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  #26    
Old April 10th, 2011, 07:09 PM
Meta Paradox
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Quote:
Originally Posted by prime-dialga View Post
...
@Meta Paradox
you can use the XSE and comparefarbytetobyte or ASM and something like this
Code:
[...]
.equ Statusbyte, <here your Offset>
[...]
ldr r0, =Statusbyte
ldrb r0, [r0]
[...]
...
I'm sorry, I have no idea how to do this. Is there any other method? I have some knowledge in XSE scripting, but absolutely none about ASM hacking. Pardon me, can you provide a script that I can just assign in Advance Map to display the status? Thank you so much!
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Last edited by Meta Paradox; April 10th, 2011 at 08:36 PM.
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  #27    
Old April 10th, 2011, 09:32 PM
jirachiwishmaker
 
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I was using EZ-Flash 3 (supports RTC) to play, although I setted the time in the nightfall or others, but the palette always was the dark blue.

Last edited by jirachiwishmaker; April 10th, 2011 at 09:51 PM.
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  #28    
Old April 11th, 2011, 02:22 AM
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Quote:
Originally Posted by jirachiwishmaker View Post
I was using EZ-Flash 3 (supports RTC) to play, although I setted the time in the nightfall or others, but the palette always was the dark blue.
If I'm not mistaken, this RTC is only supported by emulators, as it reads from the computers clock.
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  #29    
Old April 11th, 2011, 05:51 AM
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diegoisawesome
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Another thing:
Could you change the ordering of the Day and Night System around a bit so that it always updates the status byte, even indoors or in places where the system is not actively shown on-screen (like in caves)?
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  #30    
Old April 11th, 2011, 07:49 AM
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prime-dialga
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@Fireworks
I have such a function in a private DAN-Version, but i didn't want to release it.

@diegoisawesome
I'll look at this things, maybe a function will be added.
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  #31    
Old April 11th, 2011, 12:12 PM
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Quote:
Originally Posted by prime-dialga View Post
@Fireworks
I have such a function in a private DAN-Version, but i didn't want to release it.

@diegoisawesome
I'll look at this things, maybe a function will be added.
Awesome, thanks.
By the way, I think you have to correct the description of the RTC - the "0x00" byte in between day and hour is the day of the week, just to let you know.
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  #32    
Old April 12th, 2011, 09:59 PM
jirachiwishmaker
 
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Quote:
Originally Posted by Darthatron View Post
If I'm not mistaken, this RTC is only supported by emulators, as it reads from the computers clock.
Yup! Really like this. The day night system that made by Interdpth & ZodiacDaGreat functions when the clock that inside the game running, it is more useful for me, but got a bug. When I change the pokemon or use the item from the bag and then return back to the battle frame, it was halted. And it halted when the battle background palette changes along with the time periods of morning, afternoon, evening and night. So I decide to install DNS in my hack rom, but unfortunately interdpth's RTC doesn't support R/S/Em's clock.
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  #33    
Old April 14th, 2011, 07:20 AM
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prime-dialga
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@diegoisawesome
nop, it isn't. When i test the script it was everytime 0x00.
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  #34    
Old April 14th, 2011, 08:28 AM
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Derlo
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Quote:
Originally Posted by prime-dialga View Post
@diegoisawesome
nop, it isn't. When i test the script it was everytime 0x00.
I had this same problem.
It was resolved when I started using VBA 1.8.0 Beta 3.

Have you ever tried to use it?
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  #35    
Old April 14th, 2011, 02:23 PM
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diegoisawesome
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Quote:
Originally Posted by prime-dialga View Post
@diegoisawesome
nop, it isn't. When i test the script it was everytime 0x00.
Yes, it is. I'm looking at it right now, in fact, and it says 0x04 (Thursday) correctly.
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  #36    
Old April 16th, 2011, 08:22 AM
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Quote:
Originally Posted by prime-dialga View Post
@Fireworks
I have such a function in a private DAN-Version, but i didn't want to release it.
but what function do the seasons have,if we can't change the palletes?
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  #37    
Old April 17th, 2011, 05:34 PM
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diegoisawesome
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Hey, prime-dialga: there's an odd glitch with the Day and Night system where double battles do not have any palettes not affected; they all change, much like outdoors. I don't know about any other region, but it affects BPEE.
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  #38    
Old April 17th, 2011, 10:03 PM
mikocoon
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can someone show what should we insert in season header editor in raw emerald rom.
(i confusing about this header, still beginner)
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  #39    
Old April 18th, 2011, 06:32 AM
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prime-dialga
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@Derlo & diegoisawesome >DAN
maybe it's the ROM-Version or the VBA-Version. I don't know, but il make it possible for all ROMs in all VBA-Versions! (later )

@r0bert
You can change the tilesets...

@diegoisawesome >double battles
I'll try to fix this.
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  #40    
Old April 18th, 2011, 10:46 AM
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Quilava's Master
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I also have the DAN Double Battle issue. I'm using BPRE
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  #41    
Old April 27th, 2011, 07:58 AM
pabioxxx
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Well i have one question. Will eevee evolve into umbreon or espeon when I install RTC into FR ROM?
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  #42    
Old April 27th, 2011, 10:27 AM
Joshuablevins
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Quote:
Originally Posted by pabioxxx View Post
Well i have one question. Will eevee evolve into umbreon or espeon when I install RTC into FR ROM?
No this RTC from what i understand only make there a day and night difference we would have to make an ASM hack to make it check if the happiness is max and check whether it is day or night in order for eevee to evolve into espeon or umbreon.

now that i think about it im going to go learn me some asm and start on this
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  #43    
Old April 27th, 2011, 01:07 PM
pabioxxx
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Hmm, I must say that this program is awesome, but it dones't work in my hack (I have changed some tiles and palletes), only on clean ROM. Can someone tell me what is the reason of that, and what should I do to include it into my hack ??
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  #44    
Old May 10th, 2011, 04:08 AM
Meta Paradox
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Quote:
Originally Posted by diegoisawesome View Post
Awesome, thanks.
By the way, I think you have to correct the description of the RTC - the "0x00" byte in between day and hour is the day of the week, just to let you know.
Um, diegoisawesome? How do you display the day of the week in a script? Like, can you show an example script for this? 'Cause I kinda learned the hour and date from decompiling scripts, but I've never seen one with this feature before. Can 'ya (or anyone) help me?
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  #45    
Old May 10th, 2011, 01:52 PM
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diegoisawesome
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Quote:
Originally Posted by Meta Paradox View Post
Um, diegoisawesome? How do you display the day of the week in a script? Like, can you show an example script for this? 'Cause I kinda learned the hour and date from decompiling scripts, but I've never seen one with this feature before. Can 'ya (or anyone) help me?
Well, you have to read the byte and then buffer the correct day of the week text.
0x0 = Sunday, 0x1 = Monday, etc.
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  #46    
Old May 11th, 2011, 10:41 AM
pabioxxx
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Quote:
Originally Posted by diegoisawesome View Post
Well, you have to read the byte and then buffer the correct day of the week text.
0x0 = Sunday, 0x1 = Monday, etc.
compare 0xFFFF 0x0
if 0x1 goto @sunday
compare 0xFFFF 0x1
if 0x1 goto @monday
etc...

Ok but I don't know where variable is saved. What should I write in place of FFFF ??
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  #47    
Old May 11th, 2011, 12:30 PM
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prime-dialga
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you can try

comparefarbytetobyte [pointer] [byte]
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  #48    
Old May 15th, 2011, 02:44 AM
Meta Paradox
Researching FireRed...
 
Join Date: Apr 2011
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Quote:
Originally Posted by diegoisawesome View Post
Well, you have to read the byte and then buffer the correct day of the week text.
0x0 = Sunday, 0x1 = Monday, etc.
Sorry, prime, I don't get it. How do you use comparefarbytetobyte? I'll research it sometime, though. :D

Anyway, diegoisawesome, what variable should be read by the game? I'll base my example from pabloxxx's:

Code:
#dynamic 0x[FSF Offset]
#org @start
compare 0x[RTC Var] 0x0 //If I'm not mistaken, this checks if it's a Sunday, right?
if 0x1 goto @sunday
...
#org @sunday
= It's a Sunday.
Would this script work accordingly? And if it does, what would be the variable needed to read the byte?
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  #49    
Old May 15th, 2011, 08:12 AM
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colcolstyles
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Quote:
Originally Posted by Meta Paradox View Post
Sorry, prime, I don't get it. How do you use comparefarbytetobyte? I'll research it sometime, though. :D

Anyway, diegoisawesome, what variable should be read by the game? I'll base my example from pabloxxx's:

Code:
#dynamic 0x[FSF Offset]
#org @start
compare 0x[RTC Var] 0x0 //If I'm not mistaken, this checks if it's a Sunday, right?
if 0x1 goto @sunday
...
#org @sunday
= It's a Sunday.
Would this script work accordingly? And if it does, what would be the variable needed to read the byte?
No, 'goto' branches to another script segment. You currently have it branching to a string. You'd have to create a new script segment with a 'msgbox' command for it to work.
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  #50    
Old May 15th, 2011, 11:52 PM
Meta Paradox
Researching FireRed...
 
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Quote:
Originally Posted by colcolstyles View Post
No, 'goto' branches to another script segment. You currently have it branching to a string. You'd have to create a new script segment with a 'msgbox' command for it to work.
Hmm... so will this work?

Code:
#dynamic 0x[FSF Offset]
#org @start
compare 0x[RTC Var] 0x0
if 0x1 goto @sunday
...
#org @sunday
msgbox @sunday2 0x2
end

#org @sunday2
= It's a Sunday.
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