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  • Action was taken as the thread was already closed back then in 2016 because of another theft. That is usually what we do, and ban repeat offenders. I'm not currently moderator of that section anymore, but if you like I will request the original post be deleted so that the sprites won't show up anymore.
    Almost finished man, also added Spanish support and fixed some other bugs with loading indexed images. Just finishing up the fixer program and then I'll upload it.
    Make sure that all locations of pointers are aligned to 4, meaning they must end in a 0, 4, 8 or a C. If not, then it is not a pointer. Due to the way 32bit numbers are read by the gba, pointers (which are 32bit numbers) have to begin on byte locations that are divisible by 4. Also, are you using the exact same rom as I was?
    Good, I nailed my pre-calc and political science with a 92 and 98, respectively, and I got a B+ on my band exam (I was having a really tough time with my scales that day). I just have my health exam on Monday and I'm free.^.^
    1) There is a tutorial, it is in that nice ReadMe file that no one ever reads.

    2) Jambo51 is making a trainer editor. Though he is having problems with loading images (which he may have solved by now, I dunno) I did ask him to include this in his tool. He said that he would like to, but he doesn't know if he will. Don't bug him about it.

    3) Thanks man, it will take a while, but it will be well worth it.

    4) Go for it, possibly super useful.:)

    ----

    -Definitely something that needs to be looked into, people wanted to add more types even before the fairy type was announced.

    -While doing research on the Follow Me routine, Jambo found that early in development, RS was planned to have diaganol movement, but it was cut late in development. He found this because the movement table had twice as many entries as the one he thought he was looking for. More proof in the Sumo Guy OW in RS that never appears in the game, but whose frames show diagonal steps. Eventually, I would like to have this resurrected as it most likely exists in FR and E also. Could prove to be super awesome.

    -Your English is far better than most people, so don't apologize.:P

    Thanks bro, see you later!
    Unfortunately, my exams start next week, so I won't be doing too much research right now. NSE can be configured to work with my OW hack (which is completely finished). Right now, I'm working on my hack (http://www.romhackersonline.com/social/pages/173) and my main research project is creating particle effects for move animations (http://www.romhackersonline.com/social/discussions/thread/225/creating-new-particle-effects/). I remember that we were discussing adding more trainer sprites last time, and if you want to continue looking into that, we can.
    I was able to point them all towards a new trainer sprite table. However, I need to find all of the limiters in order to expand the table.
    I looked into expanding the number of trainer sprites on my copy of Ruby. I found that there is at least 6 pointers to the sprite bank and that there deffinately is a limiter byte. Each pointer appears to belong to a different routine. I know that one belongs to a regular battle, another belongs to the routine which loads the pre-battle mugshots, and one more belongs to the routine which loads your trainer card sprite. I don't know about the rest. Most likely, they are the hall of fame routine and the other three types of battles.

    If this is true, then it means that there will be just as many limiter bytes as pointers (one per routine) at least. This is deffinalely not as easy as I thought it would be.
    I'll look into it. I have JPAN's source code from the hacked engine, I know that there is a bad offset in the tool, but in the patch it works, so maybe I can find the correct offset.
    Yes, but this requires a lot of ASM. You see, the routine which loads the OWs only loads one byte for which OW number it is loading, making the max FF(255). JPAN (in firered) forced the routine to load two bytes and therefore increased the limit to 65000 or FFFF. We can try to port over his changes but it will be really tough.
    Most image and palatte data in the game is set up the way you specified, but thanks for consolidating it in one area.

    Also, OWs numbers are only one byte, and therefore can only be 255 or FF at max. On firered this can be hacked through JPAN's engine, but this has yet to be ported to another game.
    Ohhh, your hack looks nice!

    Now, on my tutorial, are you talkng about how you can only go to 240 without breaking secret bases, or how you can only have 255 at max? The fix for the 240 one is almost done on Ruby, and Emerald should be very simillar.

    I like the trainer sprites option:). That shouldn't be too difficult. Would you mind doing some searching to see if there is a long buried thread about it?
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