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MrDollSteak
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  • Thanks that's great !
    Be sure I'll look into that
    My main problem was the pokemon that is buffeted by the changements of stats, I couldn't find the bank when the animation/message is played. Do you recall what I did for changing ONLY the buff ? At that place the good bank is loaded, but it's not in the routines where I hooked in your thread. That was actually my problem : loading the good bank, did you find a good bank in that routine (08048F88) ?
    Ah. Well, there is something else incredibly wrong. I replaced tackle's animation with a pointer to this script, and it doesn't seem to work. I hear a sound now (the hit sound), but it still does the "Unsupported BIOS function 7f called from 083ae0b0 ...". Here is the current ASM script form: http://hastebin.com/yubuxetaye.avrasm
    Any ideas?
    T
    On further research, the 'end move' things are executed by the cmd 49.
    It is present in most of the battle scripts that terminate by using 'goto 1d694e'. The script at x1d694e has cmd 49.

    The second table for the bl is also called by this command.
    Well, "anim_rainbow_y + (0xFA << 24)" is a trick. I noticed that it the offset ended in 02 instead of 08 (I assumed it was not in the RAM, since your instructions didn't include anything like that). Since the assembler can't do 24 bit offsets, only 32 bit addresses, I added a large number (0xFA left shift 24) to overflow the 08 into becoming 02. I'm wondering if the function I use to play the animation is causing trouble, because I replaced those bytes with shorts and changed the 28s before XX and ZZ to be 27 and it still gives the BIOS error. I inserted the rest of the animation and nothing seems to work, even if I disabled some parts. I'm gonna insert the animation as an attack (like you did) and see if that works.
    T
    Hey, I actually found the proper way to make Oran Berry activate at the 'end of move' as opposed to end of turn. There are two tables in the bl at '1BC68', one at '1BE34' and second at '1CA64'.

    The first table is responsible for activating berries at the 'end of turn' and the second one is responsible for activating berries at the 'end of a move'.

    Oran Berry and other HP restoring berries have an entry (corresponding to particular ASM code) in the first table but not in the second one, whereas the 'status curing' berries have entries in both the tables hence can activate at the end of a move.

    In order to activate Oran berry at 'the end of a move', the second table should also have an entry for Oran Berry as well and ASM code dedicated for it.
    Hey, thanks for the animation - it looks great!
    I've been having a bit of trouble inserting it however. I want to incorporate it into my current build script, which means writing it in ASM. I seem to have worked most of it out, and it looks right after assembling but it gives me some crap about an unsupported BIOS function if I try run it. I haven't expanded the particles table, I've been hoping to use some random particle effects as placeholders, but I can't seem to get past the "Charge Rainbow Particles" part. Can you take a look and see if I'm doing anything blatantly wrong? http://hastebin.com/aquxerokun.avrasm

    Thanks
    Got it.
    If you want help with something, got any ideas, or want to implement stuff that is already around...
    I may be new here, but I can still help with something, perhaps.
    Okay, well let me know. It shouldn't take me longer than an hour. Come onto the IRC when you can and we can talk about specifics.
    Sadly, I don't think Serebii is much better than Bulbapedia, I'll have to check though. In that list I linked last message, Showdown does seem to know when/how moves are learned. They're labelled a bit strangely ("6L046" seems to mean learned by level up at level 46), but at least they're formatted in sort of JSON so I don't have to scrape it. It also seems to list egg moves, tutors, etc.
    Thanks bro. That did help. Guy confirmed the fix for it.
    I'll test if I need it later.
    Just out of curiosity, are you planning on making another update on that Rombase?
    Hey,
    I could do it, however Bulbapedia is an absolute nightmare to scrape. There are literally no identifying pieces in the HTML - it's a terrible site. Do you think there is another source that would be suitable? Maybe something like Showdown or Smogon?
    I can imagine man. I understand you, chill. I did look up in that thread and others (as DoesntKnowHowToPlay's for example), though.
    This was a recurring doubt I had and I never actually found an explanation. I asked now because I saw some guy was testing this feature and getting mixed results, which none seemed to work.
    T
    The Outcome is also used to display the Effectiveness message.

    Outcome for type effectivness etc. is set by the bl at 1e770. So you can run a type effectiveness routine utilizing this bl and then check the content of the Outcome
    T
    It just tells whether an attack is supereffective, not very effective, endures etc. You can refer JPAN's post on pokemon battle data structures
    Sup MrDS!
    Can you please help me?
    Can you answer what I've asked in your Rombase thread?
    I didn't know you were on, or I would've asked straight to you. =P
    Thanks man!
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