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AkameTheBulbasaur
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Profile posts Latest activity Postings About

  • Hi man, do you mind making a video inserting step by step your asm routine for the Nature change? this is something I really want in my rom, but I'm having trouble with that. I'm still new to routines and it's not that easy, even with your guide. Sorry for the trouble :s
    !!!

    Thank you so much for the response! Ahahaha, I didn't even think to check Bulbapedia, sorry!

    Yes, your explanation makes perfect sense, thank you! And thank you again for writing this lovely piece of ASM (and all the other ASM work you've done and the FRLG icons, those were so neat)!
    Hi Akame,
    First off, thanks so much for all the work you've put into ASM research! It's really helped my own ROM hacking experience.

    Second, I wanted to ask a question about the Natures Changing Routine you recently shared for Firered. I was wondering could you tell me (or link me to) the values for the natures? I understand 0x0 is Hardy, but what about the other natures?

    Thanks in any case!
    Hey, forgive me for asking, but could you create Anger Point for FR? I know it exists in Update FR Complete, but I need it separately.
    Sorry I am so late replying! I am not too sure why it does that. My guess would be that maybe it is skipping a script or some code that plays the song. I do not know how to fix it though.
    Hello buddy! I was trying to use your routine for Scaled experience like in BW. The routine works perfectly and I I really like that formula. Howver, I am facing an issue that is not breaking my ROM, but is somewhat annoying. What happens is that every time I defeat a Wild Pokémon, I only get the the message with the gained experience, but, The game never plays the wild Pokémon defeated jingle! The regular wild battle theme continues after defeating a Wild Pokémon. DO you know the reason why that happens or if there is a solution for it?
    Actually, what I am trying to do here is to call a Battle Script in a routine that I will be adding in battle mode by turn/move made by FBI. That's it only... just a battle script loader in a routine and nothing else is there. I also checked a lot of routines that call Battle Script and none of them works for me..
    Hi! I would like to ask about the Battle Script Loader. Every time I branch to it in my routine, it's either nothing happens or the game crashes.

    Here's my routine:
    .align 2
    .thumb
    .thumb_func

    Main:
    push {r0-r1, lr}
    ldr r0, =0x8780680 //my battle script//
    bl linker
    pop {r0-r1, pc}

    linker:
    ldr r1, =0x801BABB //Battlescript loader I found on some routines//
    bx r1
    Amigo creo que ya los acabe, crees poder revisarlos?

    -------------------------------------------------

    Efecto 6: 1B0745C

    #dynamic 0x180000
    #freespacebyte 0xFF

    #org @TypeCheck
    jumpiftype 0x0 0xD 0x1D6F14
    goto 0x81D707F

    -------------------------------------------------

    Efecto 152: 1B08FD0

    #dynamic 0x1B00000

    #freespacebyte 0xFF



    #org @Main

    jumpiftype 0x0 0xD 0x81D6F3A

    setbyte 0x2024D21 0x5

    goto 0x81D6F3A

    -------------------------------------------------

    Efecto 67: 1B08FE2

    #dynamic 0x1B00000
    #freespacebyte 0xFF

    #org @Start
    attackcanceller
    attackstring
    ppreduce
    jumpifhalfword 0x0 0x2024BE6 0x4E @StunSpore
    jumpiftype 0x0 0xD 0x81D83E8
    goto 0x81D77F9

    #org @StunSpore
    jumpiftype 0x0 0xC 0x81D83E8
    jumpiftype 0x0 0xD 0x81D83E8
    goto 0x81D77F9

    -------------------------------------------------

    Efecto 66: 1B09010

    #dynamic 0x1B00000
    #freespacebyte 0xFF

    #org @Start
    attackcancelLer
    attackstring
    ppreduce
    jumpifhalfword 0x0 0x2024BE6 0x4D @CheckType
    goto 0x81D73F7

    #org @CheckType
    jumpiftype 0x0 0xC 0x81D83E8
    goto 0x81D73F7

    -------------------------------------------------

    Efecto 1:

    #dynamic 0x180000
    #freespacebyte 0xFF

    #org @Start
    attackcanceller
    attackstring
    ppreduce
    jumpifhalfword 0x0 0x2024BE6 0x4F @CheckType
    jumpifhalfword 0x0 0x2024BE6 0x93 @CheckType
    goto 0x81D6F84

    #org @CheckType
    jumpiftype 0x0 0xC 0x81D83E8
    goto 0x81D6F84
    -------------------------------------------------

    Efecto 33:

    Spoiler:
    #dynamic 0x180000
    #freespacebyte 0xFF

    #org @Toxic
    jumpiftype 0x1 0x3 @AccuracyBypass
    goto 0x81D73F4

    #org @AccuracyBypass
    attackcanceller
    jumpifspecialstatusflag 0x0 0x400C0 0x0 0x1D6F72
    attackstring
    ppreduce
    jumpifability 0x0 0x11 0x81D7463
    jumpifsecondarystatus 0x0 0x1000000 0x81D83D6
    jumpifstatus 0x0 0x8 0x81D7455
    jumpifstatus 0x0 0x80 0x81D7455
    jumpifstatus 0x0 0xFF 0x81D83D6
    jumpiftype 0x0 0x3 0x81D83E8
    jumpiftype 0x0 0x8 0x81D83E8
    goto 0x81D743B
    Tabla

    R: 1D6F14

    FR: 1D6900

    -------------------------------------------------

    Efecto 6: 1B0745C

    #dynamic 0x180000
    #freespacebyte 0xFF

    #org @TypeCheck
    jumpiftype 0x0 0xD 0x1D6F14
    goto 0x81D707F

    -------------------------------------------------

    Efecto 152:

    #dynamic 0x1B00000

    #freespacebyte 0xFF



    #org @Main

    jumpiftype 0x0 0xD 0x81D6F3A

    setbyte 0x2024D21 0x5

    goto 0x81D6F3A

    -------------------------------------------------

    Efecto 67:

    #dynamic 0x1B00000
    #freespacebyte 0xFF

    #org @Start
    attackcanceller
    attackstring
    ppreduce
    jumpifhalfword 0x0 0x20223EE 0x4E @StunSpore
    jumpiftype 0x0 0xD 0x81D83E8
    goto 0x81D77F9

    #org @StunSpore
    jumpiftype 0x0 0xC 0x81D83E8
    jumpiftype 0x0 0xD 0x81D83E8
    goto 0x81D77F9

    -------------------------------------------------

    Efecto 66:

    #dynamic 0x1B00000
    #freespacebyte 0xFF

    #org @Start
    attackcancelLer
    attackstring
    ppreduce
    jumpifhalfword 0x0 0x20223EE 0x4D @CheckType
    goto 0x81D73F7

    #org @CheckType
    jumpiftype 0x0 0xC 0x81D83E8
    goto 0x81D73F7

    -------------------------------------------------
    Ok, mira el problema es que no paralizador, somnífero, polvo veneno y espora hacen su función en el script pero si lo hacen onda trueno, trueno e impactrueno, se supone que tanto onda trueno como paralizador usan el mismo script bueno pues onda trueno si funciona pero paralizador no y por lo que vi en el script van a las mismas direcciones, entonces como podría solucionarlo si son las mismas direcciones pero en una si funciona y en la otra no.
    With the same offset the script works for the electric type movements but for the plant type it does not work, I mean thunder wave, thunder and lightning for the effects that have not paralyzed and updated with what you left in the move thread but as stunpowder and thunder wave use the same script both go to the same effect the only thing that changes is the one that goes to the bone type 0xc and 0xd but they still do not work, now if I put that thunder wave does not paraly the plants and the electrics in the It does not do it itself but since you left it does not work:

    jumpifhalfword 0x0 0x20223EE 0x4E @StunSpore
    jumpiftype 0x0 0xD 0x81D83E8
    goto 0x81D77F9

    #org @StunSpore
    jumpiftype 0x0 0xC 0x81D83E8
    jumpiftype 0x0 0xD 0x81D83E8
    goto 0x81D77F9


    I mean this
    jumpifhalfword 0x0 0x20223EE 0x4E @StunSpore
    jumpiftype 0x0 0xC 0x81D83E8
    jumpiftype 0x0 0xD 0x81D83E8
    goto 0x81D77F9

    I do not think it's a mistake because if it works with one but not with another, now both use the same offset look

    #dynamic 0x180000
    #freespacebyte 0xFF

    #org @Start
    attackcanceler
    attackstring
    ppreduce
    jumpifhalfword 0x0 0x2023D4A 0x4E @StunSpore
    jumpiftype 0x0 0xD 0x81D7E04
    goto 0x81D71E5

    #org @StunSpore
    jumpiftype 0x0 0xC 0x81D7E04
    jumpiftype 0x0 0xD 0x81D7E04
    goto 0x81D71E5
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