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Showing Visitor Messages 16 to 30 of 1351
  1. Dionen
    October 20th, 2016 7:16 AM
    Dionen
    duuuuuuuuude those hp bars
    i'll even change the battle backgrounds so they won't trigger anyone anymore
    thx <3
  2. Nex
    October 17th, 2016 5:14 AM
    Nex
    may god bless you
  3. Lunos
    October 13th, 2016 11:56 PM
    Lunos
    Was it really that hard to just leave the BW HP Boxes insertion as simple as "download master folder, slap dem ROM and execute X command on the CMD and voila!"? </3 ...
  4. Anthroyd
    October 2nd, 2016 2:09 PM
    Anthroyd
    Thank you. I really feel like I should learn ASM and how all of that works so I can be more independent when it comes to this kind of intricate work.
  5. Anthroyd
    October 2nd, 2016 12:33 PM
    Anthroyd
    Background: When the player fights a trainer and loses, the trainer's flag remains cleared. When the player fights a trainer and wins, the trainer's flag is set. I often use the checktrainerflag command to determine if the player won or lost some past battle.

    Problem: After 2 hours of attempts, I've come to realize that your ASM routine actually sets a trainer's flag regardless of whether the player won or lost the battle. This is bad, since I can no longer act on the result of a trainer battle.

    Question: To your knowledge, is there any way to know if the player won or lost a battle after returning to the overworld? Possibly a byte I could reference?
  6. Anthroyd
    September 29th, 2016 1:19 PM
    Anthroyd
    I'm very glad that trainerbattle 0x1 continues upon loss when using this. Clears my worries that the player will just be left with a fainted party, haha.
  7. Anthroyd
    September 29th, 2016 1:08 PM
    Anthroyd
    Ahh no I completely forgot that line existed! I didn't understand what it meant at first so I guess I just forgot about it.

    By the way, what does that mean? ^_^
    Are you saying to add the 00 00 00 00 pointer to the end of the table?

    EDIT: Yes, that's what you're saying. Thanks for your assistance!
  8. Anthroyd
  9. Anthroyd
    September 29th, 2016 10:12 AM
    Anthroyd
    Changed to 0x8FFFA00, recompiled, reinserted at same offset. Unfortunately nothing changed. :/
    Is there maybe supposed to be more to the routine table? It's literally four bytes long.
  10. Anthroyd
    September 29th, 2016 8:04 AM
    Anthroyd
    Hi there,

    I've implemented the "Prevent Loss" ASM routine, but I've run into an issue.
    When a battle commences, the game freezes at the point I've screenshoted in the spoiler guards below:
    Spoiler:

    I'm not sure why this is happening. I'll give you as much information as possible about how I inserted each routine and their pointers.

    The main Battle Routine By Move ASM was compiled and inserted at: 0xFFFF80.
    The ".word 0x[pointer to routine table]" was replaced with: 0xFFFA00.
    The bytes at offset 0xE2E0 were changed to: 00 4D 28 47 81 FF FF 08.
    The "Prevent Loss" ASM was compiled and inserted at: 0xFFF900.

    At offset 0xFFFA00 (the routine table mentioned earlier) exists the bytes: 01 F9 FF 08.
    This reverse hex is the pointer 0xFFF901, which is supposed to correspond with 0xFFF900 which is where I inserted the "Prevent Loss" ASM.

    Clearing flag 0x2FC nullifies the ASM as expected, and setting it causes the game to freeze (with the music still playing).
  11. Shenron
    September 26th, 2016 8:29 AM
    Shenron
    he hasnt quit, he'll be back eventually
  12. Shenron
    September 26th, 2016 6:18 AM
    Shenron
    oh ok

    im gonna take my goodies back then
  13. Nex
    September 26th, 2016 5:13 AM
    Nex
    damn that would be very nice of you
  14. Shenron
    September 26th, 2016 12:55 AM
    Shenron
    *bad boys
  15. Nex
    September 25th, 2016 8:13 AM
    Nex
    for a newb like me it would be xD

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  • About FBI
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