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Im sure everybody is aware that in fire red the pokemon overworlds contain the standard 9 frames, but evry other frame is just a copy of the previous. When I overwrite these sprites with OWM it imports my 9 new frames properly, but in game the overworld still acts as though it is using the copy...
I've never axpanded the Pokedex but I believe it's referring to JPAN's save block hack that adds some unused RAM space to the saveblock. You must first apply the save block hack and then choose some of the free memory it adds to the saveblock, and store your new seen/caught flags there. Though I...
sorry i'm not well versed in ASM. To use this i would simply change the #0x0 on the line "mov r1, #0x1" to 0x0 for male and 0x1 for female, then compile this and call it in a script with callasm 0xPointer+1? Is there anything else I have to add or change (other than the 0x0300500C) before...
Oh, duh! I don't know how I missed your post. I have a really stupid series of questions now. I'm not fully understanding how to implement this. I see you insert the palette patch, insert the fix, insert the modified RTC routine, bu then I'm lost. How do I compile the npcmod.c? And after that...
Do emerald and fire red not use the same instruments? I tried to export a song from emerald and assemble it in FR but it uses different instruments and sounds bad.
Has anyone created an asm routine or figured out another way to delay the animation in wild battles so that the animation syncs up to the battle starting like in a trainer battle?