Conversation Between Blah and Yvtq8K3n
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  1. Blah
    March 17th, 2016 7:52 PM
    Blah
    Hmm, I mentioned a possibility of using a bit field and lookup table in conjunction. Basically if we have this list:
    [1, 3, 4, 6, 10]

    we will make this bitfield:

    [1, 0, 1, 1, 0, 1, 0, 0, 0, 1]. This bitfield, "1011010001" = 721. In the look up table, you'd have n! entries, where each entry is a possible value for the bit field. As you can guess this is growing very large very fast, so it's not very good either. Anyways, from the look up table, we'll have an entry like this:

    struct table_entry {
    u32 value;
    int x[];
    };

    then we do something like

    list = []
    for (int n : x) {
    for (int i = 0; i < original_list[n's position]; i++) {
    list.append(n);
    }
    }
    return list;

    ---

    I don't think even this is a very good idea. It's speed is linear and depending on the length of the list, BUT, it's requiring a lookup table. Look up tables take space and this look up table would grow fast.
  2. Yvtq8K3n
    March 17th, 2016 7:21 PM
    Yvtq8K3n
    I just have one thing to say "Dam", after thinking by myself i got what u write and yes i agree whit u about an third list whit the numbers that appear on the áreas in order to remove the 0 indexs. So what comes next is how we should do it? In order to make it efeciently. (this will also remove the float problem).
  3. Blah
    March 7th, 2016 5:34 AM
    Blah
    I have no experience with writing tools to insert tilesets.
  4. Yvtq8K3n
    March 6th, 2016 8:47 AM
    Yvtq8K3n
    to understand what i need, u need to understand what the tool does, rigth?
    But basicaly waht i want to do is by writing the map, insert the tileset whit the palletes, u only will understand if u know how the block editor works
  5. Blah
    March 6th, 2016 7:54 AM
    Blah
    I don't know what you want help with. You linked me to your tool :)
  6. Yvtq8K3n
    March 6th, 2016 6:58 AM
    Yvtq8K3n
    I know u only do ASM for firered, but i will need your help, i think u may be able to know something. To get it read everthing. http://www.pokecommunity.com/showthread.php?t=364400
  7. Yvtq8K3n
    December 15th, 2014 12:37 PM
    Yvtq8K3n
    Thx for answer me. I will try it out whit kenny.
  8. Blah
    December 15th, 2014 8:10 AM
    Blah
    I'm very sorry, but I hack Fire Red as a policy. I know my way around Fire Red, as in where some of the important stuff are located and such. When it comes to Emerald I'm blind, and probably will be of no use. I hope you and kenny can sort out the routines by yourselves. If you need help with certain routines, you can ask in the Assembly/disassembly help thread (maybe I can answer stuff there).
  9. Yvtq8K3n
    December 15th, 2014 4:53 AM
    Yvtq8K3n
    HI FBI agent i know you only work whit pokemon FR but could you open an exeption and implement some things whit ASM routines on my hack plz.
    You will be credit if help me out whit that.
    (I also have Kenny on my team, but i think he may dont be capable of doing what i want)
    I hope you colaborate:D
  10. Yvtq8K3n
    December 3rd, 2014 4:28 PM
    Yvtq8K3n
    Could you implement the follow me script in pokemon overworld?
    You will be credit. (unfortunaly the hack is in emerald) but if need help contact me because i know c and c++