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While inserting my new map into my hack I had the problem that the calculated map points were wrong.
Like for example ROUTE 1 has the block size 1x2 so at some point at the overworld the map shows your player at the upper point or the lower point.
When you change your map size things are messed...
Everything should work now. I installed one of JPANS Memory extensions and ported it for my language (German). I'm going to use the 0203e000 adress now.
I don't know how that is possibly ... I know everybody says that you can only use specific RAM adresses, but I can only say ... It worked...
Is there a post about the save blocks (where they are) ? I will look in to this. Bypassing the DMA-protection would that mean:
ldr r0, .firstoffset #containing second offset
ldr r0, [r0]
ldr r0, [r0]
EDIT: I found it in HackMew's tutorial. Finally I know what DMA protection means. Thanks for...
I'm back. I used the DNS of prime-dialga and linked it to my own time offset. Everything is working but currently im saving the time in the RAM at 02FFFF60 and this data is gone after reseting the game. So my question is if there is some free space of data where i can write to and is saved by...
Maybe I can find the corresponding ASM code by debugging the fadescreen script. I'm coming again if I find something useful.
(Trying to debug the doweather script ended with crashs)
Currently im trying to make it similar to the darkness of for example rain. I cant figure out though how the darkness there works and I thought it must work with the IO registers. I guess working with palettes is just like adding new darker pals and use them during night ?
Hi I need help with my own day night system. Everythings works fine and it works by writing a step number into RAM and after a certain amount of steps a script is executed which clears some flags like beery flags. The problem is that I want the light on the maps change depending on the current...
I know everything here is in English but I am a german hacker trying to port the patch for the split for Firered (D).
I edited the patch so that the offsets are correct for the german rom. Im still missing the pointers and I dont know
which pointers have to be edited (I changed the pointer to...