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Showing Visitor Messages 1 to 15 of 28
  1. AkameTheBulbasaur
    August 16th, 2016 6:20 PM
    AkameTheBulbasaur
    Great! I'm glad to have been of help!
  2. AkameTheBulbasaur
    August 16th, 2016 1:33 PM
    AkameTheBulbasaur
    It's doing that because I was stupid and accidentally made the Dark Check branch to itself.

    So it technically wasn't hard crashing, it was just doing the same thing over and over and soft locking it.

    Either way I fixed it so that it branches to the next check. I updated the previous post.
  3. AkameTheBulbasaur
    August 16th, 2016 10:09 AM
    AkameTheBulbasaur
    Okay, so I figured out something pretty big. The routine that you used and then modified seems to have been an earlier version or something, because the StoreType piece of it uses different registers than the working versions I used.

    Yours uses r9 and mine uses r10. There's also other discrepancies but I won't go into them.

    I just copied your extended abilities into the working version of the Aerilate routine. This should work, so just assemble this instead of the old one and hopefully it'll work.

    Spoiler:
    .text
    .align 2.text
    .align 2
    .thumb
    .thumb_func
    .global typechangeabilities

    BufferAbility:
    mov r0, r6
    add r0, #0x20
    ldrb r1, [r0]

    NormalCheck:
    mov r0, r10
    cmp r0, #0x0
    bne NormalizeCheck

    FightingCheck:
    cmp r1, #0xC1
    bne FlyingCheck

    Fighting:
    mov r0, #0x1
    b StoreType

    FlyingCheck:
    cmp r1, #0xB9
    bne PoisonCheck

    Flying:
    mov r0, #0x2
    b StoreType

    PoisonCheck:
    cmp r1, #0xC2
    bne GroundCheck

    Poison:
    mov r0, #0x3
    b StoreType

    GroundCheck:
    cmp r1, #0xC3
    bne RockCheck

    Ground:
    mov r0, #0x4
    b StoreType

    RockCheck:
    cmp r1, #0xC4
    bne BugCheck

    Rock:
    mov r0, #0x5
    b StoreType

    BugCheck:
    cmp r1, #0xC5
    bne GhostCheck

    Bug:
    mov r0, #0x6
    b StoreType

    GhostCheck:
    cmp r1, #0xC6
    bne SteelCheck

    Ghost:
    mov r0, #0x7
    b StoreType

    SteelCheck:
    cmp r1, #0xC7
    bne FireCheck

    Steel:
    mov r0, #0x8
    b StoreType

    FireCheck:
    cmp r1, #0xC8
    bne WaterCheck

    Fire:
    mov r0, #0xA
    b StoreType

    WaterCheck:
    cmp r1, #0xC9
    bne GrassCheck

    Water:
    mov r0, #0xB
    b StoreType

    GrassCheck:
    cmp r1, #0xCA
    bne ElectricCheck

    Grass:
    mov r0, #0xC
    b StoreType

    ElectricCheck:
    cmp r1, #0xCB
    bne PsychicCheck

    Electric:
    mov r0, #0xD
    b StoreType

    PsychicCheck:
    cmp r1, #0xCC
    bne IceCheck

    Psychic:
    mov r0, #0xE
    b StoreType

    IceCheck:
    cmp r1, #0xAF
    bne DragonCheck

    Ice:
    mov r0, #0xF
    b StoreType

    DragonCheck:
    cmp r1, #0xCD
    bne DarkCheck

    Dragon:
    mov r0, #0x10
    b StoreType

    DarkCheck:
    cmp r1, #0xCE
    bne FairyCheck

    Dark:
    mov r0, #0x11
    b StoreType

    FairyCheck:
    cmp r1, #0xB7
    bne BirdCheck

    Fairy:
    mov r0, #0x12
    b StoreType

    BirdCheck:
    cmp r1, #0xCF
    bne LightCheck

    Bird:
    mov r0, #0x13
    b StoreType

    LightCheck:
    cmp r1, #0xD0
    bne ChaosCheck

    Light:
    mov r0, #0x14
    b StoreType

    ChaosCheck:
    cmp r1, #0xD1
    bne MysticCheck

    Chaos:
    mov r0, #0x15
    b StoreType

    MysticCheck:
    cmp r1, #0xD2
    bne Return

    Mystic:
    mov r0, #0x16
    b StoreType

    Boost:
    push {r0-r1}
    mov r0, r8
    mov r1, #0xA7
    mul r0, r1
    lsr r0, #0x7
    mov r8, r0
    mul r7, r1
    lsr r7, #0x7
    pop {r0-r1}
    b StoreType

    NormalizeCheck:
    cmp r1, #0x61
    bne Return

    Normalize:
    mov r0, #0x0

    StoreType:
    mov r10, r0
    ldr r0, .ChangeTypeLoc
    ldr r1, [r0]
    add r1, #0x13
    ldrb r2, [r1]
    cmp r2, #0x0
    bne Return
    mov r2, r10
    strb r2, [r1]

    Return:
    ldr r0, [sp, #0x4]
    ldrh r0, [r0, #0xA]
    str r0, [sp, #0x18]
    ldrh r0, [r6, #0x2E]
    cmp r0, #0xAF
    bne NoEnigmaBerry
    ldr r1, .return
    bx r1

    NoEnigmaBerry:
    ldr r0, .return2
    bx r0

    .align 2
    .ChangeTypeLoc: .word 0x02023FE8
    .return: .word 0x0803ED87
    .return2: .word 0x0803EDA1
  4. AkameTheBulbasaur
    August 16th, 2016 8:55 AM
    AkameTheBulbasaur
    I assumed so but you never know. I'll get back to you once I've tested it.
  5. AkameTheBulbasaur
    August 15th, 2016 10:50 PM
    AkameTheBulbasaur
    What program are you using to patch? My ups patcher doesn't have ignore or ask options.

    I thought to ask which version you had because it might explain why the Store Type part isn't working even on a clean ROM.
  6. AkameTheBulbasaur
    August 15th, 2016 10:32 PM
    AkameTheBulbasaur
    I got an invalid checksum when I tried to patch it. Which version of Fire Red did you use? (I'm assuming 1.0 but I could be wrong)
  7. AkameTheBulbasaur
    August 15th, 2016 8:39 PM
    AkameTheBulbasaur
    Maybe? You didn't change it when you expanded the routine, so maybe something else you added messed with it? If I had a patch of your ROM I could see for myself. Might be easier to have another brain looking at it.
  8. AkameTheBulbasaur
    August 15th, 2016 6:12 PM
    AkameTheBulbasaur
    It changed the type on my end, so I'm not too sure why it didn't work even on a clean ROM.
  9. AkameTheBulbasaur
    August 15th, 2016 11:43 AM
    AkameTheBulbasaur
    I tested the original routine (not the modified one you had) and the ability buffer works like it should.

    All you did in the expanded routine was add more ability checks, so I doubt it's that. Maybe it's the special split? You said it wasn't Doesnt's, do you know whose it was? Maybe they changed different bytes.
  10. AkameTheBulbasaur
    August 15th, 2016 6:45 AM
    AkameTheBulbasaur
    Okay, that's all right. It's kind of overwhelming at first. I'm going to test it today and see what's up with it. Mind sending me a patch of your ROM so I can see if it's different?
  11. AkameTheBulbasaur
    August 14th, 2016 9:35 PM
    AkameTheBulbasaur
    You have a couple options. The first is to ask Mr.DollSteak himself, since it is his routine and would know more about it than me. Your other option is to use some sort of debugging tool (I personally use No$GBA's Debug Version) and set a breakpoint at 0x3ED7A (where the routine hooks off of). Then go into a battle, use a Normal Type move, and then follow where 3ED7A branches to (which should be where you inserted the routine). The first three lines are what is important. Pay attention to what values should be in which registers (the r0 and r1 in the routine). My guess is that there is something wrong with that.

    Now, the second one is obviously a lot more work, but it should get you somewhere. I'll have to test it sometime tomorrow and see if I can find anything. That way we'll know if it's the routine itself or if something you added earlier is changing it.
  12. AkameTheBulbasaur
    August 14th, 2016 1:00 PM
    AkameTheBulbasaur
    Hmm... What index number did you make the new abilities? Can I see the expanded code that you used?
  13. AkameTheBulbasaur
    August 14th, 2016 6:57 AM
    AkameTheBulbasaur
    What exactly did you do when you inserted the -Ate Ability routine? I don't know exactly what to do with the buffer part but I can try to help you figure it out.
  14. BluRose
    July 29th, 2016 10:26 PM
    BluRose
    yes.
    check my syntax
    when loading an address using ldr or a variant (ldrb, ldrh, etc), it should be "=(0x2[address])" instead of whatever it is. if that doesn't work, i'll try a few things later today when on comp
  15. BluRose
    July 29th, 2016 8:53 PM
    BluRose
    hi amigo, on 2ds
    if there is anything mentioning .thumb on the very top, delete it. .thumb, .thumb_func, whatever. then try compiling <3

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