable, but it's easy enough to change if you wished to do so)
Music Extension Hack (100% - Not necessarily a major part of the hack, but nice to have. Gives you access to 12 direct tracks instead of 5)
Item Extension Hack (100% - Gives you an extra 255 (300 extra slots, of which 45 are the new TMs) items to play around with, as well as the free slots in the existing table for a total of 675 items)
Abilities (40% - Ability names are in, as are the Pokémon they are attached to, but they don't do anything yet)

Have I missed anything? If I have, let me know!
WOW!!! I'm completely amazed. This is exactly what I was looking for for my hack! Can't wait to see it finished. If you need any help just let me know!
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  #145    
Old October 15th, 2011, 07:23 AM
romancandle
Togepi
 
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Quote:
Originally Posted by Jambo51 View Post
Extra TMs (100% - Still breakable, but it's easy enough to change if you wished to do so)
I'm not 100% sure what you mean by "Breakable" -- is it breaking the game, can you cause the system to crash, etc? Also, can you implement the infinite use?
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  #146    
Old October 15th, 2011, 11:31 AM
ptshady
 
Join Date: May 2006
Nature: Lax
any updates on the progress?
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  #147    
Old October 15th, 2011, 12:48 PM
Jambo51's Avatar
Jambo51
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Quote:
Originally Posted by romancandle View Post
I'm not 100% sure what you mean by "Breakable" -- is it breaking the game, can you cause the system to crash, etc? Also, can you implement the infinite use?
What this means is that the new TMs still "break". That is, they are not infinite but they do refill PP, just like the old ones. I could easily implement the infinite TMs thing if I wanted.

Quote:
Originally Posted by ptshady View Post
any updates on the progress?
No. Bugs bugs bugs bugs. Did I mention bugs?
Lots of bug fixing going on, and since I spend increasing amounts of time at University, I've got less and less time to work on the patch. You're just gonna have to be patient.
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  #148    
Old October 15th, 2011, 04:23 PM
dudedude1
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Quote:
No. Bugs bugs bugs bugs. Did I mention bugs?
Lots of bug fixing going on, and since I spend increasing amounts of time at University, I've got less and less time to work on the patch. You're just gonna have to be patient.
We should all understand what you are going through. I love that your at least trying and everyone gets busy in life and all those bugs just make it worst. I wish you could call a computer exterminator XD. Anyways when you are done with this patch your name will go down in the ROM hacking history books. When I go to college I hope to be doing something close to as amazing as this!
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  #149    
Old October 16th, 2011, 11:51 AM
ptshady
 
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take your time, this is a big step to the pokemon hacking. :)
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  #150    
Old October 17th, 2011, 07:04 AM
Ongekibou
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I believe attacks past the normal limit break because of the lack of animation data.
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