JPAN JPAN is offline

pokemon rom researcher

Visitor Messages

Showing Visitor Messages 16 to 30 of 65
  1. knizz
    January 5th, 2012 7:29 AM
    knizz
    Please contact me. (IRC/PM/email) I have so much information to share. Also, I found two of your wanted offsets: http://www.pokecommunity.com/showpost.php?p=6745465&postcount=12
  2. jota_rdk
    November 23rd, 2011 8:50 AM
    jota_rdk
    Hey, Could you help me with your engine?
    I want to insert the change backsprite routine in my rom, but I don't know how to do it.
    Please, Can you help me? :D

    PS: Sorry, I am spanish and my english isn't very good... xD
  3. link12552
    November 15th, 2011 3:08 PM
    link12552
    I should ask you this:
    I'm working on a newer OW editor for NSE 2.X, but I'm missing some info on a couple pointers and bytes in the OW header.

    Here's what I know/ask:

    There are 32 bytes that make up a sprite, or at least its properties.

    Bytes 0-1 are the starter bytes (0xFF and 0xFF)
    Byte 2 is the palette index
    Byte 3 is ALWAYS 0x11 Why?
    Bytes 4-5 have something to do with OW type or size, any idea?
    Bytes 6-7 are the frame size
    Bytes 8-11 are size Width and Height
    Bytes 12-15 have something to do with palette loading, any ideas? These have to be adjusted to reflect palette changes, but I don't know why.
    Bytes 16-19 are the first pointer, to what? what is the loaded info doing?
    Bytes 20-23 are the second pointer, again to what and why?
    Bytes 24-27 are a pointer that has something to do with animation, again what's at this pointer and what is it doing?
    Bytes 28-31 are the third pointer, pointing to the pointers to frames in the frame list.

    Is there a table of the number of frames for each OW...
    -or is it just a matter of what movements are applied to said OW during a script?

    How are animations stored? Where is the data that shows what frames to load for each movement?
    (In NSE [classic] I stored all the "anim-pointers" and would allow you to change the OW pointer, but I don't know WHAT its pointing to)

    I really hope you can help, I don't want to have to revert to the same nasty code that was in NSE [Classic] (lots of guessing),
    and I want to make a super-powerful OW editor that anyone can use...

    -Thanks in advance
  4. EdensElite
    November 13th, 2011 7:21 AM
    EdensElite
    Hey, I've used your emgine, but not quite good enough yet to understand...well, any of it :L. I was wondering how you would you the uncompressed pucture thing in a script to show a pokemon.
  5. DemonParia
    October 5th, 2011 4:04 AM
    DemonParia
    Didn't you make a patch that cleaned out all of the Nintendo scripts that was a base for your Hacked Engine patch?

    Is it still floating out there in the great unknown? :c
  6. masterquestmq
    July 14th, 2011 8:48 AM
    masterquestmq
    Just like to thank you for all your work, especially ur FR hacked rom engine, UR an asset to this community
  7. Gamer2020
    July 14th, 2011 2:49 AM
    Gamer2020
    Hi I just saw you came back. Your research on items has helped me to create items for emerald thanks. Do you maybe have MSN?
  8. FlameShocker
    April 9th, 2011 9:04 PM
    FlameShocker
    Your work is great. I learned a lot of things from your THUMB document.
  9. Crimson Stardust
    November 14th, 2010 7:27 PM
    Crimson Stardust
    hey japan, someone told me you're going to make a hack engine for emerald? is that true?
    I am using emerald atm, since i find it much better then others..lol
  10. Orinjmate
    November 11th, 2010 9:55 AM
    Orinjmate
    Hey JPAN. Would you happen to know what the best variables are to use for scripts and level scripts in Emerald?
  11. mindfreak
    September 22nd, 2010 2:56 AM
    mindfreak
    Hey, Jpan
    I'm having a problem with your engine.

    When I try to use the ''More overworld palette function'' there are only a few slots that work.

    0 Works but messes up the Hero sprite (Like expected)

    AWorks
    B Works
    E Works only after you press start go to a menu en go back out... (+Messes up the D/N system)
    F Same as E

    The other palettes don't change so I can only use 2 slots.
    For something I want to do I need 9 slots, can you help?
  12. Micael Alighieri
    September 4th, 2010 10:36 AM
    Micael Alighieri
    I hope you could help me (adding new OverWorlds is a very important thing for me), but I will not bother if you're busy :(:'(
  13. Sora's Nobody
    September 3rd, 2010 8:04 AM
    Sora's Nobody
    Goodday. So im looking through your ASM tutorial and im just at the point were you tell us to download devkit arm. So i tried. but no i just get some folders and i dont get and .exe files to open the development software
  14. Nurse Barbra
    August 22nd, 2010 4:43 PM
    Nurse Barbra
    hey Jpan. Im researching on implementing the battle tower in firered, and my conclusion was that your hacked engine was the answer. But the problem is that when i want to implement more than 2 options, (using " 0x0 0x0 0x26 0x0") I get the vending machine options. anyway to get around this?
  15. altariaking
    August 16th, 2010 6:25 PM
    altariaking
    Dude, I think I love you now.

About Me

Statistics

Total Posts
Activity by Forum
Visitor Messages
Blog
General Information
  • Last Activity: July 2nd, 2016 8:05 AM
  • Join Date: December 31st, 2008
  • Referrals: 6

Friends

Showing Friends 1 to 5 of 5

All times are GMT -8. The time now is 8:43 PM.