Showing Visitor Messages 16 to 26 of 26
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February 15th, 2014 7:15 PMAvaraThank you for replying, I literally know nothing about ASM yet so it was really helpful. As for compiling it, I think I might look for another compiler. There's also something else I am a bit confused about, when people use the ASM "callasm" command in scripting, you need to add +1 to your offset, is that right? I thought I read somewhere that you don't need to, but like I said, I'm an ASM noob so I wouldn't know.
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February 15th, 2014 6:58 PMkaratekid552Every instruction in an ASM routine takes up 2 bytes. So each line will be 2 bytes (unless you have a bl, which is 4 bytes sometimes). Then, all of the .words at the bottom will be 4 bytes. If something isn't aligned by 4, then the align 2 will add 2 bytes of nop to align everything before the .words. So, in all honesty, count the number of lines of code (actual code, not "main:" and such), multiply by 2, then count the number of .words and multiply by 4 and then add them together. Maybe tack on 10-20 bytes for safety.
I would think that a compiler that doesn't find free space for you if you need it is kind of an oversight, just IMO. I wrote a text editor that used HackMew's compiler to insert into the rom. Looking back now, I have come a LONG way in programming as mine doesn't have that feature either. My new tool is very watchful of re-pointing, so I guess I should go back and fix up my old editor. -
February 15th, 2014 5:27 PMAvaraHi, hope you don't mind me VMing you in relation to this, but I'm making my first attempt at inserting an ASM routine. I'm using Andrea's ASM compilator and would like to insert HackMew's routine for taking pokemon away. How many bytes of free space does an ASM routine need? Or does it depend? I couldn't find anything on it, just worried about screwing it up cause I've never done it before!
Thanks for reading =)
~AM -
January 30th, 2014 6:48 PMkaratekid552Just remember that yelling at people over the internet rarely accomplishes anything and your life will be much better.XD
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January 30th, 2014 2:22 PMAvaraOK no problem, I'll do that in the future! =) It hadn't really happened to me before so wasn't sure what I should do.
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January 30th, 2014 2:11 PMkaratekid552Instead of responding, just report it and then send a pm if you wish. Responding only makes more work for the mods when other people follow suit.
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January 30th, 2014 1:41 PMAvaraHi, I saw you deleted my comment responding to another deleted one, I'm worried, was I breaking the rules? Just so I know not to do it again in the future :/
~AM -
January 25th, 2014 1:23 PMkaratekid552I hope so too, lol.:D
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January 25th, 2014 12:54 PMAvaraThanks for getting back to me! I found Jambo's tutorial and did the hex editing, so cheers for pointing me in the right direction.
Cool, I'll keep an eye out for your new tool then! Hope it turns out the way you want it.
~AM -
January 25th, 2014 12:17 PMkaratekid552Don't make a new eevee. I will be releasing a tool in the coming months that has the ability to expand evolutions. It was beta tested on Dark Violet if you would like to check it out.
Find the tutorial on it. I'm pretty sure it is a thread Jambo started. So, go search for all threads made by him (shouldn't be a long list) via the statistics tab on his profile. -
January 25th, 2014 9:59 AMAvaraHey, I hope you don't mind me VMing you about this as I'm sure you're busy, but you seem very helpful and like the best person to ask.
I'm having a small issue with evolutions. How do I edit the hex codes to enable pre-National dex evolution? I saw a tutorial on it before but I can't find it... will I need a hex editing tool?
Also concerning Eevee, I've added Leafeon and Glaceon with a little help but obviously game-Eevee can only have 5 evolutions. I was going to make a new 'eevee' in one of the unused slots, and only make it available through givepokemon (following your advice about the otherwise possible pokedex glitch), but how would I find its hex number?
Sorry for the essay I just wrote you, haha, and thank you for reading.
~AM

