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EricaHarper
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  • Sorry to have you unreplied since I'm now often online and very busy too. Anyways, check if you have done these things?
    1.) Are you doing Overworld Tiles? Perhaps you are using Advance Map, right?
    2.) If you know how to insert tiles, good. But, are you following the corresponding sizes of each image? I've forgotten the sizes but you can save a .bmp file to check or edit.
    3.) After inserting tiles, you need to edit the tilemap as well in order to create tiles which is used in the gameplay (also editable in Advance Map thus I think this is the reason why yours are broken into tiny parts).
    There are AM tutorials around on how to insert and replace tiles clearly and briefly.
    Okay so once you have your tiles inserted, there are 2 like group boxes that each have an image. As im sure you know the one on the right displayes your tileset. The one on the left contains tour actual tiles. To edit the block data simply click a tile in the left set and edit them usin the small 16x32 image in the right hand corner. Use the right ser to edit the tiles. I hope that made sense.:(
    Well just inserting the images wont change much, have you edited the block data to compensate for the changes?
    It can be arbitrary too. It doesn't have to be a pointer to something, it can be a constant.
    This is rather basic. It does an in-line substitution before compiling.
    No, I was just explaining the concept of a symbol in ASM, rather than the syntax.
    Basically it works like this.
    From now on "XCSYR = the".

    Now XCSYR is used in place of XCSYR word XCSYR. I can use XCSYR to mean XCSYR all the same I could still use XCYSR word "the" and it will have XCSYR same meaning.
    sorry but there is no magic :c
    you gotta prepare your own tiles because to make them fit what you want (numbers of colors and etc). It's not as hard as it seems, and start to be really when you do it a lot of times.
    .player_data and player_data are likely just symbols at the bottom of the routine. They're like definitions again. You set player_data to a value (the value ends up being a pointer to the player data) and whenever you refer to player_data, you are referring to this pointer.

    Think of it like a substitution that happens.
    There are tons of resources of DS maps almost everywhere in google. Importing them would be another problem but if you have studied advance map, it would be easy though.
    Oh, it has nothing to do with ASM. I didn't know ASM was your first programming language, ignore that then :D
    .word isn't a command, it's more like a definition. The word's value changes depending on what you want. The whole thing can be avoided using "ldr rX, =(0xOffset/value)".

    Think of something like, "int x = 15". It's like that.
    I romhack for coding experience as well as art and building up the fanbase. Pokémon lost me at 2011.
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