Recent content by Jambo51

  1. J

    Development: New Battle System

    Kleenexfeu has just told me about this, and I am definitely interested in helping or getting involved - especially since I need a battle engine myself and it makes sense to have the same battle engine at the core of my engine and your FireRed proposal. I can worry about porting it to C++ and to...
  2. J

    Research: Exploring Ruby and Emerald

    That's because the ASM code behind the damage calculator doesn't know whether to categorise moves of that type as physical or special, and so does neither - simply returning 1 as the final damage. It's fairly easy to fix with a little ASM knowledge, but fundamentally the change you're making is...
  3. J

    Quick Research & Development Thread

    You're not getting it, sadly. While it IS possible to do, and in fact should be fairly simple from a coding standpoint, it's not something that can feasibly achieved as a hack to an existing game. The GBA renders objects on a per object basis. Meaning that data for one object can be interpreted...
  4. J

    Quick Research & Development Thread

    Without significant hacking of the game, no. The GBA is technically able to support such a sprite, but you would need to have intimate knowledge of the OAM system and how the palettes can be used in such a manner. Basically, no, you can't do it.
  5. J

    Code: Move Resource Thread

    It's legal on an emulator, but not on the real hardware. Good catch, as I missed this. Also this: Can be combined into a single check: #org @hex jumpifstatus 0x0 0xFF @doubledamage goto 0x81D6900 #org @doubledamage setbyte damagemultiplier 0x2 goto 0x81D6900
  6. J

    Code: Move Resource Thread

    Then you have chosen poorly. When writing a script or a programme of any description, the last thing you should be concerned about is the ROM space, as there is 114 times as much ROM space as there is RAM space in a GBA ROM (assuming a 32 meg ROM). But that isn't even the biggest issue. Your...
  7. J

    Expanding Pokedex Entries for RUBY

    No, you don't understand what I'm saying at all. Your method is far from safe and what I posted is not spam. It is a legitimate warning to anybody who is considering following this "tutorial" which does not deal with any of the actual major issues related to the Pokédex. FACT: Ruby's (and...
  8. J

    Expanding Pokedex Entries for RUBY

    This method does not work. Both myself and karatekid552 have said so on several occasions. 1) You do not account for the seen and caught flags, meaning this works purely by dumb luck for the first 25, and not at all for any above that. 2) It will NOT work on FR, LG or Emerald, because all 3 of...
  9. J

    Research: Keeping TMs After Use

    Actually, everyone always uses FireRed 1.0, not 1.1. Not entirely sure why this is, but if you look around the site, you'll see plenty of threads for fixing the bugs left by Game Freak in 1.0. Reason this matters is that 1.0 and 1.1 have differing locations for many of their structures and only...
  10. J

    Development: The Follow Me Script

    You are correct. NPC movement in general is handled purely by ASM code mixed with a little lookup table (trust me, I checked this one out myself when I was developing my own version of this). Said lookup table has 9 entries, of which only 5 are ever used. I can't recall where this lookup table...
  11. J

    Tool: Type Effectiveness Editor

    Got a little nitpick. It should be "Affected by Foresight" instead of effected. Also, I'd like to ask how your tool deals with the foresight table? And does the tool ask before repointing or anything?
  12. J

    [ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION)

    No, it's not, at least not without a HUGE, HUGE engine rewrite. The entire engine relies on the length of a map name location only being a byte long, to extend it, you'd be talking about changing (at least) the following structures: Map Headers World Map Data Pokémon Structures The issue with...
  13. J

    [ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION)

    The necessary ASM for the evolution to work is absent. The DNS comes with a built in option, if you're using the one made by Prime-Dialga that is, to add the necessary code to your ROM. I know this because I wrote the code he used.
  14. J

    [ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION)

    This won't work because the RTC is attached to the main loop, and it would just reset next frame. Consequently, there's no way to force a time of day on the ROM as it's determined by system time. Best thing you can do, rockman, is simply hide the triggering sprite or have a level script which...
  15. J

    [ARCHIVE] Simple Questions (SEARCH BEFORE ASKING A QUESTION)

    It's actually at 0x6E6D0. All flags, with 2 exceptions (those being Pokémon seen and caught flags) are run through this routine when the value is required. IIRC, the flag setter is at 0x6E6A0 and the flag clearer at 0x6E6B8.
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