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Woah, that's a lot of stuff xD
Also, I noticed, when I changed to another pokemon, like Chimecho, or something not as close to Nidoran F like Nidorina, there were even more byte changes. Want me to put a picture of those?
Also, good luck in your report :)
But what if you can use algebra to not need extra addition.
Say we have a catch rate of 20. And it has a +40 for being heavy. We want to multiply the catchrate by a ball bonus (x) to obtain 60 (20+40).
So x will always be equal to (C + heavyweight) / C . This x now has the correct ball bonus.
So looking at knizz' disassembly calling these routines division will give us the ball bonus to 0 decimal places... I don't know how the remainder will fit in.
So essentially put (C + heavyweight) = r0 and C = r1.
I'll find a way to get the remainder working by tomorrow. I need sleep now
Yeah, you've got integer division, look in knizz' disassembly or here. The thing with the heavy ball is I haven't yet looked where to add a value to the final catch rate. As for the registers, you can use r0-r3 as with most routines, r4 because it's the result, and others you will have to push.
Well, lsr will indeed set the carry, but it wil be overwritten by the cmp, making it just 8. And I recommend vba-sdl-h and knizz' disassembly (see the credits) for debugging.
That's the thing, a ton of graphics are stored in the E80000 area. However some graphics refuse to load once leaving that area (the titlescreen has some) and I can never figure it out. It is almost hit or miss.
OMGGGGG! I'm a loser...
So that auxillary table hey! How did I miss them... anyhoo, I really suck at theis sending stuff. I think I owe you at least some overworlds to maybe insert... Or Trainer Sprites?
not a problem at all to extend. The tutorial also says how to fix them not playing right. It's about the sample. It looks like this: 30 3c 00 00 XX XX XX XX FF 00 FF 00
The XX is the pointer.
Change it to 00 3c 00 00 XX XX XX XX FF 00 FF 00
it will now play correctly.