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Recent content by Edwearth

  1. E

    Research: The Pokemon Ruby/Sapphire Dissassembly/Decompilation Project

    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
  2. E

    Research: The Pokemon Ruby/Sapphire Dissassembly/Decompilation Project

    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,
  3. E

    Adding New Custom Particles

    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...
  4. E

    Help Thread: Quick Questions & Answers

    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...
  5. E

    Code: Move Resource Thread

    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...
  6. E

    Code: Move Resource Thread

    Ok thank you! I just thought there was a mistake because at 0x02024400 i juste saw 0x0000.
  7. E

    Code: Move Resource Thread

    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...
  8. E

    Code: Move Resource Thread

    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.
  9. E

    Help Thread: ASM & Disassembly

    Is it possible to create a random number ?
  10. E

    Code: Move Resource Thread

    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 !
  11. E

    Help Thread: ASM & Disassembly

    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...
  12. E

    Help Thread: ASM & Disassembly

    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.
  13. E

    Help Thread: ASM & Disassembly

    Ok thanks so i corrected the errors. It compiles but when the routine is called the game freezes.
  14. E

    Help Thread: ASM & Disassembly

    So here is my full code, it doesn't compile. I don't see where the problem is. I also tried this:
  15. E

    Help Thread: ASM & Disassembly

    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]
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