Conversation Between Blah and Joexv
Showing Visitor Messages 1 to 15 of 41
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March 16th, 2016 6:52 PMJoexvThank you. Here's your pat on the back as promised.
*Pat pat* -
March 16th, 2016 6:50 PMBlahi got u fam
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March 16th, 2016 1:11 PMJoexv[URL="http://www.pokecommunity.com/showthread.php?t=359943"][img]http://i.imgur.com/psRbblp.png[/img----][/URL----]
I tried to keep it simple for ya -
March 16th, 2016 12:34 PMBlahOK, link me the pic/BB code or w/e
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March 16th, 2016 10:04 AMJoexv1) I'll get you the most amazing banner ever
2) It is indeed FR
3) Oh... Hmmm..... Um....... Well..... Idk......
4) I can manage that -
March 16th, 2016 9:23 AMBlahI have conditions:
1) the banner has to be cool
2) it has to be FR
3) your hack can't be crap
4) banner has to be relatively small - like a userbar -
March 16th, 2016 9:05 AMJoexvHey FBI I'll bribe you with a pat on the back to advertise my hack ;)
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May 23rd, 2015 6:37 PMJoexvHmm so in order to make it continue the battle after catching a pokemon, I would need to hook into the ending area of the capture script. Probably a task that can wait till future events! Thanks for all the help though!
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May 23rd, 2015 6:23 PMBlahThe way to prevent the battle from ending, you just need to make the "battle status" marked as on-going. There is a status byte in RAM which is updated after every move in the battle. When a Pokemon is captured, fainted, battle is lost ect, the value is updated and the battle is marked as lost/won and the battle ends.
This byte is 0x2023E8A. When a Pokemon is captured the value is updated, and else where teh Pokedex work is done, and the battle sequence is ended. You'll notice that even in double battles in other games, if you use a Pokeball and capture a Pokemon, the battle is ended. In DPPT they avoid this problem by preventing the use of Pokeballs in double battles while a second Pokemon is out.
It's quite a theoretically easy problem to solve, but due to the coding of the actual battle sequence it's very much harder. Anyways that's all the info I can come up with from the top of my head again. -
May 23rd, 2015 2:53 PMJoexvI got the location! But I ran into a few issues maybe you can help me with.(Sorry for all the questions, but you're one of the best asm hackers for fire red) Anyways, how would I go about adding into your capture trainers pokemon routine, the ability to capture a pokemon without ending the battle, and how to my modified version to work with double battles.Spoiler:.text
.align 2
.thumb
.thumb_func
main:
ldr r0, .Poke1
ldrh r0, [r0]
cmp r0, #0x00
beq End
mov r3, #0x0
bl loop
loop:
ldr r2, =(0x8800100)
ldrh r2, [r2]
cmp r4, #0x19
beq End
add r2, r2, r3
ldrh r4, [r2]
cmp r0, r4
beq capture
add r4, #0x1
add r3, r3, #0x2
bl loop
End:
mov r0, #0x0
mov r1, #0x5
ldr r3, =(0x800E194 +1)
bl linker
ldr r0, =(0x802D4A0 +1)
bx r0
capture:
ldr r0, =(0x802D4B4 +1)
bx r0
linker:
bx r3
.align 2
.Poke2:
.word 0x2023cec
.Poke1:
.word 0x2023c3c -
May 23rd, 2015 9:03 AMJoexvOk thanks! Ill try and find that. Shouldnt be too terribly hard. If you remember where shoot me a msg please.
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May 23rd, 2015 5:20 AMBlahoh, theres another data strucyture which holds the battling Pokemon. The exact location, I don't know from the top of my head. But that data is unencrypted.
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May 22nd, 2015 9:21 PMJoexvBut that wouldnt allow me to view the current pokemon sent out by the opponent in battle. Unless I'm misunderstanding.
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May 22nd, 2015 9:19 PMBlahWell, the opponent's party isn't "purged" until a new battle is started. So you can technically write routines to view this information after a battle finishes.
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May 22nd, 2015 8:51 PMJoexvScratch that, I see that its encrypted the same as a regular party pokemon. Is there a method to use the poke decrypt command to be able to view trainer pokemon data?

