Showing Visitor Messages 1 to 15 of 16
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March 30th, 2015 8:33 PMMrDollSteakDon't know what you mean to be honest.
Just do any script. Look at Diego's thread. -
March 30th, 2015 8:01 PMEricaHarperBy the way, there's a bug in my expansion of pokemon emerald. Could you perhaps help me with solving it?
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March 30th, 2015 7:55 PMEricaHarperOk. I've touched on that a little. Time to grind. Thanks for your help. What script do you suggest should be the first that I should try?
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March 30th, 2015 7:51 PMMrDollSteakDo regular scripting first in that case.
Battle scripting is harder than normal scripting, because you have to understand what certain offsets are.
Scripting has XSE to handle the hard stuff for you. -
March 30th, 2015 7:45 PMEricaHarperK, thx for the tips, and yes, you're right. I've seen it through a disassembler once before, but couldn't edit any of the code, much less understand the numbers... Battle scripting ws actually on my to-do list. That and scripting.
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March 30th, 2015 7:40 PMMrDollSteakYou can't properly read the data. The closest you can get is looking at the disassembly through no$gba debugger.
To be honest, I don't think you'll be able to understand what's going on.
I'd recommend by starting with battle scripting. Because the assembly doesn't say things like 'here is the weather check' it will load a random number, and transform it into the location of weather in the RAM, then compare that against a bitfield check, etc. etc. And that's not only for weather, that's for literally everything.
Identifying it is probably a bit over your head, if you haven't already tried creating new moves. Once you do stuff like that you'll recognise certain RAM locations, and hopefully understand assembly enough to follow the logic. -
March 30th, 2015 2:38 PMEricaHarperOk! So I would find them by looking into damage calculation/whatever the ability is related to. Now I understand how abilities work, thx much! Where is damage calculation carried out? How would I read and/or edit that data?
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March 30th, 2015 2:17 PMMrDollSteakSort of. It's more like there is a check for whether Cloud Nine or Air Lock is on the field every end of turn, and damage calc. If it isn't there then it'll do a check for weather, and then all the relevant effects.
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March 30th, 2015 5:59 AMEricaHarperSo, if I'm using Rayquaza and there is weather going on, the routine checks for Airlock. If the check rings true, the routine and goes to a branch in the routine where weather has no beneficial or negative effects? Just to see if I understand you completely.
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March 30th, 2015 5:54 AMEricaHarperOk. I understand. Even if I knew where they were, I'd have to find them in the routines that cover them... I think I'll let that be for a while.
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March 29th, 2015 11:31 PMMrDollSteakAs I said, they're located in several places. It depends on each ability. For example Blaze, Torrent, Swarm etc. are all located in the damage calc routines, whereas abilities like Stench are located in several different calls to do with the overworld.
Hex is literally just a way of reading the data. The scripts and ASM routines are just bytes that are interpreted.
Moves for example are structured in a table, and are then read. Abilities are just a series of checks that exist in routines. To make new abilities, you need to know where a similar, existing ability is located, and branch from there to add a new check.
I've created an ability resource thread to give you an idea of how to go about doing that. I haven't updated it in a while because most of the ones I have left are contained in giant routines. -
March 29th, 2015 9:19 PMEricaHarperI'm sorry. I know what I want, but am inexperienced and so, am unable to communicate it. If they're located throughout the rom, then where are they? How would one go about creating abilities using assembly code? I'm aware hex can contain scripts in certain locales of the game, as well as Assembly routines. I was thinking somewhere along those lines regarding abilities.
Edit: Wait! Are they hard-coded? If so, that'd make sense, as they'd have no location.. How close am I with that line of thought? -
March 29th, 2015 9:15 PMMrDollSteakWhich ASM code? The reason no one is sharing is because your request doesn't make any sense.
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March 29th, 2015 4:47 PMEricaHarperWell, would you happen to know the offsets and the byte length of the asm code? It seems like nobody's willing to share any info...
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March 29th, 2015 3:41 PMMrDollSteakAlmost everywhere in the rom.
Each ability is in a different place.

