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  • hi umm well i saw ur tutorial for Item Creation in fire Red i have one question can u give me like a commands list for the items effect like a life orb for example a command that decreases ur health and boosts ur pokemon power who holds it
    hi umm well i saw ur tutorial for Item Creation in fire Red i have one question can u give me like a commands list for the items effect like a life orb for example a command that decreases ur health and boosts ur pokemon power who holds it
    Sorry, idk why I put faceplayer there, it's a trigger event, not a person/signpost.

    The routine I used was the one in your post here. Unless of course I've completely misunderstood and that routine was for something separate?
    Alright, so what I did was assemble the asm code, inserted it at free space (82b270), went to 3A7310, replaced the second pointer at that offset to my asm code (70 b2 82 08), saved my ROM, and in a script I put:

    #dynamic 0x800000

    #org @start
    lock
    faceplayer
    cmda6 0x1
    release
    end

    I put 0x1 as I assume 0x0 would be Slot 0. When I step on this tile, however, the game freezes.
    Hey, could you help me out with your cmda6 research? I'm not exactly sure how to get it functioning. What I've done is compiled the ASM, called it in a script and then tried, using the same tile numbers etc., but it didn't seem to work...I know I'm missing something, haha.
    I'm sorry, but i just saw your doubt with 02024029... That offset is the number of pokemon you have in party at the moment (special 0x83 uses it, it is actually named count_pokemon in Knizz IDA database).
    Hope it helped.

    Just a sidequestion:
    Whats exactly the memory adress for the flags and vars? Its saveblock1 + ????
    And a byte is 8 flags, so a var should be 16 flags, right?
    ~Sonic1
    Hey David, I really want to thank you. For what? Scripting help? Yes, but I REALLY want to thank you for that "multimsgbox" ASM routine. I'm using it, see?
    I get how you use the uncompressed picture thing, but could you give me a example script please, maybe for pokemon 252 (FC) Thanks mate :).
    Oh, thanks! So, do I put that just plain like
    #removeall 0xWWXXYYZZ
    and then hit compile?
    or do I have to actually put it in a script, like
    #org 0xWWXXYYZZ
    #removeall 0xWWXXYYZZ
    and then compile.

    I'm sorry for asking, its probably the obvious answer (first one) but I just want to make sure. I don't like making assumptions about things that I'm not completely familiar with.
    Yo David, I got some Q's for you to A. only if ywt. i cant force ytda, its a free country here. just like how im free to abbreviate wiwt. air? lol. i hope you can understand tmc.
    *ahem* anyways.
    Is there a way to MAKE free space in a rom? (specifically Fire Red) Like, lets say I write a 24 byte script in XSE (just an example of course), and compile it, then assign it to a script in AMap.

    1. If I delete the script from a-map, the bytes from that offset are still being used, right?

    2. when i erase everything in the script except for #org 0x________, compile, then decompile, it goes back to the full script. Is there a way to REMOVE the script so it doesnt sit wasting space?
    You'd need to take the original ASM I wrote, find the proper offsets in Emerald

    What do you mean with that? Location doesn't matter, I thought.
    On a side note, do you have AIM, Skype, or any im'ing thing, because it'd be much easier to ask stuff
    It's cool.
    But no, in fact, I'm not even using Firered. Sounds dumb, except I used the logic that Firered and Emerald should really not be that different in regards to their actual commands. Possibly with the addition of JPAN's hacked engine, maybe they are. I don't know the reason, honestly. (Nor do I have time to learn, either, I'm learning Java, so kind of staying off programming besides that) Sorry for not being too useful here xP
    You never replied. I suck at ASM, and ask a ton of questions, but no one else really used your ASM afaik :x
    Oh, well wouldn't this mean they are still usable? I would just have to account for this bit of information and use only the flag or the variable equivalent, but not both, in my scripts.

    Also, is this overlap consistent? That is, do flags 0x900-0x1500 correspond with the bytes in vars 0x4000-0x4600? If so, it would just mean I would have to avoid using this range of variables in my scripts.
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