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Recent content by Missingyep

  1. M

    Item Creation in FireRed: Step by Step, From Start to Finish

    Look for an item that already does that, and see if it has special values that work like those found on Potions. If so, then the Potion trick should work; if not, then you'll probably need ASM or something.
  2. M

    Item Creation in FireRed: Step by Step, From Start to Finish

    51 decimal is 0x33 hex. I think you may have made other mistakes besides assigning the wrong index, as setting a bad index shouldn't break item editors. (Technically speaking, the index was already bad.) Unfortunately, I've no clue what could cause this problem or how to fix it. Hopefully...
  3. M

    I see... The requisite tiles DO exist in the tileset you're using, yes? When you mouseover the...

    I see... The requisite tiles DO exist in the tileset you're using, yes? When you mouseover the block palette in AdvanceMap, you can see the hex ID of that block in the tileset (lower-left corner of the window: "Block: $number"). For each tile hex number referred to in my script, does your...
  4. M

    My best guess, then, is that there is something wrong with the ASM routine you wrote. Based on...

    My best guess, then, is that there is something wrong with the ASM routine you wrote. Based on the use of "faceplayer", I'm assuming that your script runs when talking to an OW or signpost, rather than running when you step on a tile. If that's a correct assumption, then the fact that the...
  5. M

    'Kay. I'm assuming that you read my post here. If you haven't, do so; it contains most of the...

    'Kay. I'm assuming that you read my post here. If you haven't, do so; it contains most of the information you'll need. To summarize: There are eight "slots" for CmdA6 walking routines -- that is, eight pointers in a table starting at 0x083A7310. So you need to replace one of those pointers with...
  6. M

    Sorry for the late reply, I don't check here as often as I used to... Gimme a sec to look up my...

    Sorry for the late reply, I don't check here as often as I used to... Gimme a sec to look up my thread. I think I have an idea of what you haven't done, but I gotta get my reference so I can help you out
  7. M

    Item Creation in FireRed: Step by Step, From Start to Finish

    The 0x2C? That's the same for every item.
  8. M

    Item Creation in FireRed: Step by Step, From Start to Finish

    IIRC that's the size of one item's data. 0x2C bytes.
  9. M

    Send the first bit of info to knizz, he can probably find more use for it than me. IIRC the...

    Send the first bit of info to knizz, he can probably find more use for it than me. IIRC the flag and var addresses are: FLAGS: saveblock + 0x0EE0 (288 bytes long) VARS: saveblock + 0x1000 (unknown length) HIDDEN VARS: saveblock + 0x1200 (256 bytes long) Var should be 16 flags, yes.
  10. M

    Item Creation in FireRed: Step by Step, From Start to Finish

    Item ID is the same as the item index I referred to in the tutorial. As a side note, you should probably use XSE for your script-editing needs. There's more documentation for it, and it has a cleaner syntax.
  11. M

    I haven't been doing anything with ROMs in a very long time, actually. But based on your name...

    I haven't been doing anything with ROMs in a very long time, actually. But based on your name, the description I noted for the offset in my list, and the information about type-9 trainer battles, I suspect it may be related to Oak's tutorial narration somehow. Perhaps it's the number of Pokemon...
  12. M

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

    Offset of item table: 0x03DB028 Offset of an item's entry in the item table: 0x03DB028 + (hex number of item * 0x2C) Structure of an item's data: Bytes 00-13 Name Bytes 14-15 Index Bytes 16-17 Price Bytes 18 Special value 1 Bytes 19 Special value 2 Bytes 20-23 Description...
  13. M

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

    You need to find an unused space in RAM that will also be copied to a "save block" when the game is saved. (Unless you expect your users to rely ENTIRELY on savestates -- but you shouldn't force them to.) Right now, your table is stored at 0x830000. This, however, is actually only an...
  14. M

    Survey: New Script Editor Ideas Thread

    It's my understanding that there actually are other move-related commands, which teleport a sprite instead of having it execute a movement sequence. Ergo "move" as a command name would be too ambiguous.
  15. M

    Script Help Thread (DO NOT REQUEST SCRIPTS)

    1. Those aren't done with a script. It's ASM. 2. You'd have to find some free space in RAM to store it, I think, and you'd have to make sure the location you pick is part of the RAM areas that get saved. I'm not aware of any unused buffers (besides the scriptable ones, which are not reliable...
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