Recent content by kleenexfeu

  1. K

    [ASM & Hex✓] Help with this ASM routine for evolution based on a flag.

    This routine looks completely broken to me, I'm surprised it doesn't crash all the time. Maybe try this : .text .align 2 .thumb .thumb_func .global setflagevo main: push {r0-r7} add r0, r6, r7 lsl r0, r0, #0x3 add r0, r2, r0 add r3, r0, r3 ldrh r2, [r3, #0x2] mov r0, r8 @ THIS is...
  2. K

    Development: Dynamic Pokémon Data

    In the Generation III games, almost everything in the data of a pokémon is dynamic. Moves, level, IVs, EVs, nickname. But there are things that have always been tied to their 0x1C bytes-long data in the ROM, like type, abilities -you can only have two different-, basestats. I always found that...
  3. K

    Quick Research & Development Thread

    In addition to that, you can also change the total of EV each pokémon can get:
  4. K

    [Battle✓] Battle Script Pro

    If you just want to compile script, you might as well use ASM macros with an assembler, here you go : https://www.pokecommunity.com/posts/9062722/ or these : https://github.com/KDSKardabox/Pokemon-Emerald-Battle-Engine-Upgrade/blob/master/src/defines/bs_commands.s I guess the latter are more...
  5. K

    Development: Forms and Formes

    Just put an index that you're sure you won't use, like 0x800.
  6. K

    Dynamic Emerald Attack Rombase

    It was a part of the plan, and it also is in the planned features. It just takes a huge amount of work to code this in asm and/or C. I'm sure it'll be done in the future, but it might take a while.
  7. K

    Dynamic Emerald Attack Rombase

    Yeah an automated installer might be better, but in the meantime you can either use the japanese patcher I provided in the link I gave you few month ago or use lips cutting the rom and the patch into two part (I wouldn't advise the second solution though)
  8. K

    Dynamic Emerald Attack Rombase

    Just add a define "GiratinaIndex", I forgit it at the time Also, when you test with pokedex expansion, make sure the free ram I used and the ram used by the dex don't overwrite each other otherwise weird things will happen
  9. K

    Dynamic Emerald Attack Rombase

    Before assemblîg the base, you can choose the indexes of the pokes that will behave as arceus and the indexes of the plate. So it should works with expanded dex too. For non expanded dex, I'm sure it works as I tested it many times
  10. K

    Dynamic Emerald Attack Rombase

    Apparently some file are missing, did you move some directory/files? They are all sorted, the code can't be assembled if you move things around
  11. K

    Dynamic Emerald Attack Rombase

    Finally, hope you'll do great with the base. In the planned features, you can add items expansion, I always planned to do it but never had time to do so. It'd be handy with all of the new item effect, the berries, the mega stones etc. Anyways, good luck with that!
  12. K

    Pokémon Emerald 650

    You're welcome. I knew that in at least one way, you were clever.
  13. K

    Pokémon Emerald 650

    I didn't expect so much gratitude for my code. Wow, thanks man. Perhaps you could help me to fix the last bugs? Because apparently for the "bug" of the species not reverting back, you I say you simply read my explanations: "To make your mega/primal form revert, you have to give your Primal/Mega...
  14. K

    Pokémon Emerald 650

    First, please, use comma. Now, to respond to this post, I'll just use some of yours : I could quote more, like those we can find in Epsilon's thread, and more generally, about 99% of your posts. You'd better find a way to help instead of pushing people uselessly.
  15. K

    Code: Move Resource Thread

    These are directives, you can find them on the internet. Depending on what assembler you're using, you might have different directives
Back
Top