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Derlo
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  • Exactly!
    You can still change the routine to run one step at a time in the case of two consecutive stairs.
    Nothing happens, when the player isn't above the stairs, the table in ram is restored.
    the stairs diagonal speech is similar but with a small difference:
    the player can't go up to the stairs, when the player go to left or right the stairs, do a diagonal movement of 2 blocks!
    083756A4, this table is consists of 9 "entries", one for each movement. Each part is composed of a 32bit word.
    9 movement??? yes: right, left, up, down, firm and 4 for diagonal movement!
    the routine, through the coordinates of the player, is able to identify the behavior of the block to the right or left of the player.
    if it has particular behavior, change the bytes movement (right word or left word). after repoint table in RAM, you can write bytes!
    Hi! Are you trying to remake HGSS?? I noticed that it seemed you're trying to make the pokegear??
    It wouldn't be feasible to export the bag into the start menu. You're better off writing your own Bag code for the Pokegear.
    eu lembro que era um offset bonito, cheio dos 0000, haha
    mas já que tu achou, ta sussa
    I'm glad that was the problem. I was looking at it and didn't see where the mistake has, hehe.
    Strange ...
    when the flag is enabled the menu does not open and the rom freezes.
    Also tried to change the original routine just putting the new part of showMine. but freezes.
    .text
    .align 2
    .thumb
    .thumb_func
    main:
    mov r0, #0x94 @flag 0x250 divided by 4 (change if you want)
    lsl r0, #0x2
    ldr r1, =(0x806E6D0 +1)
    bl linker
    cmp r0, #0x0
    bne showMine

    end:
    mov r0, #0x1
    ldr r1, =(0x806ED70 +1)
    bx r1

    showMine:
    bl linker
    mov r0, #0x3
    ldr r1, =(0x806ED94 +1)
    bl linker
    mov r0, #0x4
    ldr r1, =(0x806ED94 +1)
    bl linker
    mov r0, #0x6
    ldr r1, =(0x806ED94 +1)
    bl linker
    pop {r0}
    bx r0

    linker2:
    bx r0

    linker:
    bx r1

    .align 2
    Hey, I already made something very similar to this. It's a very small edit to that routine to do this. Look in the ASM resources thread :D
    You are right, I also cannot seem to find this pal string in the ROM. Maybe it's a compressed pallette somehow?
    Looks like there's a table of boxes and pals which are used for the FIGHT menu. The table is located at 08471E8C.

    The routine which determines which box to show during battle is at 0814FFC4. In the same routine, down at 0814FFEE there's a table switch which happens depending on the value in R4. It's used to select a specific text box style.

    To answer your question, 0847190C is where the palette for this Fight menu should be.
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