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Yes you're right, but it will be easier for a foreigner to understand your work and help you.
A short documentation about the directories and main files could be a good idea and isn't a waste of time, in my opinion.
Thanks
This is really interesting, but could someone working on it make a little README to describe files and directories in this projects.
I think this can help to understand how it works.
bien cordialement,
Can we have a little exemple on how to use our new particles please ?
Because it always glitches, unless an old particule is replaced.
For exemple :
This is the animation for Shadow Ball i Emerald :
00 C0 27 14 02 17 04 0F 1F 59 8C 15 08 07 A8 00 C0 FF 3F 00 05 00 05 00 00 00 05 00 02 AA AA AA...
Hi, I added moves into my rom. They work well and are almost correctly displayed. Just, I have a problem with moves that can be used in the field. In the pokemon screen, if I chose a pokemon with surf, cut, (etc) there is a blank instead of the name of the attack. But you can use the move. It is...
Here is my effect for V-Create. I used the Spherical Ice's effect for Close Combat.
It is for Emerald.
First we need to insert seven battle scripts.
The we have to insert this routine at 0xHHHHHH.
And last, we have to insert the effect for the attack.
With this effect, you have different...
I call the routine, the base power of the move is set. The calculation is good. So 0x020244E0 (Emerald) takes 0x79 if the enemy is full life.
And then the calculate damage is called, and the base damages are reset. So 0x020244E0 takes 0x1 because in PGE I set the move's base power to 1.
So the...
There is a problem with the script. When you call the routine, it sets the base damages. But when you calculate damages, it resets the damages to the base damages of the move.
So I made the effect for Oblivion Wings for Emerald.
First insert this routine :
Then here is the effect:
It looks working, but i'm not 100% sure. And I think that "Liqid Ooze" does nothing.
Edit : Wrong !
Sorry for the indentation, it is like that due to copy/paste and I didn't preview my post.
So i modified my syntax. I replaced:
ldr r2, .ATTUSER
...
.ATTUSER:
.word 0x0202420B
with
ldr r2, = (0x0202420B)
There is any changes.
When the game freezes, in the disassembler mode if we check...
I think that the problem is here :
ldr r2, .ATTUSER
ldrb r2, [r2]
The division works well. But when it branches to the 8th step the game does nothing and freezes. The address of the user's index is not loaded.
So I have to do something like that :
main :
...
cmp r1, r2
bhi r1higherthanr2
cmp r1, r2
blo r1lowerthanr2
r1lowerthanr2 :
strh r1, [r0]
r1higherthanr2 :
strh r2, [r0]