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  1. Touched
    December 3rd, 2014 10:29 AM
    Touched
    Check my oak tutorial codez :P it loads multiple OAMs. I can't really remember how to do it in ASM, but it's a pain
  2. chrunch
    December 3rd, 2014 12:51 AM
    chrunch
    number is 161, the pokemon is sentret.
  3. DarkenedEclipse
    December 2nd, 2014 5:36 PM
    DarkenedEclipse
    Alright :) ill let ya know
  4. DarkenedEclipse
    December 2nd, 2014 4:54 PM
    DarkenedEclipse
    Oh, alrighty :) Thank Ya!:) you've been a great help to the community
  5. DarkenedEclipse
    December 2nd, 2014 3:37 PM
    DarkenedEclipse
    Hey FBI, you seem really knowledgable in ASM, and I was wondering how you got a grasp onto it? Can you point me in the right direction somehow?
  6. Christos
    December 2nd, 2014 2:34 AM
    Christos
    Only if he slides in the middle of the battle. Otherwise, you will be the champion's signature pokemon, a Fierce Bouncy Igglybuff.
  7. Red John
    December 1st, 2014 9:28 PM
    Red John
    Can i see the compiled version of the modified evolution routine please?
  8. BLAx501!
    December 1st, 2014 12:08 PM
    BLAx501!
    I forgot to ask you something else xD. Have you ever tried this: http://www.pokecommunity.com/showpost.php?p=7526770&postcount=303 ??

    You told me that knizz had already discovered that, but I tried to follow the instructions without getting anything correct...

    I have problems here:

    [0x0800C4C4]=0x08056645
    What should I write on that memory address? The byte that is on 08056645 or maybe I should write directly 056645... I'm definetely not getting that

    Also the part that involves the name of the player

    [0x08054A70]=name of the player
    After this you provide a large list with all the possible names for the character, both boy and girl, but I'm not sure how to make one preset. What should I write on that adress in order to get for example name Taylor 081C57A2 : TAYLOR. Maybe the HEX values for each letter of the name, a pointer to that address.
  9. BLAx501!
    December 1st, 2014 11:22 AM
    BLAx501!
    Nice, so combining the silent evolution method with the Pokemon Party Item Check you can also do restricted evolutions...
  10. Xela
    December 1st, 2014 10:51 AM
    Xela
    bby i need u
  11. BLAx501!
    December 1st, 2014 10:46 AM
    BLAx501!
    Changing sprite without changing dex number? Umm, for form changes like Rotom and Arceus I would just do a silent evolution. It's an index change really. Technically it's a new Pokemon with a new type and same base stats. You can modify your Pokedex not to display it. This is also something that requires an expanded Pokedex/Pokemon inserted which is something I don't have readily available. So because it can be achieved by clever manipulation, I won't be doing this.
    But is it possible to choose Pokemon that have an index number on the extended Pokedex??

    I mean, if I have Yveltal with index 455, could I still do the Silent Evolution method?? The modified one
  12. BLAx501!
    December 1st, 2014 8:35 AM
    BLAx501!
    With the routine I can choose from one of the evolutions the Pokemon already have or can I evolve it to any Pokémon, that could be the problem with my script too. I din't set an evolution for Squirtle to Blastoise directly
  13. BLAx501!
    December 1st, 2014 7:40 AM
    BLAx501!
    I've done that and it compiled correctly. Now the problem is that when I try to use it, the game freezes. Here's the script I've made:

    Spoiler:
    #dynamic 0x800000

    #org @start
    faceplayer
    checkflag 0x200
    if 0x1 goto @alreadyEvolved
    msgbox @st1 0x6
    setvar 0x8001 0x0
    setvar 0x8002 0x9
    callasm 0x800121 ' I inserted it on 800120, so to call it is this, isn't it?
    setflag 0x200
    release
    end

    #org @alreadyEvolved
    msgbox @st2 0x6
    msgbox @yesNoBox 0x5
    compare LASTRESULT 0x1
    if 0x1 goto @evolSquirtle
    msgbox @st3 0x6
    release
    end

    #org @evolSquirtle
    msgbox @st 0x6
    setvar 0x8001 0x0
    setvar 0x8002 0x7
    callasm 0x800121
    clearflag 0x200
    release
    end

    #org @st1
    = I'm going to make your Squirtle to\nevolve to Blastoise using the\lSILENT METHOD.

    #org @st2
    = Do you like your new and gorgeous\nBlastoise?

    #org @st3
    = Okay, just tell me if you change\nyour mind

    #org @st4
    = Well, that's all. If you want\nBlastoise back just let me know.

    #org @yesNoBox
    = Do you want to become a cute\nSquirtle again?


    The game freezes just after the first sentence...
  14. BLAx501!
    December 1st, 2014 6:44 AM
    BLAx501!
    Also, I was trying to compile the ASM code you made for Christos for silent evolution, but when I try to compile it, it says this:

    http://gyazo.com/3b8a01d34995eb625220e4b9b88ba688

    I think is something involved with .VAR or with .StaticEvolve
  15. BLAx501!
    December 1st, 2014 6:20 AM
    BLAx501!
    Oooooh, it was that xD. Well it's all about optimizing space. For example I just want to have stored 6 Pokemon, and each time I change teams I get the ones stored, so it would fit with just 7 slots. If I have 6 Pokemon in my team and 6 stored I just have to store the first one of the team on that free slot, and then take from the storage the first and placing the Pokemon I placed on the 7th place on the 1st place of storage, isn't it??

    Maybe it would be easy to make a recursive method to do all the process

About Me

  • About Blah
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