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miksy91 miksy91 is offline

Dark Energy is back in action! ;)

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Showing Visitor Messages 31 to 45 of 540
  1. Maniac379
    August 31st, 2016 5:50 AM
    Yeah you're scripting youtube videos/guides were amazing.

    You're right about connecting maps, I didn't adjust the other maps sizes. I figure it'd be easier to connect a new map than extend the current one. I took a shot at it but it doesn't work right. I am trying to connect my map which is 14Wx28H to the East of Route 32 (a new waterway connecting Route 32 with Cherrygrove. I want to start the map connection at the top of the mountain tile on Route 32, Y:12.

    I used JohtoMap to calculate the last value...considering I got -24 though I didn't know what to do. I think initially my question was if the width in this case was actually the height? In the example I saw it was a North connection (Your example).

    Dest. Bank: 10
    Dest. Map: 1
    Width: 10
    Height: 28
    X Alignment: (10*2) - 1 = 19
    Y Alignment: (0-12)*(-2) = 24
    Current Map Position: C6FD + (A+6)*(0-C+4) = C67D
    Window: C706 + 2*A = C71A
    Pointer to "Connection Strip"s Upperleft Block (Connected Map):

    Dest. Bank: 25
    Dest. Map: 7
    Width: 14
    Height: 28
    X Alignment: 0 = 0
    Y Alignment: (12-0)*(-2) = -24
    Current Map Position: C700 + (E+6)*(C-0+3) = C82C
    Window: C707+E = C715
    Pointer to "Connection Strip"s Upperleft Block (Connected Map):
  2. Nex
    August 30th, 2016 3:24 PM
    ah thats nice to hear haha
  3. Maniac379
    August 29th, 2016 6:12 PM
    So messing with map connections/ there apparently a limit to how large a map can be? If i extend Route 32 at all it seems to break the map
  4. Maniac379
    August 29th, 2016 1:53 PM
    (I love how easy JohtoMap makes editing, I might have question or two about connecting maps w/o warps but we'll see if I can figure it out. I saw a lot of posts on this but it still confused me a bit)

    Anyway I'm going back and looking about originally when I asked you about changing the HM routines and also the bag capacities. I guess I'm going to need to learn some ASM. I get scripting but asm just looks like a mess of letters to me. Any reccomendations? I was looking around the ROM for 16 xx, as you mentioned that checks for Surf (39) and it seems there is a lot of 16 xx in the ROM Bank. Not all of them are HM moves either, things like Blizzard and Psybeam...this was at a glance look.

    I did check out your Super Onix video and it is super cool, I really need to play your hack!

    In the meantime while I try to learn more ASM and figure out the connecting maps without relying on warps...

    There was a patch that Chamber posted to accommodate 255 pokemon sprites in your party but it had a side effect glitch of changing overworld pokemon sprites if you opened your party while on the same map or something. It appears they posted a fix for it for Crystal asm....Not even knowing the offsets in Gold can you help me make the changes to the patch that will work?
  5. Nex
    August 28th, 2016 5:58 AM
    ah ok haha, the ping pong one is easy to remember!
    I knew it! Is skeetendo still a active forum? (I don't check often)
  6. Nex
    August 27th, 2016 3:13 PM
    ah ok haha yes I saw lots of this in-game stuff that you can do with glitches like ping pong and so!
    Nice to hear that you have a good job as software developer and that it makes you better at hacking :)
    If I remember correctly youre also on right?
    I have honestly no idea what to say to such a huge reply, so unexpected haah
  7. Nex
    August 26th, 2016 2:56 PM
    not sure if this is accurate but something tells me that youre a romhacking legend lol
  8. Bulbadon
    August 26th, 2016 2:10 PM
    Can I post your information in the Research & Development section? Someone might be able to do more with it or someone might know more.
  9. Bulbadon
    August 26th, 2016 2:04 PM
    Alright. Thank you for the help!
  10. Bulbadon
    August 25th, 2016 2:55 PM
    I saw that you hacked Dragon Ball Z: Buu's Fury before. I'm just curious on how you did it.
    Hex editing or something else?

    It's fine if you don't want to share how you did it.

    EDIT: I saw that you put out your research in the thread but I VMed you anyway because the links are broken.
  11. Maniac379
    August 25th, 2016 3:33 AM
    Nvm it saved Ilex forest sprite lol
  12. Maniac379
    August 25th, 2016 3:32 AM
    Scratch that about Route 20/Silver Cave, it was the previous mistake you mentioned of JohtoMap listing more sprites than possible so I had to change a different Sprite. Ilex forest is supposed to have access to all sprites, I'm trying to use one of the outside Daycare sprites but it doesn't save.
  13. Maniac379
    August 24th, 2016 6:55 PM
    This is so weird. I'll open bank properties, change a sprite number, click ok, save it. I'll reload the ROM and it sets my change, even if it changes the pallette choice! Worked the first time on Route 10 but will not work outside Silver Cave, Route 20, or in Ilex Forest.
  14. Maniac379
    August 24th, 2016 5:16 PM
    Oh wow! I actually did not know that connected maps shared a sprite set so that is very very good to know!

    I was having a little trouble following the whole explanation for the trigger table options but kept wondering why you didn't just say to repoint the table elsewhere to expand it. A trick that seems to work well for expanding anything else. I then got to the part about needing the trigger flag stored in the RAM and now I understand. This extra step with editing the RAM Map is not something I have heard about much in my learning so far....This kind of blending into the RAM map for the item storage. We can't edit the RAM map because that is generated by the ROM...I mean we can edit the RAM map but it would only work on your copy and not if somebody else took up the game. So I'll have to find where the game accessess/writes these parts of the RAM?
  15. Maniac379
    August 24th, 2016 3:34 AM
    So if I looked at the bank properties of Ilex Forest and the does not match up whatsoever with the sprites that are actually on the map. The map header script is 00 00

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