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Recent content by eMMe97

  1. E

    Development: Why the really tall grass doesn't work in firered and how to fix it.

    FIX: ash grass on behaviourbyte 0x24 eh 08059f50 0x2824 eh 08059f52 0xE7F3 eh 0806ebdc <special tile with ash> eh 0806ebe0 <special tile without ash> eh 0806ec00 <grass tile without ash> in a level script "On entering map/on menu close [05]" put this script: #dynamic 0x800000 #org @inizio...
  2. E

    Code: ASM Resource Thread

    A simple "showpokepic" command... #dynamic 0x800000 #org @start showpokepic 0x[n° pokémon species to display] 0x[X coordinate] 0x[Y coordinate] pause 0x80 hidepokepic end
  3. E

    Research: PokéRide in Gen 3

    You could simplify your routine in this way. In practice, if the 200 flag is set, no pokemon will be registered. It saves space and a lot of time, in case a lot of pokemon are added. .text .align 2 .thumb .thumb_func main: sub r1, #0x01 lsl r1, r1, #0x01 add r1, r1, r0 ldrh r0, [r1] push {r0}...
  4. E

    Code: ASM Resource Thread

    I have a lot of problem with this Side Quest Menu...I make some screens Item Menu doesn't show the item name Item menu without item show ?????? 0x0 item Quest Menu doesn't show quest name with activate flag ON
  5. E

    Development: [FR] More Map Event Objects

    Good job! Is compatible with Complete Fire Red Upgrade? Which ram offset should I use in the case?
  6. E

    Pokemon Fire Red Silph Scope Gate Remove?

    You must remove the level scripts in aMap.
  7. E

    Help please. Oak's battle tutorial.

    #dynamic 0x800000 #org @charm lockall applymovement 0x8 @challenge waitmovement 0x0 applymovement 0x11 @look---->are you shure that is correct? If aMap ID is 11 in hex is 0xB applymovement 0x12 @look--->idem waitmovement 0x0 msgbox @rivalwait 0x6 applymovement 0xFF @accepted waitmovement 0x0...
  8. E

    Help please. Oak's battle tutorial.

    It works in both cases... 1) Without tutorial #dynamic 0x800000 #org @start lock faceplayer trainerbattle 0x9 0xA 0x0 @vinto @perso compare LASTRESULT 0x0 if 0x1 goto @YouWin compare LASTRESULT 0x1 if 0x1 goto @YouAreALooser release end '--------------- #org @YouWin msgbox @messW 0x6 release...
  9. E

    Help please. Oak's battle tutorial.

    Trainerbattle 0x9 writes 0x0 or 0x1 to variable 0x800D (LASTRESULT) depending on if you won or lost the battle, respectively. If you use in a script: trainerbattle 0x9 0x(rivaltrainerID) 0x(3 with oak tutorial, 0 without oak tutorial) @(message in-battle if you win) @(message in-battle if you...
  10. E

    Fire Red Dynamic Surf Overworlds

    Sorry for double post but I finish the evolution...if there are right I can make the other sprite...
  11. E

    Fire Red Dynamic Surf Overworlds

    Great! I can make the 1st and 2nd gen sprite if you want...is it right this?
  12. E

    Code: ASM Resource Thread

    Ok. But how can insert 2 Pokémon in the box? For example bulbasaur e squirtle?
  13. E

    Code: ASM Resource Thread

    GREAT!!!! Can u make a example script please? I don't understand how to make it (I just read the README text in the repository). Thank you :)
  14. E

    [Map] Map changes not working

    The block are the same?
  15. E

    [Map] Map changes not working

    Tileset0 will be the same for the near maps. The small rock is in the upper map tileset0, and the "error rock" in tileset0 of the second map. When you arrive in the second map the tileset0 is not of the second map, but of the upper map. When you use warp and return outside, the game loads the...
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