MrDollSteak

Formerly known as 11bayerf1

Visitor Messages

661 to 675 of 923
  1. SenShinai
    August 6th, 2014 3:03 PM
    SenShinai
    Hi, I played your rom hack.

    The best rom hack I ever played, I loved everything. I read the thread and I noticed that last uptade dated back to May 2013, I suppose you stopped developping your game, but I saw no message in the thread except the one of admin saying you asked to close.

    So just to know did you stop developing the game?

    Thanks for reading and one more time I congratulate you for your rom hack it's a very good one.


    PS: Sorry if you have trouble to understand my message, I'm French so it's quite hard.

    Thanks.
  2. GOLDstandard
    July 20th, 2014 8:44 PM
    GOLDstandard
    Cant wait to see them
  3. GOLDstandard
    July 20th, 2014 8:44 PM
    GOLDstandard
    :D
  4. GOLDstandard
    July 20th, 2014 6:04 PM
    GOLDstandard
    do you think you'll be able to use it?
  5. GOLDstandard
    July 20th, 2014 11:55 AM
    GOLDstandard
    hey
    Did you see my dedenne sprite and reject it? If so, what should I do better for the next time?
  6. CosmicBlazer
    July 20th, 2014 11:29 AM
    CosmicBlazer
    Sorry to bother you but do you have icons you created from gen 4 and 5 just wondering?
  7. ~Anbuja
    July 20th, 2014 7:03 AM
    ~Anbuja
    Yeah uni kills us all lol.

    So I've found the move effect table, and re-repointed it, and replaced the pointers to the new move effect table.

    So now do I have just to copy these offset codes from the 4th&5th gen move dev thread, paste them into free space, write that offset down. Go to the new move effect table remove 5f861d08 from the move effect table at the end, put there the new move effect offset, and add 5f861d08 after it and done?

    If I do that and replace say tackle to test the effect, the ROM crashes in the intro.
  8. Seth1353
    July 20th, 2014 1:15 AM
    Seth1353
    Awesome bro. Really keen to see you do mega swampert.
  9. Seth1353
    July 19th, 2014 11:44 PM
    Seth1353
    Ah thats okay then. best of luck with the sprites
  10. Seth1353
    July 19th, 2014 5:15 PM
    Seth1353
    The Primal Groudon sprite wont post on your 64x64 sprites post but can i post it as a vm? :)
  11. ~Anbuja
    July 19th, 2014 9:40 AM
    ~Anbuja
    Oh yeah dayum why didnt I think of that sooner just to check the old tables and where theyre pointing now :\

    Anyways thanks man, whats have you been up to?
  12. ~Anbuja
    July 19th, 2014 5:41 AM
    ~Anbuja
    Uhm yeah, it is quite some time since I've hacked and now I'm trying to find where I left, and its going pretty well.

    But I have a problem that is not letting me move on, and its the move effect table, Ive expanded it last time wrong, because I didnt put free space after it for new move effects. And I kind of lost where the tables are, and I dunno how to find the tables now (The doesntknowhowtoplay tutorial of expanding move tables etc).

    Do you have a idea where to start to find them again lol, and how to put them into that program that lets you edit them, since I've switched PC's.
  13. ~Anbuja
    July 18th, 2014 7:36 AM
    ~Anbuja
    Yo whats up!

    You have to help me LOL
  14. Tlachtli
    July 17th, 2014 10:45 AM
    Tlachtli
    I basically just tacked a "does target have sturdy" check onto the calculatedamage routine, and if so it branches to a short asm method. It checks a) if the target is at full health (current hp >= max hp), and if so b) if the damage to be dealt >= target's max health. If so, it just overwrites the damage byte with (target's max hp - 1) and prints out the Endure message.

    You can add Multiscale the same way. If the target's hp >= max hp, do a [lsr #0x1] on the damage byte to divide it by two.
  15. joltjolteon
    July 16th, 2014 10:11 PM
    joltjolteon
    Thanks, i will!

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  • Last Activity: March 16th, 2023 12:18 AM
  • Join Date: December 8th, 2008
  • Referrals: 8

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Awarded: January 16th, 2015 3:05 PM
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Awarded: January 2nd, 2016 7:01 PM