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DoesntKnowHowToPlay
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  • yow! can you link me your tutorial on BW exp gain system hack? I'll try to port it on Emerald.
    Thanks a lot for ur answer!
    Anyway, i finished 2 projects. One of Ruby and other as a "reremake" of Shiny Gold (Fire Red). So, for the first one i just add some trainers and new pokemon in terms of graphics (i mean, as an example, a new winona, a new wurple, all base on the new ROZA last version and using sprites of HGSS and B2W2).
    For the second, i just add (i think) a lot of improvements like finish the kanto region, and add orange islands, something that nothing other has really actually: 3 regions.

    Thanks for ur answer!
    Hello, at quick research you posted a gen 6 exp gain system. Well, when i repoint the battle script, do i need +1?
    Hey dkhtp! how are u?
    So, i have a really hard question for you =/ i try to use Adv Gen III for Ruby an d i don't know how to add new pokemon's in Ruby! And also, I tried to use the 25 pokemon between celebi an treeko and i can't use any in battle (like putting someone in the elite four, it goes to black and i can't fight !) Idk what else i can do ! =/

    Thanks!!
    Hey i need help with inserting new abilities, can you help me from start...to insert it properly and everything
    Hey, I was told you're a good person to ask for the hex edits I need to make in order to make a FireRed hack only playable in SET. Do you have any idea? Thanks.
    Hi friend. Thanks for your pss patch file . I have edited a fire red rom and inserted some events using advance map. I just need now fairy type, new moves & abilities and pss in my hack.. This is my very first hack. Could you teach me how to have all those in the hack? I patched Mr doll steaks patch into my hacked rom but all my created events messed up. I dont know what went wrong? please help me
    For some reason your patch for the physical/special split doesn't work. I tried patching it to unpatched ROMs and I don't get any icons showing the split, and I even applied it to previously patched roms to enable the split on hacks that don't have the split on the off chance it was a fluke and still nothing. The IPS patcher says the patches were successfully applied, why no indication of the split being enabled?
    Ok thank you. But is there any specific thread for it? And i think i will have to locate battle sequence offset for that. I am learning ASM and can only do things like returning certain values. But if there is any thread i would like to look onto it.
    I saw your post for extending the duration of Taunt and other moves. Do you happen to know where they're located in a Ruby ROM?
    ad.fly generates little income so I was trying to pay for a hosting site that is free and not unstable, but soon I will remove it, I do not work I'm a student so I thought the best way, sorry for the delay in responses was hospitalized for 20 days a hospital.

    ps; the catalog attempts to gather all the hacks even incomplete
    My bad, I read the topic not carefully and I thought the flag is 0x3D, not 0x23D. I don't even know if 0x3D flag exists lol. Anyway, thanks.
    .align 2
    .thumb
    .thumb_func
    push {r4, r5, lr}
    mov r4, r0
    mov r0, #0x02
    lsl r0, #0x8
    mov r1, #0x3D
    add r0, r1
    bl FlagCheck
    cmp r0, #0x0
    beq End
    cmp r4, #0x0
    beq SuperEffective
    cmp r4, #0x5
    beq SuperEffective
    cmp r4, #0x14
    beq Ineffective
    b End

    SuperEffective:
    mov r4, #0x14
    b End

    Ineffective:
    mov r4, #0x5

    End:
    ldr r5, .damageAddr
    ldr r0, [r5, #0x0]
    mul r0, r4
    ldr r1, .returnAddr
    bx r1

    FlagCheck:
    ldr r2, .flagAddr
    bx r2


    .align 2
    .returnAddr: .word 0x0801e77d
    .flagAddr: .word 0x0806e6d1
    .damageAddr: .word 0x02023d50
    .end


    That's your Inverse Battles hack, and I have a question how do I change the flag, so it's not Pokéflute? You said 6th and 8th lines have to be changed, and I understand what I have to change in 8th, but I have no idea what do I have to change in 6th line?
    so like in this equation: Xn+1 = [(a * Xn) + c] mod m, it would be Xn plus one equals Xn multiplied by "a" and then added to "c" and the result of [(a * Xn) + c] would be divided by m, right?

    and i know what you mean. i got this like 4 hours later XP
    EDIT: I decided to put off trying to add new abilities until I have enough knowledge of ASM, because so far it has been very confusing for me (and probably you, sorry). So I was going through part two of HackMew's tutorial, and I saw he uses the operations XOR and AND, but he doesn't explain it. Can you help? He also uses the formula "Xn+1 = [(a * Xn) + c] mod m". Could you also help me understand what the modulus actually means?
    Okay, so like if I wanted to make a custom ability, say Arceus's multitype, then I would just
    follow the if(pokemon.ability == ...) syntax and add in an item check, and if the item check
    returns true, then i should make it change the sprite of the pokemon, right? And if I did manage to write a code for a new ability, how do i add it into the game? (I heard there were specifics spots you had to put it in for it to work)

    And what code is the special case branching from? Is it the pokemon's battle struct or just pokemon struct?

    Do you know the offsets for the ability name and description tables and how many bytes I need to copy in order to expand it, as well as where the pokemon structs and battle structs are stored. Also, the code for the ability "if(pokemon.ability == ABIL_NATURALCURE)
    pokemon.status = 0;" would be stored in the battle struct, right?

    You mentioned decompiling, could you show me how to do it so i can analyze codes myself?

    Sorry for all the questions, I'm just a little bit frustrated about adding new abilities, because whenever I ask other members, they just say how hard it is or I need to know ASM
    so this is really going to help since you're explaining in full detail. Thanks a bunch.
    I couldn't find any other posts on ability editing, so what do you mean by ability checks? like does each pokemon have data with bits, like .PLAYER_DATA does in HackMew's tut, which if it does, is there a bit to tell which ability it has? (and what do you mean by special cases?)
    Thanks! Now I got to go learn some ASM. Oh, and one more thing: is the ability table and description table expandable through a hex editor? is it just like copying it to free space and repointing it for both?
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