Visitor Messages

1 to 15 of 44
  1. Rukario
    August 31st, 2015 10:36 PM
    Happy Anniversary, Happy Anniversary, Happy Anniversary!
  2. kearnseyboy6
    December 21st, 2014 12:10 AM
    Hey dude.

    Here are some pretty cool offsets you will want:

    0xD1F340 - Your HP Box
    0xD11B84 - Your HP Box Palette
    0xD11B84 - Your Pallette for like the text, colours for HP (Green, red, orange)

    0xD1F604 - Enemy Box

    I can't really explain how replacing will go, it is extremely messed up as the text in the boxes contain their own background, so best of luck.

    If you get anywhere useful please let me know!
  3. AimayBee
    March 1st, 2014 5:16 AM
    Sorry for never answering but I haven't planned to go back and do any more but as a request I could do something quick if you still want it.
  4. ashgray14
    January 20th, 2014 4:35 PM
    could i be a beta tester
  5. acatfrommars
    December 15th, 2013 9:03 PM
    hey what's up? how're you doing tonight? :)
  6. Danny0317
    December 5th, 2013 7:54 PM
    I totally forgot about the school kid sprite, sorry, is it fine if I do it tommorow? (I started it, but I have to finish it)
  7. Velocity
    December 2nd, 2013 12:51 PM
    hey dude.. can you help me insert my new tiles if you find a bit of time? im trying to learn how it just isnt coming to me :( thanks if you can!
  8. Shiny Quagsire
    November 28th, 2013 8:31 PM
    Shiny Quagsire
    Yes, I do actually. I wrote a nice documentation on it in fact:
    It uses the game's basic animation system, so it's pretty simple. To extend the table, you can just repeat the same pointer as before for each new trainer sprite you're adding.
  9. MrDollSteak
    November 27th, 2013 10:27 PM
    Not everything from 900000 to 96FFFF is used, but thats the space I will utilise.
    907000 is eventually going to be used by further move effects and battle scripts.
    If you want to add anything new, start at 970000.
  10. MrDollSteak
    November 26th, 2013 2:24 AM
    Oh right! Uh yeah I guess applying my patch, and then putting JPans thing again, should be fine. I haven't tested that but I guess it makes sense. It's not just the deleting, if you have changed the map sizes and the map names it might prevent the thing from being read in advancemap. My recommendation would just be to start again, and copy the maps and things over into the new rom.
  11. MrDollSteak
    November 25th, 2013 10:01 PM
    I thought you said Jpan's Engine Patch was already on the rom?
    If you've changed maps or map names and pokemon names information etc.
    Then the hack won't be compatible with my patch at all.
  12. MrDollSteak
    November 25th, 2013 8:40 PM
    If you had not used Jpan's thing you could probably have used it.

    My patch only works with Jpan's engine if you apply my hack FIRST. Because my thing decapitalises the scripts, so because the scripts are removed and where they were is now code, bits of it will be overwritten with decapitalised words.
  13. MrDollSteak
    November 25th, 2013 7:14 PM
    What do you mean by offsets that are affected? The only things that are changed are moves, abilities, type information etc.
    Basically all the patch information is in the region 900000-96FFFF

    It doesn't change trainer or sprite offsets back to the vanilla ones, it just changes the default Fire Red text.

    Patches don't work by being able to choose where to put offsets, it would need a custom tool and would require a LOT of repointing even in the tool (which I wouldn't
    be able to program anyway) due to the nature of battle scripts and ASM abilities.
  14. MrDollSteak
    November 24th, 2013 6:51 PM
    Don't use Advance Trainer, use Jambo51's Trainer editor. It has a customisable ini.
    To make it work change the settings under BPRE in the ini to this:

    This is what your TrainerEditor config settings under BPRE should look like to make it work:

  15. L0RD G3NGAR
    November 24th, 2013 10:42 AM
    Alright, cool. Haha can't wait

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