Conversation Between MrDollSteak and Noossab Blue
Showing Visitor Messages 1 to 9 of 9
  1. MrDollSteak
    January 17th, 2014 7:22 PM
    Don't have a list sorry. And no repointing the individual movesets won't cause problems with anything.
  2. Noossab Blue
    January 17th, 2014 6:11 PM
    Noossab Blue
    Oh ok great! That's a lot less cumbersome. I won't have to repoint anything else in the ROM if I move the sets somewhere else will I?

    Also my question about a list of hex for the new moves still stands. It's not too hard to figure them out, but if you had a ready-made list that would cut the time down.
  3. MrDollSteak
    January 17th, 2014 5:27 PM
    What you can do is instead of hex editing the new moves directly, you can just repoint the old move sets to a free space location, and add 00 00 bytes behind the moveset and add new moves that way. Then in the movesets it'll give a lvl 0 blank move that you can then change.
  4. Noossab Blue
    January 17th, 2014 3:27 PM
    Noossab Blue
    Sorry to bother you again, but I was wondering if you had a list of hex values for the moves in your base? If I'm correct, PGE can't change the number of moves in each pokemon's set like YAPE can, so I'm gonna manually hex edit all of them...
  5. Noossab Blue
    January 11th, 2014 11:37 AM
    Noossab Blue
    ...thanks man. Idk how I missed that. I read that PGE could handle the new moves and I assumed it could do the types too...
  6. MrDollSteak
    January 11th, 2014 5:47 AM
    Yeah you set it up fine, PGE just doesn´t support new types. If you want to edit Fairy pokemon, follow the ´howtosetupfairytype.txt´ I believe it supplies the offsets for the relevant pokemon.
  7. Noossab Blue
    January 10th, 2014 7:22 PM
    Noossab Blue
    So I've added the "roms" document to the ini folder for PGE, but I'm still getting an error. Value of 22 not valid for parameter SelectedIndex. I'm assuming it has something to do with addition of the fairy type since it only appears when I try to look at a fairy pokemon or move...not sure what I did wrong.
  8. MrDollSteak
    December 25th, 2013 3:27 AM
    Hey no worries. Type Chart is updated, it reflects Gen VI. (You can actually check the in-game Type Matchup list to see it too). I plan on implementing Grass types resisting powder, electric paralysis and ghost´s trapping moves too for the next update.
  9. Noossab Blue
    December 24th, 2013 9:16 AM
    Noossab Blue
    Hey, I just wanted to thank you for your work on the gen VI sprites, and your excellent ROM base :D.

    I do have a question though. Did you update the type chart to gen 6, or will we need to do that ourselves?
    EDIT: And by that I mean the type steel not resisting ghost and dark anymore, etc.

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