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  • Hey sorry to VM this but could you make @RedPanda The owner of mine/His Team thread? thanks! ^o^
    I patched the ROM, then in a hex editor changed the ROM header to "MrDS". That's what it had said in the documentation, or am I wrong? I read the documentation and didn't see anything else to do. :( I also went to FFFFFE, and changed it to FF FF. Still the same.
    Hi, can I have an explaination why my post was rejected, I'm not complaing I just want to know what I done wrong so I can write a better post
    Haha, here I thought it was nearly over.
    Castform and deoxys are messed up, I am going to look into it a bit more later this week because school has caught up to me. I'll have to look for castforms tranformation pointer, perhaps I can tell it to look for the weather sprites higher on the image. Have a 64x1024 image to fit everything, telling it 64x256 starts sunny, 64x512 stormy, ect. doubt the game can take an image that large considering things were getting buggy after kinda buggy after 5 but I'll try it anyways maybe I will get lucky.
    haha thanks, yeah Its a good thing I decided to test the wild pokemon though. I was so excited when I saw it working on gary I nearly posted a patch straight away XD!
    That would have been sooo bad lol.

    But it did give me a good time to finally experiment on what the limits were, It seems that anything over 5 images gets a bit buggy. Which is fine considering re-adding 6+ images for each pokemon would take a lot of time.

    Now it just seems like a matter of getting the *A wild _____ appeared* message to be forced ingame. Someone had a asm code and hex code for this but the instructions on were either messed up or the code itself was but they at least provided the location of the table for battlemessages .

    *update*: It looks like the battle message isn't the problem, I gave wild pokemon the default pkmn trainer battle message *pkmn trainer (blank) would like to battle* and I believe I found the real problem. What I really need to do is find a way for the battle message to appear even if the battle starts with an animation. that is why trainers are working. I'll fiddle with the bytes a bit more before I go to bed.

    *final update*: The creator of the asm code gave me a message today that he released a firered patch on the old thread, Looking at it I was actually pretty dang close to finishing it. I am not giving up now that a patch has been released however, I am now in the works of an emerald variation with the knowledge I have now and a patch with preset animations in them.
    I want to say thanks for the help you provided me, I may not have finished the project but you did teach me a few things. I'll be making a thread soon to raise the hacking communities awareness about this soon, full credit going to bugmania and anyone who may help with the preset.

    If you decide to make a way to add frames via your tool, just let me know if you need any help finding pointers for the animation table or whatever. (if thats even what you need)

    But as far as the battle messages table goes, I took the time to see what each one went to, they are broken into chunks of sorts: Start, attack, ect (pretty much everything you see on the chat in battle). There are also three seperate tables: Wild Pokemon (I even was able to remove the *wild __ appeared so the battle started immediately without pressing any buttons) , Trainer, and one that doesn't seem used. (replaced it entirely with FF and it did'nt change any battles or crash the game) Would anyone benefit from this stuff if I posted it to research, or has this already been cleared through.
    Ok, I tried what you suggested, and I got the same offset I got when I was looking at LZ decompression: 0xD77D68. But the table that has that pointer would only have 10 backgrounds, if we go by the format in your tutorial. Maybe I'm just looking at the wrong images?
    I am very close to partial B/w animations, someone reminded me of some information I completely overlooked. I can only have one looping animation running at a time with the current engine, otherwise the battle will freeze. as soon as I figure out how to limit it to the opponents pokemon only I will be golden :D

    Update: Got b/w animations working today front and back. I will be uploading a patch filled animations 1-151 soon as well as instructions on how to change the frames and add them.

    Update2: Nevermind, animations oddly only are working on trainer battles
    one step forward two steps back~
    Hey Karatekid
    Do you mind helping me out with something?
    I'm trying to expand the battle background table for Emerald, and I can't find the battle background table, for some reason. I did what you said to do in your post about using the logging feature in vba-m, but I can't find it.
    Just to make sure I wasn't doing anything wrong, I tried doing the exact same thing with Firered, and i successfully found the offset you listed in the tutorial (0x24844C for the grass battle background), so I'm not sure what's going wrong for Emerald.
    To the link in my message :<

    You should also probably read this.
    (P.S. The link is here) ----------^
    so I was doing this all on my ♥♥♥♥♥♥ laptop and it was slow and wasn't working anyway. Now I tried downloading it on my computer but I can't open visual boy advanced or my fire red rom because my Win Zip trial expired apparently. I tried downloading an alternative zip thingy but that didn't work. Any way around this?
    Thanks for all the help though, I hope I didn't bother you to much.
    I think for now, because the problem persists I will touch up more on ASM and completely make my own routine.
    Mark my word one day every hack will have access to B/W animations xD
    Thanks for the reply, Your probably on to something, I'm going to go back and check a few other things also. Do you have any idea where the "main battle loop" might be or a general area? based off the information I have tried pointers in both 0x8040574 and 0x2349BC.

    He made mention of how 0x2FF7D00 was an area of memory that was able to change but unlike 0x8040574 I wasn't able to locate those bytes. ( however viewing 0x2FF7D00 in gba's memory viewer it just looks like it could be around 0x720000 )

    It would be a lot easier if the half information wasn't broken :X
    But I'm totally pumped now that its at least partially working xD
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