BlackWhiteRobin BlackWhiteRobin is offline

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Showing Visitor Messages 31 to 45 of 215
  1. Itachi
    November 29th, 2015 6:29 PM
    Hey bro, I was surfing around in research and devolopment when I came acros with a thread about changing the number of letters an atack can have, the thread was made by touched, it might help
  2. DraconianWing
    November 29th, 2015 6:25 PM
    I haven't tested the FR ones though. They should make the following textboxes like so:
    The opposing [Pokemon] planted its
    The opposing [Pokemon] cut its own HP
    and laid a Curse on [player's Pokemon]!
    Both should be able to fit onto the screen even when the opponents name is at max length (10 characters). Can you confirm that it works?
  3. DraconianWing
    November 29th, 2015 6:06 PM
    Hey Robin, I've discovered that the lengthening of battle strings by replacing "Foe" with "The opposing" will result in some dialogue becoming too long and printing off-screen. My post at the RnD thread has been updated with some fixes for EM. If you're not busy, can you help me iron out some more side-effects like this for FR?
  4. Itachi
    November 27th, 2015 11:10 PM
    Yes, both would be awesome, tho that would mean alot more work
  5. Itachi
    November 27th, 2015 9:29 PM
    Yes thats ok, atleast there are less names to cut. BTW sorry if I havent made any good aports to the project, my PC is broken but I am getting a new PC soon!
  6. Itachi
    November 26th, 2015 3:00 PM
    Btw Happy thanks givings
  7. Itachi
    November 26th, 2015 2:59 PM
    Well I think english is the best way to go, but you shouldnt add the word JUTSU on the attack name.
    Fire Ball
    Shadow Clone
    Water Dragon
    Explosive Clone
    Shadow Posetion
  8. Itachi
    November 18th, 2015 6:33 AM
    Well tbh you should add them, I am not a fan of kimimaro or the sound 4 but alot of people are fans of them
  9. DraconianWing
    November 17th, 2015 6:31 PM
    Amazing, thank you so much!
  10. Itachi
    November 17th, 2015 4:53 PM
    I cant bealive I forgot that, Bro btw are you planing on adding characters like Shisui?
  11. DraconianWing
    November 17th, 2015 1:42 PM
    Thanks a lot I'll be updating my post right away!

    Also, if you can confirm the FR offsets I put on my first post that would be great. I don't mainly hack FR, so I found them by searching the text strings (but not testing)
  12. Touched
    November 17th, 2015 10:10 AM
    Yeah I'm working on another project with FBI atm, so I haven't done any work on Megas in a while. I might decide to go back and fix it at some point, but only after this current project is stable.
  13. Itachi
    November 17th, 2015 8:21 AM
    Well I think that the idea of having lvl 25 as the max level is a really good idea, it also helps like for boss battles, Example: if you fight Madara in the Game he could be like lvl 35, since he is really OP in the anime, I dont know if I expresed myself clearly
  14. Itachi
    November 15th, 2015 4:31 PM
    Bro any updates or news on Pocket Ninjas?
  15. Touched
    November 15th, 2015 12:44 PM
    You have to change that and specify the offset in the python script by doing ./ --offset 0x800000.

    Kleenexfeu did some subset of what I did in ASM, but he is insane. I prefer doing C because it's just easier to work with. I realise my method is probably a bit more difficult to insert, but I plan to make it better sometime in the future. The scripts really help me work because once they're set up I don't have to bother reinserting everything, I just hit a button on my keyboard to rerun the compile and insert scripts. Porting kleenexfeu's stuff back to FR is probably going to be a nightmare, you'd have to find the equivalent place in FR for each of his routines, and then change all the addresses to their FireRed equivalents. Also, I don't really see the point in redoing the work again. It would be easier just to write some C code that works for both games.

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