Conversation Between Blah and Derlo
1 to 15 of 19
  1. Derlo
    April 3rd, 2015 3:34 PM
    Derlo
    Thanks dude.
    i'll see what i can do.
    thank you
  2. Blah
    April 3rd, 2015 3:25 PM
    Blah
    It wouldn't be feasible to export the bag into the start menu. You're better off writing your own Bag code for the Pokegear.
  3. Derlo
    April 3rd, 2015 2:51 PM
    Derlo
    hello again
    I wonder if there is a way to separate the parts of the pocket in the start menu.
    example:
    The bag menu: Items / Pokeballs
    The options menu: Key items. (with no way to change for the other 2 slots)

    the option menu would work as a second bag.
    In my case, a device (as Pokégear, but using the keyitens bag)
    I've tried to look at the routine of the bag .. but I did not find anything useful.
    thank you.
  4. Blah
    April 1st, 2015 9:13 AM
    Blah
    I'm glad that was the problem. I was looking at it and didn't see where the mistake has, hehe.
  5. Derlo
    April 1st, 2015 9:03 AM
    Derlo
    I took a look and the error was only the "bl linker" at the beginning of the routine. Now is working
    Many thanks for the help!
  6. Derlo
    March 31st, 2015 7:49 PM
    Derlo
    Strange ...
    when the flag is enabled the menu does not open and the rom freezes.
    Also tried to change the original routine just putting the new part of showMine. but freezes.
  7. Blah
    March 31st, 2015 10:50 AM
    Blah
    .text
    .align 2
    .thumb
    .thumb_func
    main:
    mov r0, #0x94 @flag 0x250 divided by 4 (change if you want)
    lsl r0, #0x2
    ldr r1, =(0x806E6D0 +1)
    bl linker
    cmp r0, #0x0
    bne showMine

    end:
    mov r0, #0x1
    ldr r1, =(0x806ED70 +1)
    bx r1

    showMine:
    bl linker
    mov r0, #0x3
    ldr r1, =(0x806ED94 +1)
    bl linker
    mov r0, #0x4
    ldr r1, =(0x806ED94 +1)
    bl linker
    mov r0, #0x6
    ldr r1, =(0x806ED94 +1)
    bl linker
    pop {r0}
    bx r0

    linker2:
    bx r0

    linker:
    bx r1

    .align 2
  8. Derlo
    March 31st, 2015 9:56 AM
    Derlo
    I had already checked ..
    however I couldn't edit properly to remove the menus BAG / OPTIONS.
    Could you help me?
  9. Blah
    March 31st, 2015 9:37 AM
    Blah
    Hey, I already made something very similar to this. It's a very small edit to that routine to do this. Look in the ASM resources thread :D
  10. Derlo
    March 31st, 2015 9:33 AM
    Derlo
    hey i came here to ask you a favor. make a rotine like this:
    Routine to show in menu only:
    HERO
    SAVE
    EXIT

    After the flag 0x208 is enabled, show the bag and options.

    Note: This routine is independent of the others regarding the pokedex and pokemon menus.

    see [email protected]
  11. Derlo
    March 16th, 2015 9:56 AM
    Derlo
    Yes, in 0800F3F4.
    each of the three colors are followed by 0000 and end offset into RAM, where they are charged.

    the routine that saves the slot is in 0800f380.
    but I have not yet found the routine that reads palettes.
  12. Blah
    March 16th, 2015 9:36 AM
    Blah
    You are right, I also cannot seem to find this pal string in the ROM. Maybe it's a compressed pallette somehow?
  13. Derlo
    March 16th, 2015 9:23 AM
    Derlo
    Thanks for the information ...
    however, I noticed that the text itself (FIGHT, BAG, POKéMON and RUN) loads a separate palette for it. This is the problem.
    The palette that it carries, is the slot 05, which I could not find in the rom.
  14. Blah
    March 16th, 2015 9:08 AM
    Blah
    Looks like there's a table of boxes and pals which are used for the FIGHT menu. The table is located at 08471E8C.

    The routine which determines which box to show during battle is at 0814FFC4. In the same routine, down at 0814FFEE there's a table switch which happens depending on the value in R4. It's used to select a specific text box style.

    To answer your question, 0847190C is where the palette for this Fight menu should be.
  15. Derlo
    March 16th, 2015 8:25 AM
    Derlo
    hello again.
    This is the routine that loads the battle menu text (FIGHT, BAG ...)
    However, I verified that the palette that is used in the text is not the same as the box (slot 02), but the slot 05. And these palettes are not written in rom.
    I looked in the routine but could not find where read / loads the slot for that text.

    If possible, he could see where the data is, and how to change to the slot 02.
    bye.