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DoesntKnowHowToPlay DoesntKnowHowToPlay is offline

Tiny Umbrella with Lots and Lots of Good

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Showing Visitor Messages 106 to 120 of 170
  1. ~Ɓαitøt~
    March 7th, 2014 12:03 PM
    Sorry to bother you again, but I forgot to ask you something. You also know ASM, right? Because recently I myself learned.
    But now, I do not know how to value what I learned.
    Would you have little exercises or something like that to offer me, please?
  2. Tetra
    March 7th, 2014 7:13 AM
    Hmm.. I have no idea why. I'm using a fresh save, and I'll try it a few times to see if the criticals break again.
  3. ~Ɓαitøt~
    March 7th, 2014 2:01 AM
    Oh no, I didn't think. I'll let you know and thank you!

    EDIT : Thank you very very very very very very very very much : it works !!
  4. HidoranBlaze
    March 6th, 2014 5:56 PM
    Hey Doesnt
    I'm just curious, how did you manage to find all those offsets for Firered for expanding the pokedex? I know you probably did some ASM stuff, but did you use a debugger or something like that? The reason I'm asking this is because I'm trying to hack the Emerald pokedex, although the structure is different, so it's going to be hard. (Well my main goal is to expand the regional pokedex, not the national dex really, so it might not be as hard, but still).
  5. ~Ɓαitøt~
    March 6th, 2014 5:59 AM

    I am a French hacker. I managed expander number of Pokémon and their Dex entries in a totally different way from you. But against, I have a problem when I capture a new Pokémon without seeing or capturing former, the game starts to crash after it is written "" buffer's data add into the pokedex "(Literary Translation French ). And when I see a Pokemon, then I catch a new Pokémon, after it is written "buffer's data add into the pokedex" (Literary Translation French), his entrie the dex is that of the old Pokémon that I view.
    So I ask myself a question: Can you test to see if you too this bug occurs or if it's just me
    who forgot to do something?

    Therefore, I started to write an ASM routine to ensure that these Pokémon are already captured after the Ball was "emprisoné" but it would be long enough to finish; 649 Pokémon ≈ 81 bytes = 8 bytes Pokémon = FF combinations of different Pokémon by various bytes = 255 for use in the ASM code label. Otherwise, I may have another idea but I expect you to answer me to see that.

    Thank you and excuse me for my english!
  6. Tetra
    March 3rd, 2014 9:47 AM
    Here's the patch of my ROM which has expanded mon on it. It's a little glitchy with the maps, though.
  7. haven1433
    February 22nd, 2014 4:26 PM
    Fascinating! I haven't learned to use a GBA debugger yet, so I guess that's next on my list if I plan to get any good at this. Thanks for the tip!

    I guess Surf ended up being a bad example. I had actually searched for it by looking for scripts with an "if koga's badge" condition, similar to the Cut, Strength, and Rock Smash scripts. Going back and searching for the string again, I found the pointer quickly and from there was able to make the change I wanted. Silly me, I must've just typed in the search wrong last time I tried. Either way, thank you for your help in this matter. I understand that you're busy and probably only do this as a hobby, so I really appreciate you taking the time to help out the new guys.
  8. haven1433
    February 22nd, 2014 11:34 AM
    Great, that's exactly what I needed! I found a 5 byte diff that did the trick starting at x1D8727. Thanks for your help!

    On a more general note - how were you able to find that? I'm still new to pokemon hacking, so I've only used a few of the Advance series tools. I do have some programming knowledge, so Hex and pointers are no biggie for me. I noticed there is no pointer leading to the offset you gave me. What tool do you use to learn interesting ROM locations like that? Or is there just a knowledge base somewhere online that has scripts and ASM offsets learned from trial and error?

    There are other changes I'd like to make that don't seem to have a pointer associated with them. For example, the "Cut" script has a pointer and can be easily found and modified, but I'm not able to find the "Surf" script as nothing seems to point to the water text: "The water is a dyed a deep blue". But instead of asking about each of these individually, I'd be interested to know where I can go to learn how to better search for these things.
  9. haven1433
    February 22nd, 2014 9:11 AM
    Hello! I looked at your Yet Another Fire Red Hack, and I noticed you were able to force the battles into "Set" mode - I couldn't switch pokemon between KOs. Any chance you could share a link or tip on how you did that? It seems like a useful piece of code, but I can't seem to find it anywhere.

    Thanks for your contributions to the community!
  10. Germaniac
    February 5th, 2014 12:12 AM
    i'm trying to create a move that never loses its pp, what do you thin is the best way?
  11. Germaniac
    February 4th, 2014 9:36 PM
    where is it located? (sorry i'm new in asm hacking)
  12. Germaniac
    February 4th, 2014 6:19 PM
    hey is it possible to prevent spite from reducing pp of a specific move without preventing the spite itself?
  13. Leafbarrett
    January 31st, 2014 6:27 AM
    So... basically I'm SOL because nobody else knows where these pointers are either. No I'm not going to be able to find the one that matches 0x2023DCC (determines outcome of move), you underestimate how retardedly incompetent I am with ANYTHING related to hexadecimal or assembly (also I don't even understand what you were saying for that). If people who aren't as stupid as me can't find it, how am I supposed to? (Or do people just hate Emerald so much that they don't want to bother looking?)
    The reason I'm not using BSP is because it doesn't have the required pointers either and I have just as much luck reading the raw hex as I do reading a battle script (not hyperbole).
    And what of effects with no battle script anywhere in the resource topic, like Frost Breath and your Hammer Arm? I can't NOT use the hex for those.

    The most I can manage is identify a couple of pointers. I think.
    1D6947 = 2D8A47
    1D695E = 2D8A5E
    That's as much as I recognize.

    If you want to know what I mean by incompetent:
    While trying to get these moves to work, I somehow, without ever touching it directly, managed to turn the "stat lowered" animation pointer (literally the one used for when a stat gets lowered) into the Bite animation pointer.
  14. Leafbarrett
    January 30th, 2014 5:36 PM
    Remember me? I, um, could really use some help with Emerald editing... I can't get any pointer (including the ones that should match Fire Red's perfectly, unless there's some magical thing that no tutorial has ever mentioned) to make the effects work right, and I don't even know what the hell's going on in your Hammer Arm script because half those pointers aren't mentioned in any tutorial whatsoever.
  15. ~Ɓαitøt~
    January 28th, 2014 7:59 AM
    Excuse me for not answering you but my computer was broken.
    My hard drive is no longer usable for the moment I can not test what you advised me. But I will as soon as I can.


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