Conversation Between xizqu and Spherical Ice
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  1. xizqu
    April 20th, 2018 9:46 AM
    Okay, now it all makes sense! Thank you so much for the information! It is very much appreciated! :)

    I spent part of my morning making a ini for pge. Somewhat working. Need to find a few more things. Thank you for letting me look around your ROM!

    I have inserted most of the ones in the asm resource thread. Still need to do a few others but i just couldnt find some. MRDS and you have inserted a few items that i cant find tutorials or code for. I figured finding the hook would be the best solution.

    Thank you again! Youre awesome! :)
  2. Spherical Ice
    April 20th, 2018 1:45 AM
    Spherical Ice
    The benefit of pointing to an existing script is that ypu don't risk forgetting something, changes to how a move ends will be more consistent, and you save space by not recompiling the same code multiple times when you can simply reuse it. In terms of function, though, no, there's no real difference.

    Yeah, Gaia can be used as a ROM base provided you credit whoever I have and the other clause is I'm too lazy to share relevant. ini files haha

    But yeah, go ahead. fwiw a lot of those items' effects are documented here on PC.
  3. xizqu
    April 19th, 2018 11:38 AM
    Okay, just so i understand(sorry if im driving you insane lol), i can either add the AC, ppreducer and so forth to the script or i can point to the script that does all that. There is no major benefits or drawbacks from either one?

    Secondly, ive read in a few locations that we can use gaia as a rom base. I wanted to see how you got a few items to work like choice specs and assault vest. Is this true or is it just a rumor? Don't want to be diving into your rom without your permission :)
  4. Spherical Ice
    April 19th, 2018 2:17 AM
    Spherical Ice
    Because the first one points to a battle script with the rest of the needed battle commands like attackcanceler and so on, whereas the second script already has some and just points to the final 'end' part of a battle script.
  5. xizqu
    April 18th, 2018 9:43 PM
    I understand that! Ive successfully added 100+ moves but i want to create a few now! Maybe i asked wrong. Here is assurance and acupressure, respectively. How did you know for assurance to "goto 0x81D6926" but acupressure goes to 0x81D694E?

    #org @start
    callasm 0x8AABBCC +1
    goto 0x81D6926

    #org @main
    callasm 0x8GGGGGG+1
    callasm 0x8HHHHHH+1
    callasm 0x8IIIIII+1
    statbuffchange 0x1 false 0x81D694E
    jumpifbyte 0x0 0x2023E87 0x2 0x81D694E
    setbyte 0x2023FD4 0x27
    playanimation 0x0 0x1 0x2023FD4
    printfromtable 0x83FE57C
    waitmessage 0x40
    goto 0x81D694E
  6. Spherical Ice
    April 18th, 2018 1:35 AM
    Spherical Ice
    The 1Dxxxx ones are existing battle scripts which you should be able to take a look at if you decompile them in Battle Script Pro. If, for example, I wanted to branch to an existing move's effect, I would select that move and decompile it in BSP and then take its offset. I hope that explains it a little.
  7. xizqu
    April 17th, 2018 5:07 PM
    Hello! I have come to you because i absolutely love your posts for move effects. The explanations are great and i love that you translate the battle messages!

    With that said, where can i learn about battle scripting? Im running out of move effect slots so im beginning to use "jumpif" but idk which offset to put with the "goto". Ive seen you use 1D694E and 1D6926 and ive seen others use others. I know there is a rhyme and reason to each one.

    I just made a script with:
    jumpifhalfword 0x0 0x2023D4A 0x1F6 0x8804594
    jumpifhalfword 0x0 0x2023D4A 0x1C9 0x88045E0
    jumpifhalfword 0x0 0x2023D4A 0x1E8 0x88045EA
    goto 0x81D85FB

    It seems to do the jumps as 1 works, 1 crashes and the other does nothing beside basic damge but it atleast changes effects!

    TLDR: Where can i learn which offsets do what? Thank you! Hope gaia is coming along :)