MrDollSteak

Formerly known as 11bayerf1

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  1. Trainer 781
    June 17th, 2015 5:27 PM
    Trainer 781
    Actually, the old switch-in system sets up a status word of x200 for the pokemon with a switch-in to prevent the switch-in ASM from looping.
    But the routines for status in the table 48F88 require the status word to be x0. Because of the status word being set to x200 the pokemon with switch-in were not being affected by Spore.

    Yes there are only 2 tables for berries IIRC.
  2. Trainer 781
    June 17th, 2015 4:06 AM
    Trainer 781
    Yes that is used by the seteffect commands and I found the fault in Jambo's old switchin system by debugging this routine.
  3. Trainer 781
    June 17th, 2015 3:02 AM
    Trainer 781
    Yeah, I was making the Life Orb Effect by hooking it with Shell Bell and it was part of that command.
    The command is present in Status moves too, but there is code present to detect whether a move is damaging one or not (or the damaging move was unable to cause damage).
  4. kleenexfeu
    June 16th, 2015 12:28 PM
    kleenexfeu
    Thanks that's great !
    Be sure I'll look into that
    My main problem was the pokemon that is buffeted by the changements of stats, I couldn't find the bank when the animation/message is played. Do you recall what I did for changing ONLY the buff ? At that place the good bank is loaded, but it's not in the routines where I hooked in your thread. That was actually my problem : loading the good bank, did you find a good bank in that routine (08048F88) ?
  5. Touched
    June 16th, 2015 6:28 AM
    Touched
    Ah. Well, there is something else incredibly wrong. I replaced tackle's animation with a pointer to this script, and it doesn't seem to work. I hear a sound now (the hit sound), but it still does the "Unsupported BIOS function 7f called from 083ae0b0 ...". Here is the current ASM script form: http://hastebin.com/yubuxetaye.avrasm
    Any ideas?
  6. Trainer 781
    June 16th, 2015 6:27 AM
    Trainer 781
    On further research, the 'end move' things are executed by the cmd 49.
    It is present in most of the battle scripts that terminate by using 'goto 1d694e'. The script at x1d694e has cmd 49.

    The second table for the bl is also called by this command.
  7. Touched
    June 16th, 2015 4:00 AM
    Touched
    Well, "anim_rainbow_y + (0xFA << 24)" is a trick. I noticed that it the offset ended in 02 instead of 08 (I assumed it was not in the RAM, since your instructions didn't include anything like that). Since the assembler can't do 24 bit offsets, only 32 bit addresses, I added a large number (0xFA left shift 24) to overflow the 08 into becoming 02. I'm wondering if the function I use to play the animation is causing trouble, because I replaced those bytes with shorts and changed the 28s before XX and ZZ to be 27 and it still gives the BIOS error. I inserted the rest of the animation and nothing seems to work, even if I disabled some parts. I'm gonna insert the animation as an attack (like you did) and see if that works.
  8. Trainer 781
    June 16th, 2015 1:33 AM
    Trainer 781
    Hey, I actually found the proper way to make Oran Berry activate at the 'end of move' as opposed to end of turn. There are two tables in the bl at '1BC68', one at '1BE34' and second at '1CA64'.

    The first table is responsible for activating berries at the 'end of turn' and the second one is responsible for activating berries at the 'end of a move'.

    Oran Berry and other HP restoring berries have an entry (corresponding to particular ASM code) in the first table but not in the second one, whereas the 'status curing' berries have entries in both the tables hence can activate at the end of a move.

    In order to activate Oran berry at 'the end of a move', the second table should also have an entry for Oran Berry as well and ASM code dedicated for it.
  9. Touched
    June 15th, 2015 8:25 AM
    Touched
    Hey, thanks for the animation - it looks great!
    I've been having a bit of trouble inserting it however. I want to incorporate it into my current build script, which means writing it in ASM. I seem to have worked most of it out, and it looks right after assembling but it gives me some crap about an unsupported BIOS function if I try run it. I haven't expanded the particles table, I've been hoping to use some random particle effects as placeholders, but I can't seem to get past the "Charge Rainbow Particles" part. Can you take a look and see if I'm doing anything blatantly wrong? http://hastebin.com/aquxerokun.avrasm

    Thanks
  10. Lance32497
    June 14th, 2015 3:08 PM
    Lance32497
    Just asking,
    have you found a way to fix the day care bug?
  11. FamiliaWerneck
    June 10th, 2015 7:47 PM
    FamiliaWerneck
    Got it.
    If you want help with something, got any ideas, or want to implement stuff that is already around...
    I may be new here, but I can still help with something, perhaps.
  12. Touched
    June 10th, 2015 5:12 PM
    Touched
    Okay, well let me know. It shouldn't take me longer than an hour. Come onto the IRC when you can and we can talk about specifics.
  13. FamiliaWerneck
    June 10th, 2015 9:02 AM
    FamiliaWerneck
    What are you planning to add? Do you want help with anything? I'd love to help. =P
  14. Touched
    June 10th, 2015 5:45 AM
    Touched
    Sadly, I don't think Serebii is much better than Bulbapedia, I'll have to check though. In that list I linked last message, Showdown does seem to know when/how moves are learned. They're labelled a bit strangely ("6L046" seems to mean learned by level up at level 46), but at least they're formatted in sort of JSON so I don't have to scrape it. It also seems to list egg moves, tutors, etc.
  15. FamiliaWerneck
    June 10th, 2015 3:12 AM
    FamiliaWerneck
    Thanks bro. That did help. Guy confirmed the fix for it.
    I'll test if I need it later.
    Just out of curiosity, are you planning on making another update on that Rombase?

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