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Conversation Between Touched and MrDollSteak
Showing Visitor Messages 16 to 30 of 44
  1. MrDollSteak
    April 29th, 2015 3:46 AM
    MrDollSteak
    Fantastic! I'm doing okay finding the relevant functions from Fire Red. Mostly focusing on porting. It'll definitely be really helpful for new ones though.
  2. Touched
    April 29th, 2015 1:21 AM
    Touched
    You might want to look at the emerald IDB in my signature. Shinyquagsire recently found a tool that lets you import function names from another IDB, so we did it with knizz's on my Emerald IDB.
  3. MrDollSteak
    April 28th, 2015 4:26 PM
    MrDollSteak
    Ha yeah! Makes sense, can't remember the bugs in my rombase tbh.

    It's all good, maybe later. I'm just focusing on abilities and sprites again at the moment, just to try and get the emerald rombase to a good place.
  4. Touched
    April 28th, 2015 9:40 AM
    Touched
    I can't remember what was broken with it, so I can't fix it. I'll probably end up redoing it sometime after Megas. I can give you the source for what I have at the moment if you want it.
  5. MrDollSteak
    April 28th, 2015 4:15 AM
    MrDollSteak
    Also on a random note how is your Hidden Abilities routine?

    I'm thinking about getting back into my hack this June / July.
  6. MrDollSteak
    April 27th, 2015 3:19 PM
    MrDollSteak
    I believe the 03 command is a callasm in terms of move animations.
    What I'm thinking of doing, is using the recover move animation but changing the colour of the particles with a black background, followed up 'Explosion' movement, but replacing the explosion with the mega stone particle. That way it can shine a bit, and then break.
    Then following up with the luster purge white flash.
  7. Touched
    April 27th, 2015 6:42 AM
    Touched
    It's just basically a glorified move animation - the player's sprite doesn't appear. Right now the hard part is getting the sprite to update after changing the species, which will require some ASM. I'm not really familiar with animation scripts so I'm not really sure where to start :/
  8. MrDollSteak
    April 26th, 2015 4:06 PM
    MrDollSteak
    Eenteresting. So it doesn't run the evolution routine? But uh yeah sure, I can think of one. I could probably generate the mega stone image over the player and then have a white / multicoloured flash, which would then have the Mega Evo underneath.
  9. Touched
    April 26th, 2015 1:59 PM
    Touched
    Hey man, long time.
    I started on making a mega evolution implementation and I was wondering if you would be keen on making an animation for the transformations. Right now it's a switch out animation, but I can make it run any animation script. Almost everything else works, there are just a few more glitches that we need to iron out.
    Let me know if you're interested.
  10. Touched
    October 11th, 2014 5:26 PM
    Touched
    Yeah, thats why I suggested the text patch. That way we could still use GitHub for tables and stuff. Sometimes I use an assembler to layout tables, or write a special script to insert data from a CSV file. Would that be feasible?
  11. MrDollSteak
    October 11th, 2014 4:54 PM
    MrDollSteak
    Ah right, the only thing that would make it difficult is that alot of the things I'm doing are written directly to the rom (tables and strings and things). Maybe in that sense what we could do is have the decapitalisation, expanded tables and things as one patch, and then all the assembly things like abilities and special battle scripts can be done under the Github and can be compiled to the rom later. My username for that is the same as here 'mrdollsteak'.
  12. Touched
    October 11th, 2014 3:19 AM
    Touched
    Okay, I'll try that. I just have to finish the hidden ability breeding hack first. If you're fine with combining it, I've already set up a GitHub that we can use: https://github.com/Touched/DSLN
    Just send me your GitHub username and I'll make you a collaborator.
    I never bother with IPS or anything, I just use xxd to create a hexdump in text format, so I can use git for version control (GitHub has nice utilities for comparing text). Are you using linux? Or shall I write a utility to do this style of patch? You can look at the GitHub for examples of my autobuild system, so take a look and tell me what you think so we can work out a way that works for both of us. I mainly use Python scripts to automatically assemble and insert everything.
  13. MrDollSteak
    October 10th, 2014 5:35 PM
    MrDollSteak
    So Touched, do you think we should just combine your DSLN and my Rombase? Or should I add it to my thread and make it compatible? I was only wondering because if we're combining it, we should probably open a dropbox or something, and work from there?
  14. MrDollSteak
    October 10th, 2014 4:05 PM
    MrDollSteak
    Only normal-type moves that get converted, so that's what I meant by reloading the stats. So what I'd do is, push your register for the type, re load the type into the same register, cmp it to the normal type, if yes apply the boost. Then pop it and put the Fairy-type back.

    Well I think what we can do is maybe have them toggled for debugging purposes, but then once it's bug free, putting them all together.
  15. Touched
    October 10th, 2014 6:20 AM
    Touched
    I applied the attack bonus after STAB, but I realise now that the ability actually does this bonus after all others, so I'll have to redo the attack bonus. I don't quite understand the bonus though. Take Pixilate for example. Is the bonus applied for ALL fairy moves, or just the normal type moves that are converted? Bulbapedia isn't clear on this.

    The reason I suggested we allow for abilities to be toggled on and off is not necessarily for the sake of noobs, but rather for debugging. We could individually toggle abilities to allow for quick isolation of a problem. I suppose I could write a tool that used check boxes to achieve the same thing in order to circumvent the problem. Otherwise we can just distribute a patch with all the abilities, and the source with the toggles.

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