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  • Eh, I do prefer Emerald as a base myself, there are a few things I prefer on Fire Red, but I'm kind of done with it haha! I think Doesnt has a Fire Red rombase coming out that'll be more inclusive than my current one.
    Hey! I just realised I didn't thank you properly for taking the time to explain things to me about a routine I was struggling to insert, so thank you =) much appreciated!
    Thanks! To be honest I made it at a point where I wasn't looking completely forward in hacking so there are a few stupid limitations in it. I'd ideally like to start it from scratch, but doing that with Emerald is driving me mad.
    Um what? I just mean that it's not compatible with hacks that are in progress in the sense that people probably use those areas. I don't want to confuse people. As long as you can work it out its fine. I'm pretty sure I mentioned it was the 900000 to 980000 areas.
    Alrighty. I make the changes in Firered and bpw'd the appropriate thing and it breaks 3 times on map refresh, so maybe that's normal? Haha.

    But seriously, thank you for all of the help and for putting up with my questions. Going through and doing this has taught me a lot!
    Okay, I think I've found the equivalent Emerald offsets to the ones posted here. The offset he listed for the security key appears to be 08076C02. I overwrote those 2 bytes with 00 24, because the routine is using the same registers there as its Firered counterpart. The offset he listed for DMA negation appears to be 08076BEE. I overwrote those 2 bytes with 00 21, because it's using different registers there than in Firered. Now, I'm not sure what to do now. Doing the same bpw we did last night breaks on map refresh twice, but I'm not sure what the code is actually doing there. How would I debug to make sure that the data is static now?
    I noped out every reference to the saveblocks in the routine you told me to nop out. Doing so seems to ruin everything, lol. The name isn't being preserved on refresh, the trainer card doesn't display and freezes the game. However, the game is still shuffling data from the trainerdata saveblock around, where it didn't when I noped out the whole routine. I think I'm going to eventually crack this through trial and error, because I'm beginning to understand what's going on, even if I can't really read the code.
    Noping those out with 00s still breaks refreshing in the same way. But the trainer data isn't shuffled around, so we must be close. There must be something important in the routine we're noping. I'm going to try to nop more random things in the actual routine and see if I can break only what I'm trying to break.
    Thinking about it now, I cut out the whole of the two routines instead of surgically removing just the lines I should've removed, didn't I?
    So, I did this after the push {LR} in the functions you told me to nop out:

    ...
    POP {R0}
    BX R0
    ...

    Was that right? If it was, it seems to break the map refreshing. The tiles stay black after a refresh. On the bright side, the game doesn't seem to be moving the trainer data anymore! I'm not getting any breaks when switching between the dark dark maps.
    I used this to do it for Megas. It's just a task that deletes itself. It only works because I changed the species though, so what do you need this for?
    Well I feel pretty stupid now, the hidecoins was the remnants of an earlier version of the script and I forgot to remove it. Thanks, it works great!
    It wasn't the flag, Touched discovered you used an improper offset somewhere in the routine.

    As far as animations go, no. Freeze doesn't animate for the player or for the opponent. Maybe you're using it in the context of when an attack freezes, not one of the routines. I've said this before--regular cases of inducing status work just fine, it's the routines in question which give any statuses that aren't sleep or toxic poison this strange issue.
    I've been trying to get your scrolling multichoice routine to work, and although I've been successful with the actual multichoice, it seems once I've used it, subsequent textboxes don't show up correctly. Apart from a slight delay, they still act normally, its just they aren't visible until I reenter the map. My script is in the spoiler below if it helps (I bolded the part which uses the box):
    Spoiler:
    Just missed you on there. Anyway, Touched was able to fix the routine so the opponent can now be statused by it. The strange situation with regular poison/burn/paralysis/freeze not animating still exists though. Not sure why that happens. He said he'd have to talk to you about it. Have you ever considered getting an irc client and then getting something that could log for you when you sign back in? That'd be pretty helpful for communicating!
    I've tested that further and have come to the conclusion that the non-animation IS specific to that asm. Somehow, it's setting the conditions and they all function properly (the poison/burn/freeze/paralysis message will show up, damage will be taken for poison/burn), it just won't show any animation in that specific context for those conditions. Strange.
    .tell FBI so the player status ASM works with the exception that paralysis, burn, poison, and freeze have no animations (while all variations of sleep and toxic poison did); the ai status asm appears to not do anything at all
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