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hinkage
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  • Yeah, the stuff you can do is just amazing - Good luck with that!

    I just added eight to the Pokemon's data structure offset because that's where it stores the name :D

    Nope, I have no idea as to what causes that :P
    Whoops, those were the pointers for the Pokemon's data structure rather than the nickname. 0x20244F4 should be the starting point for your first party Pokemon and 0x202474C is for the wild one. Sorry about that :P
    Oh yeah, they were for FR :P

    The Emerald offsets should start from 0x020244EC (first party Pokemon) and 0x202474C (wild Pokemon).
    I do believe it too !! you have also added a good yet dark plot that most people seem to enjoy .Another big point of your hack is the references to other games and stuff !
    Well nevermind !!! Doesn't matter if it is not working ( many other sigs didn't work for me ) the reason could be that i'm browsing through an android phone however you know that i would like to get them to work .But that's life nothing is fair.Anyways i really like hyetology ( though i havent played your previous hacks and i don't know why the Steven's OW sprite is in the support banners) .Keep it up ;)
    Have manners

    I apologise for not responding to your last VM- I meant to, but it was one of those days where I missed one and forgot about responding to it, the next day. Unfortunately I'm a bit busy with other things and wouldn't have as much time as I'd like to devote to beta testing properly (I actually don't OFFICIALLY beta test too much for people but when I do I'm fairly thorough and it usually takes a long time :/).
    So apologies for leaving you waiting like that, but a please and thank wouldn't go astray. ;)
    I did our banners. Though I don't have the font Quicktype Mono. Sorry I didn't save the psd. But I can always redo it & save the psd if you want but you would have to edit the text yourself. Here is what I got:


    [IMG]

    [IMG]


    [IMG]
    Why give up on something as simple as this ?
    Seriuosly, what's so difficult about this that you can't adjust the pointers correctly?
    It could also be a problem of the used tool though but advancemap and xse should be quite stable as far as I know.

    "Hm... Actually when I tried #dynamic 0x9000000, it just assigns everything to offset 0x10000001"

    And, what you said here makes me wonder, was there even anything wrong with the dynamic pointers. Of course that address can't be 0x10000001 but 0x1000001 instead which is where pointer 01 00 00 09 (ram address 0x9000001) leads so I suppose that dynamic pointer there is working correctly.

    Another problem could also be the fact that the game doesn't want you use to more space than there originally was. I haven't expanded the rom size of my silver hack (2MB to 4MB) because normal gameboy cartridges cannot handle that much data so a little bit of re-coding would be required. I don't think the same thing applies to your situation however.
    Sorry I was way busy after finals *family stuff*. I'll do your banners 2mor & pm/vm you them 2mor night.
    What?
    Let's just say we've got four different addresses here:
    0x2A1, 0xBD30, 0x553A9 and 0x1234567.

    0x2A1 could be made with two bytes: 02 A1 (but the pointer to it would be A1 02 00 08). 0xBD30 would be BD 30 (and pointer 00 30 BD 08). 0x553A9 would be 05 05 A9 (and pointer A9 05 05 08). 0x1234567 would be 01 23 45 67 (which already contains four bytes. this is why, just like with the other pointers, we've to turns the bytes around and add 08 to the end: 67 45 23 09).
    As an example, I dug up an existing script of a bug catcher in viridian forest.

    #org 0x1605CD
    trainerbattle 0x0 0x214 0x0 0x81724F9 0x817251B
    msgbox 0x8172527 0x6 '"BUG POKéMON evolve quickly.\nThey'..."
    end

    #org 0x1724F9
    = Did you know that POKéMON evolve?

    For example that "0x81724F9" you see in the "trainerbattle" command actually calls for an asm routine to display text through a 4-byte pointer. The pointer in rom looks like this: F9 24 17 08 and so points to the ram address shown in the code 0x81724F9. The rom address then again is 0x1724F9 (as I pointed out in that other message, you can basically decrease 0x8000000 from the pointer to form the rom address it points to).
    If we wanted to point to 0x1012345 (ROM) instead, we'd have to add 0x8000000 to it to get 0x9012345 (the form you'd write the pointer in code) (or translated into how it's shown in the game: 45 23 01 09).
    Don't use dynamic pointers then, it's easy enough to do all the repointing manually if you even have a simple idea of how big your script is going to be.
    You were missing one 0 from the end but yeah, 0x9000000 should work although I've never scripted with 3rd gen games before.
    But the reason for that is because the end of 16MB rom is at 0xFFFFFF which corresponds to ram address 0x8FFFFFF. The expanded 16MB rom is between offsets 0x1000000 and 0x1FFFFFF (which correspond to ram area 0x9000000-0x9FFFFFF).
    What you can see by this is that the pointers point to ram, not rom data.
    If you'd like to call something from WRAM for instance during a script, you'd set the fourth byte of the gba pointer to 02 (because WRAM is between 0x2000000-0x2FFFFFF).
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