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  • Hi, it's me again. Sorry to bother you, but I found a problem here:
    Spoiler:
    Yeah I'll send you the SAPPHIRE base as soon as I receive the 2000$ you promised me. Looking forward for my money, son
    I can't tell you what it is exactly this address because it's been month since I did those routines/. Yes it is a battlescript, look at the first entry of the master table(switch in abilities), the weather abilities play a battlescript like this one if I remember well, though BSP doesn't recognize all of the command in it. So you'll have to read it yourself.
    If you don't know what some of the commands do, you can take a look at my documentation in quick R&D.
    Looking at this right now, if you correctly decompiled it, I'd say it's a counter, perhaps used into castform routines.

    Also I reported your post because you pushed me to do something. So expect a ban in a few days. TAKE THAT mainstream-fr-hacker :)
    Hello, can you help me with this routine?

    I couldn't compile it. It just giving me an error. I think there should be an offset for .dexarea by I don't know which one. Do you know it?
    No worries man. By changing one line in the ini your rom was fully supported ^^. But the extra sprites weren't showing correctly so you might need to give it a double check :)
    It was actually jumping to a table, but instead of a pointer to use as a reference, it had a #0x2 inside.
    It happened because I put 5 different evolutions of the same type, but I've fixed this issue now. I understand what it was like, but I doubt I can put in words. At least in a few words.
    It was breaking because the game runs the check on what evolutions the Pokémon has 5 times (number of evolutions each Pokémon can have) and my code was reading for it, so it broke on the second run, also explains why it didn't ran it more than twice.
    But I fixed it up, it's posted of kearnseyboy6's thread.
    Nah man, they still don't work. Don't know why.
    All the checks are happening and I can follow the game up to the point where it loads to what Pokémon I should be evolving.
    Don't know why, it gets to check my routine a second time, but once again all the checks are correct, but it breaks.
    No third time for my routine to run, nor evolution.
    I'll try to make it go to the Trade + Item evolution, I think the item might be fucking up the evolution.
    Or I'll run a normal evolution and check what is in the registers when the evolution is confirmed. I'm probably missing an offset or something.
    Hey man, just finished the support for ini and i'm checking things out. Could you pm me an ips version of your rom (with custom jpan installation) as it would help me really much with testing? :)
    You can have up to 0xFFFE palettes actually. The id is 2 bytes long. For example the first entry in the table has id 0x03FF. Yes, I also thought that it one byte long but in the end it was two :P.
    Yes, doing that should work. But, this 'hackiness' as you perfectly described should be minimized in the next update. The key features will be implementation of an ini file, option to repoint existing tables and support for expanded OWs in Emerald.

    So if you could wait a little bit for me to update it, most of the things you wanted to do will be there ;)
    Also, what you did was import JPAN's scripts and use a different address for the ow tables pointers?
    Hmm, i think i know whats goin on. But first let me naswer your question <how the tool "knows" when you're using a table of pointers to 1 of 256 tables, as opposed to automatically reading a table as a table>

    Spoiler:
    could you give some more info on the changes you've made, so I can try and modify the source code to make it work with your rom? :)

    Like where is the original OW Table pointer?
    How to you import more OWs (where do you insert their data)?
    Did you repoint the original OW table?
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