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Showing Visitor Messages 61 to 75 of 1405
  1. BluRose
    November 12th, 2016 9:51 AM
    real quick question which you may or may not even know yourself; you may have not looked at it for a while
    does your battle-by-turn routine take out all of the old turn resolutions?
  2. BlackWhiteRobin
    October 29th, 2016 10:15 PM
    Figures, but before you replied, I have downloaded every single dump of FR available and tried it on each one. None worked. I also tried switching emulators thinking it might be the problem, still not. Oh well, I think it's time to give up on it. Maybe I'm just damned. Thanks for the time though. I appreciate it.
  3. BlackWhiteRobin
    October 29th, 2016 8:44 PM
    Hmm... What version of ROM are you using?
  4. BlackWhiteRobin
    October 29th, 2016 8:30 PM
    Python version 3.5.2. So should I send you a ROM instead?
  5. BlackWhiteRobin
    October 29th, 2016 3:51 PM
    Well, in fact I did but just to be sure, I did it again which ended up with the blackscreen problem again. If ever, here's a new patch again.
  6. BlackWhiteRobin
    October 29th, 2016 2:31 PM
    Hey FBI~ Umm... Since I re-downloaded and re-applied it, I am still having problems about the BW HP Bars thing (it now resets upon entering battle), I decided to send you a VM instead. If in any case you were interested, I made a patch here so you can check what idiocy I did. Or you can send me patch of the BW HP Bars so I can check myself what happened. Pretty please?
  7. BlackWhiteRobin
    October 22nd, 2016 11:03 PM
    Well, I managed to get rid of that error from earlier but something else popped up about the build directory not existing which I again fixed by copying the build.py from your FR Battle Engine thingy. But now, this error comes up.
    Where is: 8388608
    data is:
    Traceback (most recent call last):
    File "scripts//insert", line 142, in
    array.append(int("0x" + hex(last)[7:], 0))
    ValueError: invalid literal for int() with base 0: '0x'
  8. BlackWhiteRobin
    October 22nd, 2016 4:59 PM
    Hey FBI~!

    I think I did something wrong. Your BW HP Bars thing threw me this error:
    'OBJDUMP' is not recognized as an internal or external command,
    operable program or batch file.
    Traceback (most recent call last):
    File "scripts//insert", line 112, in
    offset = get_text_section()
    File "scripts//insert", line 40, in get_text_section
    out = subprocess.check_output(os.path.normpath("OBJDUMP -t build\linked.o"),
    File "C:\Python35\lib\subprocess.py", line 626, in check_output
    File "C:\Python35\lib\subprocess.py", line 708, in run
    output=stdout, stderr=stderr)
    subprocess.CalledProcessError: Command 'OBJDUMP -t build\linked.o' returned non-
    zero exit status 1
    What can I do about this?
  9. destinedjagold
    October 21st, 2016 5:05 AM
    Yeah, Google gave me that result, but I was looking for a discussion forum about it, and I couldn't find any...
  10. Dionen
    October 20th, 2016 7:16 AM
    duuuuuuuuude those hp bars
    i'll even change the battle backgrounds so they won't trigger anyone anymore
    thx <3
  11. Nex
    October 17th, 2016 5:14 AM
    may god bless you
  12. Lunos
    October 13th, 2016 11:56 PM
    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 ...
  13. Anthroyd
    October 2nd, 2016 2:09 PM
    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.
  14. Anthroyd
    October 2nd, 2016 12:33 PM
    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?
  15. Anthroyd
    September 29th, 2016 1:19 PM
    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.

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