Conversation Between BluRose and i0Bjhansen0
Showing Visitor Messages 1 to 15 of 23
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July 29th, 2016 10:34 PMi0Bjhansen0It says it's the LSLS, LSRS, and MULS commands. I'm wondering if it's the added "S" on some of those commands that is messing it up.
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July 29th, 2016 10:26 PMBluRoseyes.
check my syntax
when loading an address using ldr or a variant (ldrb, ldrh, etc), it should be "=(0x2[address])" instead of whatever it is. if that doesn't work, i'll try a few things later today when on comp -
July 29th, 2016 10:14 PMi0Bjhansen0It doesn't work :/
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July 29th, 2016 10:09 PMi0Bjhansen0Then when I put it back into the game, Do I need to +1 since it won't be thumb?
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July 29th, 2016 8:53 PMBluRosehi amigo, on 2ds
if there is anything mentioning .thumb on the very top, delete it. .thumb, .thumb_func, whatever. then try compiling <3 -
July 24th, 2016 5:18 PMBluRoseso i just got back
plan to slap something together before bed tonight
i'll keep you posted -
July 16th, 2016 5:55 PMBluRoseoh btw
i just was told that we are going to go on vacation until friday to see family
so i'm kinda surprised
but the reason i'm telling is because, well, i won't have wi-fi until then. i might (likely won't) have a phone to access pokecommunity via data, but either way, will be largely unable to help you beginning at around 1:00 pm (15 hours from now) tomorrow? idk
i have church from 9 am-12 pm (11 hours from now is its start), so i'm going to pretty much be gone in about 11 hours. i plan on sleeping for some of them, and won't have access to a computer in about an hour nonetheless... -
July 16th, 2016 2:44 PMi0Bjhansen0I don't know anything about battle script pro. But doing a little investigating, I believe I have found the checks for Overgrow, Blaze, Torrent and Swarm. Using the bin outputs from abilities put into the resource thread, I copied the bytes used to check the ability, changed the index number, and found locations where they matched.
Try looking around 3F153, 3F183, 3F1B3, and 3F1E3. I believe those to be the actual ability check command for the 4 power up abilities, so around there would be the beginning to that section of the script. -
July 16th, 2016 11:55 AMBluRoseok so what we can do is attempt to piece something together
i found a nice breakpoint at 3F04E (specifically, 3F05C). what the function does is check for hustle and then apply hustle's boost. what we can do is branch it off, and then apply hustle's boost in our own little thing, which should be simple enough. (i already have hustle's boost tracked down in an asm snippet, so no worries)
it was also used by mrdollsteak to implement sniper, technician, defeatist, and slow start, and is located in the middle of the move_damage_calc function. i can not find the references to overgrow/blaze/torrent within the battle scripts, which kinda sucks ahaha...
btw do you know if we can use something like battle script pro to code the abilities? that would make like everything 999999999x easier. i'm assuming we can't because no one has, but yeah...
i understand that some abilities would be handled by certain moves, but not this type, ahaha...
if we wanted to do this in the worst way possible, we could just go to every move effect and add in a check for if hp is below 33%, and then branch off to a routine which checked for ability and then checked type and FINALLY modified the desired output by using tlachti's damage modifiers or something
this would work but would be um not as nice as, say, being able to do this asm -
July 16th, 2016 11:05 AMBluRosemy point being, it decides the INDEX of each ability. i said that the names were the abilities themselves, just not the "technical part of it."
and yes, that is fairly close to what i said. so, here's what the confusing part is: i can not find the reference to overgrow/blaze/torrent in the ROM like at all. not to mention, it's not a single script, and is instead multiple. the check for sand veil occurs within the setweather script. a lot of them are located in the same script, i will grant you that, though. so we would want to be able to branch off from the damage calc (or maybe even create our own with the branch inside or something, that'd be nice), and then check for the abilities. if we were to find the branch off to the original abilities and then switch it to a jumptable of sorts based off of the hp, we could activate a theoretical powerup ability for each type inside this jumptable and afterwords.
i guess i'll continue looking? except now i'll look for it around the game referencing the ability byte (located in the RAM) instead of simply to the ability itself. -
July 16th, 2016 10:19 AMi0Bjhansen0actually no it doesn't. the post you showed me about expanding the ability names and descriptions serves very little purpose in the actual ability handling besides having legit ability slots that aren't filled with random characters. I've already used PGE to expand the ability names and descriptions so that tutorial is pretty much moot unless someone wants to do it by hand.
what happens is, there is a script run every step in a battle. the script then does a bunch of checks to see what ability the pokemon has and if it is being activated.
the first part is pretty universal. it checks the index number of the ability of the pokemon. that is where the ability is actually put into the game. if an ability does not have it's index number checked in battle script, it has no use.
the second part is unique for each ability or set of abilities that are very similar to each other, or if an ability uses some aspect of battle that is covered somewhere else, the ability function is located there, along with the ability check.
I think that is close to what you said just a little expanded.
to make those powerup abilities, they would need to be activated when the user uses the move (i think), not at the end of a turn. and as I have no knowledge of asm, using the original powerup abilities then altering them would be wanted. -
July 16th, 2016 7:24 AMBluRoseyes, it has nothing to do with making abilities except for about everything
see, the names of the abilities are the abilities themselves, just not the technical part of it
what the game checks for is the presence of an ability somewhere in the battle engine. it then branches off to the ability's asm routine, where it is then handled.
so, we can use the breakpoint for moody (or something like that) and attempt to create our own. if moody is activated at the end of every turn, we can make a check for if your hp is below a certain point and then have it go to a jumptable that checks for each ability, possibly letting us insert a new "powerup ability" of each type! -
July 15th, 2016 3:36 PMi0Bjhansen0Ok so. I was away for a little family trip. That first reply you sent doesn't actually have anything to do with making abilities. It just is for the names of the abilities. The post was just about JPAN's findings.
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July 11th, 2016 7:01 PMBluRoseso
i basically started with your task and like got nowhere~
i instead decided to try to find the breakpoints for all of the abilities in a fr rom. i'm going along at a semi-slow pace, but i personally expect to be done soon. it seems like overgrow/blaze/torrent have no refs in the ROM, which is sorta bizarre considering that, well, they HAVE to be, you know? i'm tempted to just find the byte(s) used by the type-stat-buff abilities in the RAM and learn basic ASM to just toggle these (i hope it's programmed that way or else i might cry ahaha). their inclusion would likely be in either the damage calc or stat buffs subroutines, so i'll have to check these out.
tl;dr - i haven't forgotten of you and really do want to help <3 -
July 10th, 2016 10:07 AMBluRoseso um
have you started out with this as of yet?
EDIT: you also said that someone "pointed you to a thing about ASM." did it pertain to abilities whatsoever or was it just another one of the tutorials? if i'm understanding everything right, what we want to do is find the place where overgrow/torrent/blaze branches off of the main battle script and then just expand on that.


