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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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  #276    
Old June 30th, 2010, 06:02 AM
metapod23's Avatar
metapod23
Hardened Trainer
 
Join Date: Mar 2009
Gender: Male
Nature: Timid
I was wondering if anyone could better explain special 0x81 (the Load Walking script pointer command) to me and how to execute it properly. I think it might be a solution for making a race occur between a sprite in the game.

My idea is to apply a movement to the sprite of about 10 steps, move it to that permanent location, and then set a variable afterwards. What I want to use special 0x81 for is to check with each movement of the player whether this (or other) variables are set, and if so, to apply another 10-step movement to the sprite.

By not applying a "waitmovement" afterwards, the player should be able to walk about freely as the sprite moves; but shorter movements are necessary, I think, because if you "outrun" or "underrun" the sprite so it can no longer be seen on the map, it reverts back to its primary location on the map, so the race can't continue.

So I'd like try to move the sprite only about ten steps, move it to that position permanently, and then force it to do another brief movement and move its position again, until it gets to the finish line. But to do this without the "waitmovement" command being used, I'd need something like special 0x81 that activates whenever the player is walking (or else litter each tile of the entire map with scripts - ugh). I'm not sure if this would work, but I'd like to give it a try.

Does special 0x81 need to be executed in a header? I tried this, with a script like this:

Code:
special 0x81
compare 0x6173 0x0
if 0x1 goto @go
compare 0x6173 0x1
if 0x1 goto @go2
@go would initiate the first set of movements for the sprite and move it to a new location with "movesprite2"; and @go2 would initiate a second set of movements and move it again. But I am doing something wrong, because no matter what the player is frozen and can't move, even with "waitmovement" commands used.

Is there something else I would need to add to the script, and am I right in using it as a header?

Any advice would be appreciated.
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  #277    
Old June 30th, 2010, 08:39 PM
icychill66
 
Join Date: Feb 2010
Hi. Could someone please help me with special 0x58, please?
It's the wild pokemon switcher, and I've been trying to get it to work for a couple of hours now...

Here's my XSE script:
#dynamic 0x800000

#org @start
lock
faceplayer
setvar 0x8009 0x08FF
setvar 0x8008 0xFF34
setvar 0x8006 0x1
setvar 0x8005 0x0
special 0x58
release
end


In a Hex Editor, my ROM looks like this at the offset 0x08FFFF00

64 64 96 00 64 64 96 00 64 64 96 00 64 64 96 00
(it repeats this 7 more times)
This is supposed to be my wild pokemon data. (a bunch of lvl 100 Mewtwo's)

When I test it, the wild pokemon that I run into are just "?????????"'s.
I've tried so many different things and nothing is working for me...sometimes Sunflora appears though :/

Thanks!
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  #278    
Old July 2nd, 2010, 07:23 PM
metapod23's Avatar
metapod23
Hardened Trainer
 
Join Date: Mar 2009
Gender: Male
Nature: Timid
Quote:
Originally Posted by metapod23 View Post
I was wondering if anyone could better explain special 0x81 (the Load Walking script pointer command) to me and how to execute it properly. I think it might be a solution for making a race occur between a sprite in the game.

My idea is to apply a movement to the sprite of about 10 steps, move it to that permanent location, and then set a variable afterwards. What I want to use special 0x81 for is to check with each movement of the player whether this (or other) variables are set, and if so, to apply another 10-step movement to the sprite.

By not applying a "waitmovement" afterwards, the player should be able to walk about freely as the sprite moves; but shorter movements are necessary, I think, because if you "outrun" or "underrun" the sprite so it can no longer be seen on the map, it reverts back to its primary location on the map, so the race can't continue.

So I'd like try to move the sprite only about ten steps, move it to that position permanently, and then force it to do another brief movement and move its position again, until it gets to the finish line. But to do this without the "waitmovement" command being used, I'd need something like special 0x81 that activates whenever the player is walking (or else litter each tile of the entire map with scripts - ugh). I'm not sure if this would work, but I'd like to give it a try.

Does special 0x81 need to be executed in a header? I tried this, with a script like this:

Code:
special 0x81
compare 0x6173 0x0
if 0x1 goto @go
compare 0x6173 0x1
if 0x1 goto @go2
@go would initiate the first set of movements for the sprite and move it to a new location with "movesprite2"; and @go2 would initiate a second set of movements and move it again. But I am doing something wrong, because no matter what the player is frozen and can't move, even with "waitmovement" commands used.

Is there something else I would need to add to the script, and am I right in using it as a header?

Any advice would be appreciated.
I just wanted to say that I figured out who to properly execute this special. For any who might want to know what to do:

First, you have to make the script you want to activate on every step. Once the script is compiled, you open a hex editor and navigate to offset: 0x1a4e2c

There are 4 slots for pointers there. Place the offset (reversed) of the script you want to execute with every step in the first slot. Then, at whatever point you want the walking script to be active (be it through an event script or a level script) just put:

Code:
setvar 0x407e 0x1
special 0x81
Setting variable 407e to 0x1 indicates that you want the game to access the first pointer at offset 0x1a4e2c, and special 0x81 starts the script so that it activates on every step.

So that's how special 0x81 works, in case anyone else was having trouble with the instructions.
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  #279    
Old July 6th, 2010, 02:48 AM
Learath2's Avatar
Learath2
Scripter
 
Join Date: Aug 2009
Location: Turkey
Gender: Male
Nature: Calm
When i patch this engine the pallet town becomes like this
h tt p://img9.imageshack.us/img9/5742/adszxcc.png
can you help me
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  #280    
Old July 6th, 2010, 04:31 AM
xGGxToiZ's Avatar
xGGxToiZ
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Location: We're now near the Tin Tower! . xD
Age: 18
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Quote:
Originally Posted by Learath2 View Post
When i patch this engine the pallet town becomes like this
h tt p://img9.imageshack.us/img9/5742/adszxcc.png
can you help me
Don't worry that's no biggy, just add a warp (Purple "W") in Advance Map in PALLET TOWN that leads to warp#1 bank4 map#0. (Your house.)
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  #281    
Old July 6th, 2010, 07:26 AM
Learath2's Avatar
Learath2
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Thanx one more thing i have to ask. Im so noob that i couldnt figure out how can i fix the when i get fainted i warp to a random place please helm me
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  #282    
Old July 10th, 2010, 01:03 AM
Black Deoxys's Avatar
Black Deoxys
Beginning Trainer
 
Join Date: Jul 2010
Gender: Male
I loved this!
There was just one problem...

In my hack I want to have a character asking which Pokémon the player would like to choose, and before the multiple choice box comes up, there is meant to be some text, but it doesn't show!

Could someone help?

This is the script I am using in XSE...

Code:
#dynamic 0x800000

#org @start
lock
checkflag 0x1200
if 0x1 goto @already_given
setflag 0x828
msgbox @whichpoke 0x4
closeonkeypress
setvar 0x8006 0x0
loadpointer 0x0 @first
special 0x25
setvar 0x8006 0x1
loadpointer 0x0 @second
special 0x25
setvar 0x8006 0x2
loadpointer 0x0 @third
special 0x25
multichoice 0x0 0x0 0x21 0x0
copyvar 0x8000 LASTRESULT
compare 0x8000 0x0
if 0x1 goto @give_bulbasaur
compare 0x8000 0x1
if 0x1 goto @give_charmander
compare 0x8000 0x2
if 0x1 goto @give_squirtle
end

#org @whichpoke
= Which Pokémon would you like?

#org @first 
= Bulbasaur

#org @second
= Charmander

#org @third
= Squirtle

#org @give_bulbasaur
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
msgbox @given_bulbasaur 0x6
setflag 0x1200
release
end

#org @give_squirtle
givepokemon 0x7 0x5 0x0 0x0 0x0 0x0
msgbox @given_squirtle 0x6
setflag 0x1200
release
end

#org @give_charmander
givepokemon 0x4 0x5 0x0 0x0 0x0 0x0
msgbox @given_charmander 0x6
setflag 0x1200
release
end

#org @given_charmander
= Here is your Charmander.

#org @given_squirtle
= Here is the Squirtle.

#org @given_bulbasaur
= Here is your Bulbasaur.

#org @already_given
msgbox @nomore 0x6
release
end

#org @nomore
= I've already given you one\nPokémon!
Thanks

Black Deoxys
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  #283    
Old July 10th, 2010, 01:40 AM
xGGxToiZ's Avatar
xGGxToiZ
>.//:SO HOT:\\.<
 
Join Date: Mar 2010
Location: We're now near the Tin Tower! . xD
Age: 18
Gender: Male
Nature: Modest
JPAN's hacked engine allows us to add more OW palettes, right?

At the offset 1A2400, I've added another pointer for a palette to the table.
Like this:
Code:
... 00 00 80 08 17 11 00 00 00 00 FF 11 00 00 ...
And yes, I ended the table with 00 00 00 00 FF 11 00 00.

But how do I use it in-game? I don't see how. (It's either I didn't understand or saw how in the manual or I'm doing something wrong with the numbers.)
Help would be greatly appreciated!
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  #284    
Old July 10th, 2010, 04:29 AM
diegoisawesome's Avatar
diegoisawesome
Not the Script Help Thread
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Location: Goldenrod City, Johto
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Quote:
Originally Posted by Black Deoxys View Post
I loved this!
There was just one problem...

In my hack I want to have a character asking which Pokémon the player would like to choose, and before the multiple choice box comes up, there is meant to be some text, but it doesn't show!

Could someone help?

This is the script I am using in XSE...

Code:
#dynamic 0x800000

#org @start
lock
checkflag 0x1200
if 0x1 goto @already_given
setflag 0x828
setvar 0x8006 0x0
loadpointer 0x0 @first
special 0x25
setvar 0x8006 0x1
loadpointer 0x0 @second
special 0x25
setvar 0x8006 0x2
loadpointer 0x0 @third
special 0x25
preparemsg @whichpoke
waitmsg
multichoice 0x0 0x0 0x21 0x0
copyvar 0x8000 LASTRESULT
compare 0x8000 0x0
if 0x1 goto @give_bulbasaur
compare 0x8000 0x1
if 0x1 goto @give_charmander
compare 0x8000 0x2
if 0x1 goto @give_squirtle
end

#org @whichpoke
= Which Pokémon would you like?

#org @first 
= Bulbasaur

#org @second
= Charmander

#org @third
= Squirtle

#org @give_bulbasaur
givepokemon 0x1 0x5 0x0 0x0 0x0 0x0
msgbox @given_bulbasaur 0x6
setflag 0x1200
release
end

#org @give_squirtle
givepokemon 0x7 0x5 0x0 0x0 0x0 0x0
msgbox @given_squirtle 0x6
setflag 0x1200
release
end

#org @give_charmander
givepokemon 0x4 0x5 0x0 0x0 0x0 0x0
msgbox @given_charmander 0x6
setflag 0x1200
release
end

#org @given_charmander
= Here is your Charmander.

#org @given_squirtle
= Here is the Squirtle.

#org @given_bulbasaur
= Here is your Bulbasaur.

#org @already_given
msgbox @nomore 0x6
release
end

#org @nomore
= I've already given you one\nPokémon!
Thanks

Black Deoxys
I'm guessing it's @string. Just put the specials, loadpointers, and setvars before a preparemsg/waitmsg combo (like on the multichoice command in my tutorial) and you're good to go.
Quote:
Originally Posted by xGGxToiZ View Post
JPAN's hacked engine allows us to add more OW palettes, right?

At the offset 1A2400, I've added another pointer for a palette to the table.
Like this:
Code:
... 00 00 80 08 17 11 00 00 00 00 FF 11 00 00 ...
And yes, I ended the table with 00 00 00 00 FF 11 00 00.

But how do I use it in-game? I don't see how. (It's either I didn't understand or saw how in the manual or I'm doing something wrong with the numbers.)
Help would be greatly appreciated!
You probably didn't see the section on the structure of the overworlds. You have to find the overworld you want to asssign the palette to and change both the palette number and the slot number.
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  #285    
Old July 11th, 2010, 12:05 PM
icychill66
 
Join Date: Feb 2010
Quote:
Originally Posted by icychill66 View Post
Hi. Could someone please help me with special 0x58, please?
It's the wild pokemon switcher, and I've been trying to get it to work for a couple of hours now...

Here's my XSE script:
#dynamic 0x800000

#org @start
lock
faceplayer
setvar 0x8009 0x08FF
setvar 0x8008 0xFF34
setvar 0x8006 0x1
setvar 0x8005 0x0
special 0x58
release
end


In a Hex Editor, my ROM looks like this at the offset 0x08FFFF00

64 64 96 00 64 64 96 00 64 64 96 00 64 64 96 00
(it repeats this 7 more times)
This is supposed to be my wild pokemon data. (a bunch of lvl 100 Mewtwo's)

When I test it, the wild pokemon that I run into are just "?????????"'s.
I've tried so many different things and nothing is working for me...sometimes Sunflora appears though :/

Thanks!
just bumping my question cause I can't figure it out...
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  #286    
Old July 16th, 2010, 02:59 PM
metapod23's Avatar
metapod23
Hardened Trainer
 
Join Date: Mar 2009
Gender: Male
Nature: Timid
I've been working on stuff in the Safari Zone and realized that the game doesn't warp you back to the starting point once you've reached 0 steps.

I'm assuming this has something to do with the hacked engine and that this was somehow removed from "special 0xcd"? Otherwise, I'm not sure why it wouldn't work. If that's the case, my question is how to reactivate it so it warps you back when you reach 0 steps. Or do I just have to use "special 0x81" to check the number of steps remaining and warp you back when it's at 0? I'm guessing this is what would have to be done.
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  #287    
Old August 2nd, 2010, 11:27 AM
BlitŻ's Avatar
BlitŻ
guahh my dog is so cute
 
Join Date: Feb 2009
Location: Bay Area, Califronia.
Age: 19
Gender: Male
Nature: Jolly
So, let me get this straight..
I apply the patch, then I use the tool? -o-
Or does the patch do everything?
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  #288    
Old August 2nd, 2010, 11:36 AM
Full Metal's Avatar
Full Metal
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Location: In my mind.
Age: 18
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The tool inserts the patch, but it only inserts what you want from the patch afaik.
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and push it,
until my luck is over.
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  #289    
Old August 31st, 2010, 03:22 PM
lordofstuff
Beginning Trainer
 
Join Date: Nov 2009
Does anyone know how to get special 0xcb to work? I'm trying to have it so that if L+R are pressed it changes the heroes sprite.
the script for what i want to happen is
Code:
#org $start
lock
checkflag 0x1200
if 0x01 goto $back
message $1
$1 1 =Change shape?
boxset 5
compare 0x800D 0x0001
if 0x01 goto $one
release
end

#org $one
Setvar 0x4054 0x025
setflag 0x1200
release
end

#org $back
message $1
boxset 5
compare 0x800D 0x0001
if 0x01 goto $yes
release
end

#org $yes
Setvar 0x4054 0x000
clearflag 0x1200
release
end
It works fine but if i try to hook it up with the special thing it doesn't work

my script for the special 0xcb is
Code:
#org $test
setvar 0x8004 0x300
loadpointer 0x0 0x800000
special 0xcb
special 0xca
end
800000 is the script offset of the script i want to happen and it is set as a map script.
If someone could tell me what is wrong i would greatly appreciate it. Also if anyone knows how to get the sprite to change without having to go through a warp it would be great too.
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  #290    
Old September 6th, 2010, 07:15 AM
Loony Boo♪'s Avatar
Loony Boo♪
King Boo, from Whack A Hack!
 
Join Date: Apr 2008
Gender: Male
Nature: Lonely
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Quote:
Originally Posted by shiny quagsire View Post
I found a rather annoying problem in the application.
When you open the character hack or overworld hack, you can't close the dialog window. It is annoying if you pushed it by accident.
Yeah, that happens to me too. Please, any help? There's no response or solution because it seems like this problem is ignored (since May...)
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  #291    
Old September 8th, 2010, 06:43 AM
astar_01's Avatar
astar_01
Creator of Pokémon Grey
 
Join Date: Dec 2007
Location: Warwickshire, England
Age: 21
Gender: Male
Nature: Gentle
Is JPAN still working on this engine?
I always loved it when he released new updates.
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  #292    
Old September 13th, 2010, 01:41 PM
Shiny Quagsire's Avatar
Shiny Quagsire
Unexpectedly Gone until Aug 13
 
Join Date: May 2009
Location: Hoenn Safari Zone
Age: 16
Gender: Male
Nature: Jolly
Quote:
Originally Posted by lordofstuff View Post
Does anyone know how to get special 0xcb to work? I'm trying to have it so that if L+R are pressed it changes the heroes sprite.
the script for what i want to happen is
Code:
#org $start
lock
checkflag 0x1200
if 0x01 goto $back
message $1
$1 1 =Change shape?
boxset 5
compare 0x800D 0x0001
if 0x01 goto $one
release
end

#org $one
Setvar 0x4054 0x025
setflag 0x1200
release
end

#org $back
message $1
boxset 5
compare 0x800D 0x0001
if 0x01 goto $yes
release
end

#org $yes
Setvar 0x4054 0x000
clearflag 0x1200
release
end
It works fine but if i try to hook it up with the special thing it doesn't work

my script for the special 0xcb is
Code:
#org $test
setvar 0x8004 0x300
loadpointer 0x0 0x800000
special 0xcb
special 0xca
end
800000 is the script offset of the script i want to happen and it is set as a map script.
If someone could tell me what is wrong i would greatly appreciate it. Also if anyone knows how to get the sprite to change without having to go through a warp it would be great too.
Refresh the map. There's a special used for tile inserting that does it.
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  #293    
Old September 13th, 2010, 01:54 PM
astar_01's Avatar
astar_01
Creator of Pokémon Grey
 
Join Date: Dec 2007
Location: Warwickshire, England
Age: 21
Gender: Male
Nature: Gentle
Quote:
Originally Posted by shiny quagsire View Post
Refresh the map. There's a special used for tile inserting that does it.
The special your looking for is 0x8E.

Simply apply:

special 0x8E

To your script to refresh your map.
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  #294    
Old September 14th, 2010, 02:22 AM
chriskid198's Avatar
chriskid198
Happy New Year!
 
Join Date: Jul 2010
Location: Australia
Age: 17
Gender: Male
Nature: Relaxed
Can someone please tell me what exactly this does?
I read the first post, and some of it I don't understand; All processor math and logic functions available for your variables, Edit what every Behaviour byte does when you press A in front of it(scripts), allowing for things like headbutt trees. Those are some that I don't understand. Can someone explain it too me?
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  #295    
Old September 23rd, 2010, 07:11 PM
chriskid198's Avatar
chriskid198
Happy New Year!
 
Join Date: Jul 2010
Location: Australia
Age: 17
Gender: Male
Nature: Relaxed
Please help. Anyone?
I would really like to know if I should use this for my hack.
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  #296    
Old September 23rd, 2010, 08:48 PM
Darthatron's Avatar
Darthatron
巨大なトロール。
Community Supporter Tier 2
 
Join Date: Jan 2006
Location: Melbourne, Australia
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Nature: Modest
Read the guide? It elaborates on everything.
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わたし は ばか です
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  #297    
Old September 24th, 2010, 01:54 AM
chriskid198's Avatar
chriskid198
Happy New Year!
 
Join Date: Jul 2010
Location: Australia
Age: 17
Gender: Male
Nature: Relaxed
I have. Is it worth while using in my hack though?
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  #298    
Old September 24th, 2010, 06:00 AM
Loony Boo♪'s Avatar
Loony Boo♪
King Boo, from Whack A Hack!
 
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Quote:
Originally Posted by Darthatron View Post
Read the guide? It elaborates on everything.
The guide is not complete at all (sorry, I think that some parts of the guide is only for very advanced rom hackers, I don't understand all the guide then).

I don't want to offense the creator of this engine, but I think that he's ignoring us (he got tired of us, how depressing -.-). Of course, there's no help for my problem, I'm only a mortal person, BUT my problem is talking about a glitch, so imagine, how can a tutorial tell me about repairing a hack tool?

chriskid198: Behaviour is the overworld state. For example, facing up, facing down, walking up, walking down, walking right and left, hidden, etc. You have a behaviour list in Advance Map as well.

Bye.
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  #299    
Old September 25th, 2010, 11:03 PM
chriskid198's Avatar
chriskid198
Happy New Year!
 
Join Date: Jul 2010
Location: Australia
Age: 17
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by Black pass View Post
The guide is not complete at all (sorry, I think that some parts of the guide is only for very advanced rom hackers, I don't understand all the guide then).

I don't want to offense the creator of this engine, but I think that he's ignoring us (he got tired of us, how depressing -.-). Of course, there's no help for my problem, I'm only a mortal person, BUT my problem is talking about a glitch, so imagine, how can a tutorial tell me about repairing a hack tool?

chriskid198: Behaviour is the overworld state. For example, facing up, facing down, walking up, walking down, walking right and left, hidden, etc. You have a behaviour list in Advance Map as well.

Bye.
So would it be worth using in my hack?
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  #300    
Old October 5th, 2010, 05:33 AM
Jambo51's Avatar
Jambo51
Glory To Arstotzka
 
Join Date: Jun 2009
Gender: Male
Nature: Quiet
I have been using this fantastic hack to improve the experience of my hack, but have run into a rather large problem. I have tested this multiple times and have tried everything I can think of to fix it, so a little help is probably required!

After applying the Overworld Hack (Table of tables, hero switching etc), the surfing stops working in my rom. Just the surfing mind, nothing else.

When I go to surf, the game does everything up to the point where the surfing special should activate, then it simply resets. I have tried this on 3 or 4 separate roms and always get the same result.

I tried setting the linked variable (0x7002) to 0x2 (because the surfing sprite is on table 0, sprite number 2), but it still happens.

Am I doing something wrong, or is this perhaps a bug?

EDIT: Another minor bug to report. If you apply the trainer flag hack, the game crashes and resets if you are challenged by a trainer who is 4 or more steps away from you. That is, whenever the move camera to show sprite response is triggered, the game crashes. Dunno if anyone has noticed this as yet.

EDIT 2: I should probably have mentioned that this is using the Hacked Routine applier. As I need all the original scripts of Fire Red for my hack, as it's a yellow remake. And no, i'm not just tacking a few events onto FR and calling it a hack, i'm adding a load of new stuff too.
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Last edited by Jambo51; October 20th, 2010 at 11:52 AM. Reason: Forgot some crucial information
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