Visitor Messages

1 to 15 of 218
  1. Buffel Saft
    September 26th, 2021 1:31 PM
    Buffel Saft
    Hey, it's neither, just RNG. If you're using save states to reset them then it's a lack of RNG caused by that.
  2. Delta231
    June 26th, 2018 6:19 AM
  3. Le pug
    June 12th, 2018 6:05 PM
    Le pug
    hey i saw your spriting abilities in the forums. was wondering if you're up for spriting some fakemon for me with the concept art i have. willing to commission you :]
  4. Trainer 781
    August 27th, 2017 8:17 AM
    Trainer 781
    1. Yeah, I'm currently working on them.
    2. Yeah Battle Engine Upgrade only works in r45. Whereas pokeruby requires r47.
    I'll tell you on discord on how handle these/
    3. I have your discord handle. I'll reach you out.
  5. Navenatox
    August 27th, 2017 4:11 AM
    Well yeah I kinda did haha. At first I didn't feel like digging into all the researching and debugging another time, but as I saw how Emerald seemed to gain so much popularity due to Egg's battle engine, I kinda started to feel like I needed to react to that and port it to Emerald, so people don't have to choose between the battle engine and the palette engine.
  6. Navenatox
    August 24th, 2017 12:29 PM
    Assuming that Emerald handles palettes similarly to FireRed, you'd have to find the equivalent routines to the ones that I hooked and change the hooks accordingly, however there's quite certainly more to it than that. It's also worth noting that there's no need for you to do that research, as I'm planning to do it myself next month. :) Unless you really want to do it.
  7. MrDollSteak
    June 26th, 2017 4:12 PM
    Well I've finished Gen 1-4 Pokemon data. In terms of Pokemon sizes in the pokedex, dex descriptions, abilities , sprites and their positioning, etc. Can't say for Gens 5-7 because I haven't finished all the sprites yet. In terms of helping pop message me on discord.
  8. Trainer 781
    June 26th, 2017 7:52 AM
    Trainer 781
    yeah sure
  9. Trainer 781
    June 26th, 2017 3:16 AM
    Trainer 781
    MrDS is working on the data. He might know about the time it takes. You can start working on Item Data if you want.
  10. DizzyEgg
    May 10th, 2017 2:15 AM
    Did I really forget to mention how to use that? Damn, my bad.

    You can do it the way you said, so go into the file and modify the table directly there

    The table gets built either way if you set the eevee table to true, so you can edit it after compilation using a hex editor. The offset for the table is in the offsets.ini file.
  11. BluRose
    November 24th, 2016 5:18 PM
    ok so ruby things
    [bpoint] in hex: 03 48 29 18 1A E0
    .align 2

    bpoint: @2028C
    ldr r0, =(0x0001600F)
    add r1, r5, r0
    b 202C8

    mov r0, #0x5
    strb r0, [r1]
    ldr r0, =(0x02024BEC)
    str r2, [r0]
    b 20996

    pop {r3-r5}
    ... and more that probably doesn't matter to us

    just a little update. did a quick little disassembly of the routine referenced in andrea's asm, and it's literally just three commands leading to another 5 commands leading to another routine that looks like it's a "main" portion of a routine

    EDIT: searching for the main routine leads to a VERY VERY common routine style used or something. it's used 37 times with the exact same bytes prior to its occurrence at 08020996 in ruby; the 37th occurrence in fire red is like somewhere in the early 08010000's
  12. BluRose
    November 19th, 2016 1:28 PM
    check out vba's disassembly view. it's actually better because we have the idb for fr~
    (i don't have computer access atm or i'd attempt it myself ahaha)
  13. BluRose
    November 18th, 2016 12:35 PM
    i'm largely jumping to conclusions here but
    try 21CCE as the branch to the asm routine (00 4A 10 47 XX XX XX 08)
    21C3A - 02 21
    21D70 - 01 20

    asm routine at XX XX XX
    NOTE: incomplete, i haven't managed to find the equivalents for the first two addresses
    .ALIGN 2

    PUSH {R0-R7}
    MOV R0, #0xB6
    MOV R1, #1
    CMP R0, #1
    POP {R0-R7}

    MOV R2, #1
    AND R2, R0
    CMP R2, #0

    LSR R0, R0, #1
    STRB R0, [R1]
    LDR R1, = 0x08 /*axve: 0x0802028D*/
    BX R1

    POP {R0-R7}
    LDR R1, = 0x08 /*axve: 0x080202A1*/
    BX R1

    PUSH {R0}
    LDR R0, = 0x080EDD29 /*axve: 0x080A92D5*/
    MOV R11, R0
    POP {R0}
    BX R11
  14. DizzyEgg
    November 13th, 2016 2:15 PM
    Nope. I'll add them later among other features one can choose to include or not.
  15. Blah
    October 29th, 2016 9:43 PM
    1636 - Pokemon Fire Red (U)(Squirrels).gba

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