miksy91 miksy91 is offline

Dark Energy is back in action! ;)

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Showing Visitor Messages 16 to 30 of 535
    September 15th, 2016 7:58 PM
    Hello miksy91! I played Pokemon Dark Energy again like I have finished it last year, now starting a new game. Aside from my Sandshrew learning Sharpen and Pikachu learning Jump Kick (which is dope), who are the other move tutors in the game, and which Pokemon are needed to know them (like in Ritch's case)? Also, may I ask an update on Beta 5? Thank you!

    My Current Team:

    Double Team
    Jump Kick

    Rock Smash
    Fire Blast

    Sand Attack
    Quick Attack
    Wing Attack

    Ice Punch


    Sand Attack
    Double Kick
  2. Maniac379
    September 10th, 2016 7:30 AM
    I used the wrong ASM code....I fixed it!!!! Wow that took sooooo much effort. I'm going to upload a new path for everyone to use.

    Thanks for nudging me along the whole time!
  3. Maniac379
    September 10th, 2016 7:18 AM
    That's really interesting with the randomizing you tried to do.

    You're right I had the wrong offset. I tried shortcutting rather than calculating myself but I looked at the wrong call jump for the offset. Mmm still doesn't work. I guess I didn't fully understand the fix. Funnily enough now the daycare pokemon show the same and defaults to bulbasaur....poliwrath defaults to going to ask someone who implemented the fix in crystal how much he had to change
  4. Maniac379
    September 8th, 2016 1:38 PM
    I changed:


    7B ld a, e
    CD 64 69 call ReadMonMenuIcon
    6F ld l, a
    26 00 ld h, 0
    29 add hl, hl
    11 74 6A ld de, IconPointers
    19 add hl, de
    2A ld a, [hli]
    5F ld e, a
    56 ld d, [hl]
    CD 74 6C

    to this:


    7B ld a, e
    CD A0 6A call

    CD 64 69 call ReadMonMenuIcon
    6F ld l, a
    26 00 ld h, 0
    29 add hl, hl
    11 74 6A ld de, IconPointers
    19 add hl, de
    2A ld a, [hli]
    5F ld e, a
    56 ld d, [hl]
    CD 74 6C

    And now the Poliwrath outside Celadon PokeCenter is invisible? I didn't change any code other than moving it

    Is there a tutorial somewhere to editing ROMs with Gameboy Assembly Editor?
  5. Maniac379
    September 7th, 2016 7:22 PM
    Thanks for hooking me up with IPS Peek. So I've watched the first ASM video, helpful at the beginning and the rest is good for me to come back to if I need it.

    I've been digging in the code of the sprite patch and comparing everything to find out what to change. I think I've found that if I add 3 hex values I can fix it. Strangely the glitch currently isn't even all that repeatable but nonetheless. There is not enough room to add in the code I need to...I do not know how to edit with Gameboy Assembly it possible to insert the code and push everything else back? Or copy/paste the code in someway?

    Edit: This would probably break a couple of jumps/calls though so damn......
  6. Maniac379
    September 5th, 2016 4:19 PM
    The original link was broken I used the sprite patch link later on:

    You mentioned that the patch didn't work 100% properly due to wrong addresses...the patch I linked seems to work for me. It changes the sprites. Unless you mean not properly referring to the glitch I was asking about, where overworld sprites will change if party is checked...i.e. the poliwag in Celadon turns into a Skiploom.

    What is an IPS Peek? Is this something specific? Can you see what changes a hex patch can make by just having the patch file? I see rom banks 0x5/23 are not normally blank so be hard to see the changes just by comparison of a dark energy file and my own file. I do not know where the sprite patch above adds in the sprite data/changes any code
  7. Maniac379
    September 1st, 2016 1:05 PM
    Ooo I agree that hacking the minisprites can be a good intro to learning asm, I'll rewatch the video tonight hopefully and get a start on it. (I'll be away the whole weekend (US Holiday) and get back to it next week either way, lot of stuff for me to dig into here!)
  8. Maniac379
    September 1st, 2016 1:02 PM
    Ok I can buy the intuition for CSUBP. And yes you're right except The east connection of Fuchsia city goes through a gate so I decided to look at the west connection which is a very similar set up. I followed through to get the correct numbers from Fuschia City to Route 18 on my own and most of vice versa. I listed below the numbers from JohtoMap and the // lines are my handwork to match the numbers. You'll notice that for the Y-alignment value and for OMDL I had to use different values of the Y movement of Connection Strip to make the values match. I did not have this problem doing the opposite connection. This is where I am confused.
  9. Maniac379
    August 31st, 2016 4:37 PM
    "I applied the minisprites routine the way it is, but hacked the routine that loads the image of a person event depending on the picture number. The routine in my hack works so that if I set the picture number of a person event to be of type 1xxx xxxx (= highest bit is 1, and thus byte value 0x80 or larger) it loads an image of a pokemon instead of a normal person event. I don't remember what (if anything) I did with the daycare but that also works properly in DE. I do have some notes lying around of these changes though and making them is similar (if not identical) in Gold although I'm hacking Silver."

    Could you take a look around for those notes?

    Thanks for all the continued help!
  10. Maniac379
    August 31st, 2016 4:00 PM
    I understand the connection from Fuschia City to Route 18, but not the other way around. In one instance it looks like the Y movement of connection strip in blocks should be -7, and in the other case -3....I also don't really follow how it chose CSUBP

    Dest. Bank: 17
    Dest. Map: 5
    Width: 20
    Height: 14
    X Alignment: 0
    //East: 0
    Y Alignment: 14
    //West/East: (Y_movement_of_connection_strip_in_blocks * -2)
    //(-7)(-2) = 14
    OMDL/Current Map Position: C70D
    /East: C6FD + (Width of Origin Map + 6) * (Y Movement of "Connection Strip" + 4)
    /C6FD + (A+6)*(-3+4) = C6FD + (10)(1)
    CMPDL/Window: C71B
    //South/East: C707 + [Width of connected map]
    //C707 + 14 = C71B
    CSUBP/Pointer to "Connection Strip"s Upperleft Block (Connected Map): 6641
    //X: 0, Y, 4 in connected map
  11. Maniac379
    August 31st, 2016 5:50 AM
    Yeah you're scripting youtube videos/guides were amazing.

    You're right about connecting maps, I didn't adjust the other maps sizes. I figure it'd be easier to connect a new map than extend the current one. I took a shot at it but it doesn't work right. I am trying to connect my map which is 14Wx28H to the East of Route 32 (a new waterway connecting Route 32 with Cherrygrove. I want to start the map connection at the top of the mountain tile on Route 32, Y:12.

    I used JohtoMap to calculate the last value...considering I got -24 though I didn't know what to do. I think initially my question was if the width in this case was actually the height? In the example I saw it was a North connection (Your example).

    Dest. Bank: 10
    Dest. Map: 1
    Width: 10
    Height: 28
    X Alignment: (10*2) - 1 = 19
    Y Alignment: (0-12)*(-2) = 24
    Current Map Position: C6FD + (A+6)*(0-C+4) = C67D
    Window: C706 + 2*A = C71A
    Pointer to "Connection Strip"s Upperleft Block (Connected Map):

    Dest. Bank: 25
    Dest. Map: 7
    Width: 14
    Height: 28
    X Alignment: 0 = 0
    Y Alignment: (12-0)*(-2) = -24
    Current Map Position: C700 + (E+6)*(C-0+3) = C82C
    Window: C707+E = C715
    Pointer to "Connection Strip"s Upperleft Block (Connected Map):
  12. Nex
    August 30th, 2016 3:24 PM
    ah thats nice to hear haha
  13. Maniac379
    August 29th, 2016 6:12 PM
    So messing with map connections/ there apparently a limit to how large a map can be? If i extend Route 32 at all it seems to break the map
  14. Maniac379
    August 29th, 2016 1:53 PM
    (I love how easy JohtoMap makes editing, I might have question or two about connecting maps w/o warps but we'll see if I can figure it out. I saw a lot of posts on this but it still confused me a bit)

    Anyway I'm going back and looking about originally when I asked you about changing the HM routines and also the bag capacities. I guess I'm going to need to learn some ASM. I get scripting but asm just looks like a mess of letters to me. Any reccomendations? I was looking around the ROM for 16 xx, as you mentioned that checks for Surf (39) and it seems there is a lot of 16 xx in the ROM Bank. Not all of them are HM moves either, things like Blizzard and Psybeam...this was at a glance look.

    I did check out your Super Onix video and it is super cool, I really need to play your hack!

    In the meantime while I try to learn more ASM and figure out the connecting maps without relying on warps...

    There was a patch that Chamber posted to accommodate 255 pokemon sprites in your party but it had a side effect glitch of changing overworld pokemon sprites if you opened your party while on the same map or something. It appears they posted a fix for it for Crystal asm....Not even knowing the offsets in Gold can you help me make the changes to the patch that will work?
  15. Nex
    August 28th, 2016 5:58 AM
    ah ok haha, the ping pong one is easy to remember!
    I knew it! Is skeetendo still a active forum? (I don't check often)

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