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Conversation Between Red John and MrDollSteak
Showing Visitor Messages 16 to 30 of 36
  1. Red John
    January 2nd, 2015 12:46 AM
    Red John
    And i disassembled the thick fat ability. To my understanding it checked the ability, and then checked whether the incoming attack is fire or ice. So, i guess i would just place the branch, check the ability byte, if it is thick fat then jump to the type check, and then check for heatproof and check for fire type, if both matches then goto the lowering function. Is it right?
  2. MrDollSteak
    January 1st, 2015 8:09 AM
    MrDollSteak
    Look at the ASM code, and follow how it runs in VBA.
    You just need to check the RAM location for the ability.
  3. Red John
    December 31st, 2014 4:52 AM
    Red John
    Hey, i am in a bit of problem over here. I saw the post by you in the split dissASM thread, added branch there, but i can not understand a few things. Like where would i branch to boost priority? And how would i check the ability of a pokemon mid battle? Thank you.
  4. Red John
    December 7th, 2014 3:09 AM
    Red John
    Sorry again to knock you, but the BSP does not work in my pc. I need to do it the old fashion way, via hex. And i am good with hex. Can you please tell me the hex commands for Battle Scripting? Or a thread with all commands? I badly need it.
  5. MrDollSteak
    December 4th, 2014 7:46 AM
    MrDollSteak
    Is this for Fire Red or Emerald. I've written a tutorial for Emerald so look at that if that's the case. Otherwise there's a tutorial by someone else for Fire Red.
  6. Red John
    December 4th, 2014 6:43 AM
    Red John
    Well i have been trying to insert a new type, but am having problem with the co-ordinates table. Could you tell me how you set up the fairy type in the chart and editing its co-ordinates?
  7. MrDollSteak
    December 4th, 2014 5:49 AM
    MrDollSteak
    I don't understand your problem or your request.
  8. Red John
    December 4th, 2014 3:23 AM
    Red John
    Sorry to knock you again. But i have a problem with the new types co-ordinates. My new types co-ordinate is 6C. I can post the image if you would like to help.
  9. Red John
    November 29th, 2014 6:45 AM
    Red John
    Thanks. This knowledge would really help me. Thank you again.
  10. MrDollSteak
    November 29th, 2014 5:18 AM
    MrDollSteak
    Yeah just put an ASM branch in that general area, you usually want to leave the code immediately after the check intact, and you usually want to branch with a register that you load something into. EG. The routine has LDRB r0, [r2]. You'd branch using register 0, because its going to be overwritten by r2 anyway. From there you just add your own new checks, code etc. Make sure to return to the right places after though.
    Best of luck!
  11. Red John
    November 28th, 2014 10:32 PM
    Red John
    Sorry to sound newbish. But how do i use the checks you listed in the Gen 3 disassembly? Do i just put an ASM branch there to the routine? I am actually learning battle script and ASM, so i thought of trying to understand them.
  12. MrDollSteak
  13. Red John
    November 3rd, 2014 10:17 PM
    Red John
    Ok thank you and how do we create new item effects?
  14. MrDollSteak
    November 3rd, 2014 9:55 PM
    MrDollSteak
    The routines are inserted randomly in the rom.
    If you want to look at some in Fire Red try some of these
    http://www.pokecommunity.com/showpost.php?p=8456498&postcount=5
  15. Red John
    November 3rd, 2014 7:29 PM
    Red John
    Can you give me an ability routine? Any ability routine? I would like to see it, can you?

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