Visitor Messages

1 to 11 of 11
  1. DrFuji
    December 4th, 2019 2:37 PM
  2. DrFuji
    October 28th, 2018 2:47 AM
  3. Enn
    June 26th, 2018 7:05 PM
    Thank you ^.^
  4. Enn
    June 24th, 2018 7:01 AM
    Oh that's very nice to know! Could you link it for me please? :)
  5. Enn
    June 22nd, 2018 9:55 PM
    Sorry for replying so late and Nah man, my pc kinda malfunctioned so my hack is on pause. But i wasn't able to fix that glitch, its a bummer!
  6. Delta231
    May 20th, 2018 7:37 AM
    Hey! You should update your compiler to Python 3.6.5 in your repo.
  7. Spherical Ice
    April 20th, 2018 1:45 AM
    Spherical Ice
    The benefit of pointing to an existing script is that ypu don't risk forgetting something, changes to how a move ends will be more consistent, and you save space by not recompiling the same code multiple times when you can simply reuse it. In terms of function, though, no, there's no real difference.

    Yeah, Gaia can be used as a ROM base provided you credit whoever I have and the other clause is I'm too lazy to share relevant. ini files haha

    But yeah, go ahead. fwiw a lot of those items' effects are documented here on PC.
  8. Skeli
    April 19th, 2018 1:40 PM
    Yeah it works just like BSP when adding new commands. I've done AI editing, just not in the version that's posted on PC.
  9. Skeli
    April 19th, 2018 4:30 AM
    Whoops, sorry about that. You're not doing anything wrong. When I made the program capable of compilation, it seems like I also broke the decompilation feature. I uploaded a new file that should allow you to decompile scripts properly.
  10. Spherical Ice
    April 19th, 2018 2:17 AM
    Spherical Ice
    Because the first one points to a battle script with the rest of the needed battle commands like attackcanceler and so on, whereas the second script already has some and just points to the final 'end' part of a battle script.
  11. Spherical Ice
    April 18th, 2018 1:35 AM
    Spherical Ice
    The 1Dxxxx ones are existing battle scripts which you should be able to take a look at if you decompile them in Battle Script Pro. If, for example, I wanted to branch to an existing move's effect, I would select that move and decompile it in BSP and then take its offset. I hope that explains it a little.

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  • About xizqu
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    Working on my rom hack.
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