TrollandToad.com

ghoulslash ghoulslash is offline

Visitor Messages

Showing Visitor Messages 1 to 14 of 14
  1. Delta231
    3 Weeks Ago 9:58 PM
    Delta231
    Hey! Are u on discord? Revamped MRDS rombase seems a good idea.
  2. colonelsalt
    September 10th, 2017 2:07 PM
    colonelsalt
    That's really clever. (Was wondering what good a "mov r8, r8" could possibly be doing...) The issue happens in wild and trainer battles both, so a simple battle check branch won't quite do it.
    But thanks so much for the in-depth pointers and explanations, man. :D I will keep fiddling along those lines, and will no doubt stumble on a fix somewhere.
  3. colonelsalt
    September 8th, 2017 5:55 AM
    colonelsalt
    Hmm... That routine doesn't seem to matter, and I don't think there's any issue with the tool's application of the routine (it's identical to JPAN's source).
    I can't say I'm perfectly confident with the workings of the VRAM, but I've tried playing around with your code. When I remove your "player pal fix section" (i.e. remove the branch to "Other" if loading frames 1-4), the problem disappears (but obviously the wrong player palette is shown for frames 1-4). What exactly is your extra branch changing? Might it be related to the palette of HP bars?
  4. colonelsalt
    September 7th, 2017 2:35 PM
    colonelsalt
    May or may not be reassuring.
    I used JPAN's Hack Applier tool, so my backsprite switch routine is at 0x172C9C, and so there was no routine 0xB0 steps down to repoint (original routine was surrounded by a block of freespace).
  5. colonelsalt
    September 7th, 2017 12:42 PM
    colonelsalt
    Pretty bizarre. Don't know if a temporary variable is changed from using the PC that affects battle palettes, because the change seems to persist until the game is reset (demo).
  6. colonelsalt
    September 7th, 2017 12:32 PM
    colonelsalt
    Ah! Found a bug in your routine after all. Whenever I use the PC and then return to battle, the HP bars of both Pokémon change to red for every frame of the backsprite animation after the first. Should be simple enough to reproduce.
    Do you have a suggestion for a fix here?
  7. Nisarg
    September 6th, 2017 9:20 AM
    Nisarg
    Add me, I go by Kira and pic is white letter k on black...
    I need your help!
  8. Nisarg
    September 6th, 2017 8:17 AM
    Nisarg
    By what name do u go there?
  9. Nisarg
    September 5th, 2017 8:56 AM
    Nisarg
    Alright!
    I'll add you!
    I am seekiñg help from asmers....
    Hehe...
  10. Nisarg
    September 4th, 2017 2:52 PM
    Nisarg
    Hey!
    Are you on discord?
    Add me if u r.
  11. colonelsalt
    August 31st, 2017 5:33 PM
    colonelsalt
    Dude, I'm eternally grateful. Your fix for JPAN's backsprite switch has really saved my hack from probably weeks of delay. I don't know where I would have even begun without finding it. Thanks so much, and keep up your ASM-ing!
  12. Touched
    May 2nd, 2017 9:53 AM
    Touched
    I haven't tried it, but the npc_change_sprite function in there changes the palette, so you should be able to use one of those (either pal_path_for_npc or npc_load_two_palettes__and_record). Is that code 100% working? I want to edit my post so other people don't have the same issues.
  13. Touched
    April 30th, 2017 5:31 AM
    Touched
    Sorry for the late reply. You aren't using it incorrectly, my code is just incorrect. Try this instead (I messed up some of the registers).

    Spoiler:

    .align 2
    .thumb

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

    ldr r4, variables

    @@ Determine npc state id from person id
    ldr r3, saveblock1_mapdata
    ldr r3, [r3]
    ldrb r0, [r4] @ person/local ID from var 0x8000
    ldrb r1, [r3, #5] @ current map
    ldrb r2, [r3, #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

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

    call_via_r5:
    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
  14. FBI
    April 2nd, 2017 6:59 AM
    FBI
    Sorry for the late reply. Glad you managed to fix it :)

About Me

  • About ghoulslash
    Gender
    Male ♂

Statistics

Total Posts
Activity by Forum
Visitor Messages
Blog
General Information
  • Last Activity: 11 Hours Ago 7:40 PM
  • Join Date: March 11th, 2016
  • Referrals: 0

Friends

Showing Friends 1 to 2 of 2

All times are GMT -8. The time now is 7:36 AM.