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DizzyEgg
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  • T
    I wrote it directly in compiled form only.
    The reason that commands are not being recognized is that they are not recognized in the BSP's command database. You will need to add entry for setword and maybe cmd56.
    To make BSP recognize new commands see Chaos Rush's Emerald Roost Implementation.
    T
    Ah, i realized it. See my second reply.
    T
    Well sorry, you didn't just repoint the 'end ' command .But I think it is partially compiled. The compuled routine should start with 17 49 ... and should be three times longer than that posted in your pastebin.
    T
    From the paste. It seems like you have just repointed the end command. At A30150 you should insert the 2nd compiled routine.
    If I were you I'd use some scripting language to scrape the sites. I'm not sure what text content you want, but you can select the html element(s) that you want to grab the text from.
    Grass-type will be handled with the Leaf Guard routines. I'm pretty sure Sap Sipper doesn't activate on Powder moves for Grass-types anyway. Sap Sipper is in my rombase yes, but the modified table hasn't been ported to Fire Red.
    Sand Force not sure, Overcast? If you mean Overcoat there's no point changing that because it is exactly the same in my rombase, and Magic Guard is exactly the same in my rombase except it doesn't have the recoil, curse, leechseed and nightmare damage routines.
    Ah yes there's a byte change in that location as well. I don't remember exactly. Just do a side to side comparison in HxD between that and vanilla. Basically instead of loading the RAM location its trying to branch to it.
    Those 3 are all in the same routine, and nothing else is. The branch is at 1E7A0. Just replace that location with the one from Vanilla Fire Red. It's a RAM location from memory. Then feel free to remove the routine in 908AA0.
    Uh the routines are basically exactly the same. The only differences are really just optimisation. They run the same but slightly faster.
    T
    Remove the last two lines in the battle script at XXXXXX and then merge it with the BS at YYYYYY
    T
    It is pretty easy. Just use the removeitem command (i.e. Battle script commsnd 6a with a bank parameter)
    Regarding sturdy, I haven't looked into it the problem yet but the fix should be easy by ASM.
    I'm pretty sure that's all you need to change, but I haven't actually gotten round to finding all of the hardcoded table pointers, so I can't say for sure. Just search through all the code files to see if the old offset pops up anywhere and replace it. I do use a number of other tables, like the trainer and item tables.
    Oh that's a shame. Then I hope you can eventually use it in a new hack where you can delete the old files.
    Also just in case here is a link to a cleanly patched version where I have the script at 0x800000, the first hex edit at 0x810000, and the wild data at 0x8100C0, along with a givepokemon person event so that you can check if its working.

    Check it out and see if maybe it helps.
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