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MrDollSteak
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  • Yeah, thats why I suggested the text patch. That way we could still use GitHub for tables and stuff. Sometimes I use an assembler to layout tables, or write a special script to insert data from a CSV file. Would that be feasible?
    Okay, I'll try that. I just have to finish the hidden ability breeding hack first. If you're fine with combining it, I've already set up a GitHub that we can use: https://github.com/Touched/DSLN
    Just send me your GitHub username and I'll make you a collaborator.
    I never bother with IPS or anything, I just use xxd to create a hexdump in text format, so I can use git for version control (GitHub has nice utilities for comparing text). Are you using linux? Or shall I write a utility to do this style of patch? You can look at the GitHub for examples of my autobuild system, so take a look and tell me what you think so we can work out a way that works for both of us. I mainly use Python scripts to automatically assemble and insert everything.
    I applied the attack bonus after STAB, but I realise now that the ability actually does this bonus after all others, so I'll have to redo the attack bonus. I don't quite understand the bonus though. Take Pixilate for example. Is the bonus applied for ALL fairy moves, or just the normal type moves that are converted? Bulbapedia isn't clear on this.

    The reason I suggested we allow for abilities to be toggled on and off is not necessarily for the sake of noobs, but rather for debugging. We could individually toggle abilities to allow for quick isolation of a problem. I suppose I could write a tool that used check boxes to achieve the same thing in order to circumvent the problem. Otherwise we can just distribute a patch with all the abilities, and the source with the toggles.
    Thanks. I've done Normalize, Pixilate, Aerilate and Refrigerate, but you've covered a lot more ground than me. Is that what you've done for Emerald, or just FireRed? I'll probably do Protean and the other Gen VI abilities now that you've shown me how to do battle messages. One thing I am doing is wrapping everything in .ifdefs. This way, people can easily choose which abilities they want from which generations. Here is an example: http://pastebin.com/KVutvZ5w
    Each ability is in another ifdef in the "header" file, so different generations can be toggled on and off at will. Do you want to look at moving to a customisable build like this? I use makefiles and stuff to build and insert onto a clean ROM, and it is very efficient. It also makes it easy to fix bugs and things.
    Would it be possible for you to change the title of your new thread to something like "The Sugimori-colored DS-style 64x64..."? I think that would be more accurate, because "Sugimori-style" implies the custom ones I'm doing on-and-off.
    Well, there is a resource of 96x96 Gen VI Pokemon if you're looking to resize some sprites instead of doing them from scratch. I've started work on abilities, working backwards from Gen VI. I'll probably do Gen IV if you send me your ASM for it. I mainly just need to know how you do your battle messages. Could you show me some sample code for FR?
    Sounds good. Well, here is a guide on all the free space. http://pokemonhackersonline.com/showthread.php?t=5742
    But generally, all data after about 0xE00000 is free. All my stuff is applied with an aligned free space searcher and uses the space after this region, so it really shouldn't be a problem what space you use. I write scripts for each hack that automatically assembles and applies the hooks. Perhaps we should find some spriters to help with the second frames? It would be nice to see a complete resource of second frames for an expanded Pokedex.
    Well, would you like to collaborate on that? We could merge our projects (or at least make them compatible), and work on features that complement each other's work. Let me know. I'd be happy to help out if you want.
    There are unused bits in both the the Pokemon base stats data and the 100 byte structure used to store Pokemon in the RAM. I injected code into the function which gets the ability bit and made it get the ability index instead. I then nopped out all the code that gets the old ability index. That way we could have multiple abilities for Pokemon.
    That would be a huge help if you are willing to do that. In the meantime I'll just read over your changelog and your posts in the moves thread and do some analysis in IDA. I was hoping to avoid hooking into so many functions, but I guess that can't be avoided. Also did you work out how to do forms? I'm not sure if there is any open sourced code to do that. I've also been looking into doing hidden abilities. I've written code for it, but I haven't yet check if it works. Do you have anything similar? Thanks for your help.
    A couple of us were talking in the IRC about possibly porting your patch over to Emerald, or doing something similar. Would you mind sharing your source? Of course, you'd get credited for your amazing work. I'd be happy to reciprocate by sharing the source for any other work I do.
    Also if you have any tips on how to get custom abilities, that would be great. Did you just hook into every function and do a check for the abilities? Or did you discover a neater way to do it?
    disculpa hola antes que nada yo hablo español y no entiendo muy bien como agregar los bug fixes creo que así es o así se dice la verdad me cuesta algo de trabajo no se si usted pueda ayudarme con un tutorial o con algo para poderlos agregar de ante mano gracias.
    Oh sorry I mean do you think that 900000-980000 will be plenty of room or might be underestimated? I have kept that area free but if you expand you will likely overwrite some of my space.
    Ok. Bt PGE isnt working. I replaced its roms.ini with your roms.ini, but PGE says unhandled exception and bla bla bla
    Hey there mate! Any news on your Pokemon Apollo project? Last news i saw you mentioned that you were thinking of restarting the project. I just hope you get the time to do so! :)
    Yeah, I believe JPANs system itself could be altered too for customm battle messages, but I don't think we'll ever need the player to have zero balls.
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