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Showing Visitor Messages 1 to 15 of 322
  1. ghoulslash
    May 2nd, 2017 11:31 AM
    Whoops, yeah It does change the palette. I had been messing with the sprite I wanted to change to. The code is 100% working. From my testing, the hidesprite and showsprite commands aren't necessary, and the sprite changes back to normal once you exit the map.
  2. ghoulslash
    May 1st, 2017 7:27 AM
    No worries! That code does work! Is there a way to switch the sprite pallettes, too, out of curiosity?
  3. Phantom Phoenix
    April 11th, 2017 7:05 PM
    Phantom Phoenix
    yo Touched. How r you? It's been 3 months since I asked you help in ASM. hope your r doing well.
  4. ghoulslash
    April 1st, 2017 6:26 PM
    Hey Touched!
    I am trying to use your instant NPC switch function but it doesn't seem to be working correctly. Here is the code I'm trying to test with in case I'm using it wrong:

    #org 0x78077C
    hidesprite 0x1
    setvar 0x8000 0x1 //person event # to change
    setvar 0x8001 0x61 //change person to boulder (sprite #97)
    callasm 0x877FE31 //asm placed at 0x77FE30
    pause 0x20
    showsprite 0x1

    I've been trying to go through the routine and see if I can figure it out myself, but I am new to ASM so I'm having some trouble. One question I did have: on line 6 shouldn't ldrb r0, [r4] be storing the value of 0x8000 instead of overwriting r0?

    Here's the asm routine so you don't have to dig it up:
    .align 2

    push {r4-r6, lr}
    sub sp, #4

    ldr r4, variables

    @@ Determine npc state id from person id
    ldr r0, saveblock1_mapdata
    ldr r0, [r0]
    ldrb r0, [r4] @ person/local ID from var 0x8000
    ldrb r1, [r0, #5] @ current map
    ldrb r2, [r0, #4] @ current bank
    mov r3, sp
    ldr r5, npc_id_by_local_id_and_map_ret_success
    bl call_via_r5
    cmp r0, #0 @ failure check
    bne instant_npc_frame_switch_return

    @@ Get npc_state
    mov r0, sp
    ldrb r1, [r0] @ npc_id
    lsl r0, r1, #3 @ npc_states + 0x24 * npc_id
    add r0, r1
    lsl r0, #2
    ldr r1, npc_states
    add r6, r0, r1

    @@ Change Sprite
    mov r0, r6 @ npc_state
    ldrb r1, [r4, #2] @ sprite index from var 0x8001
    ldr r5, npc_change_sprite
    bl call_via_r5

    @@ Update direction to prevent graphical artifacts
    mov r0, r6
    ldrb r1, [r0, #0x18] @ npc direction
    lsr r1, #4
    ldr r5, npc_turn
    bl call_via_r5

    add sp, #4
    pop {r4-r6, pc}

    bx r5

    .align 2
    variables: .word 0x020370B8 @ script var 0x8000
    saveblock1_mapdata: .word 0x03005008
    npc_states: .word 0x02036E38
    npc_change_sprite: .word 0x081507BC + 1
    npc_turn: .word 0x0805F218 + 1
    npc_id_by_local_id_and_map_ret_success: .word 0x0805DF84 + 1
  5. Nisarg
    February 26th, 2017 12:39 AM
    Please reply to my last 5 messages...
    It's really important..
    You can help..
  6. Nisarg
    February 26th, 2017 12:38 AM
    Hey, touched...
    I used epic's routine for transparent text boxes...
    But it isn't helping for yes no boxes....
    Please help...
    I also have a patch from pho site that works fine but again yes no box is a mess...
    Please if you have the routines
    Send it to me....
  7. Nisarg
    February 23rd, 2017 1:19 AM
    Hey touched,
    Another doubt.
    Suppose i wanna apply a patch, but that space is already used, then am I wrong doing following: ?
    Repoint it using repointer to offset X.
    Entering a pointer code( to offset X ) from where patch starts.

    If i am not wrong pointer code is reverse 2 byte pack of the offset and adding 08 in the end...

    If I am wrong then please show me a method...
    Also you didn't reply to my last post about hex editing evolutions.
    Please it's necessary for me...
  8. Nisarg
    February 22nd, 2017 1:30 AM
    Oh, and i forgot to mention that when i compiled a script giving the player golden teeth, i set the 2 mentioned variables.. Is it right to do so??
  9. Nisarg
    February 22nd, 2017 1:24 AM
    Update: some how I installed it but now the thing that bugs me is using g3hs or g3t...
    Can u tell how to insert FE evolution type using Hxd...
    I tried going to evolution table to mega evolve bulbasaur in venusaur which is at 0x259754 and change evolution type 04 to FE and level 10 to item D (Potion)..
    Still no success...
    Also i changed venusaur to FE type but kept item as 00..
    Please help..
  10. Nisarg
    February 21st, 2017 10:15 AM
    Hey , touched...
    Can you please yourself make a tutorial on adding your awesomly awesome mega evo system?
    I request you...
    I and most of the people are getting trouble and errors...
    Either A patch (not preferable) Or a nice detailed tutorial can suffice...
    Again thanks for your time...
  11. BluRose
    January 8th, 2017 5:41 PM
    hey there, old geezer!
  12. Trev
    January 8th, 2017 6:15 AM
    I understand, and thank you for that information! I'll keep that in mind.
  13. Trev
    January 7th, 2017 1:57 PM
    Hi there. Just wanted to ask if those HP bars you posted in that help thread are free to use? Looks pretty good. I'll properly credit you and anyone else who has contributed to creating them if I can use them. (Wanted to ask this time before assuming everything in the hack is open source :v)
  14. OtaKun
    December 22nd, 2016 10:17 AM
    oh okay, *scribbles diagonal movement* anyways thanks for the reply :D
  15. OtaKun
    December 19th, 2016 11:20 PM
    umm hello, I saw your post in a like 2 year old thread, about diagonal movement and stuff. Do you think it is implementable? i really wanna know please help

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    A Pokemon that is discriminated!
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