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  • Well you've either inserted the asm wrong or something. I dont really have time to go through your script for you though.
    (This is response to the reply you gave me to the error I posted on the cry tutorial)

    Well it definitely does work.

    However, there is a slight issue in that some cries overlap with one another. For instance, my Purrloin cry and the first part of my Liepard cry overlap. (Purrloin's cry plays for a bit, but then Liepard's cry abruptly plays over it) I have no idea why this is, as I did the steps as the tutorial did, and I used the cry table that you were taking about. (IE: I simply used the offsets from your 1460 patch)
    T
    Thanks for the luck.
    I can't help with the orbs though.
    I don't know what's wrong with the script because I haven't scripted with XSE or PKSV or whatever that is for a while. But I'm pretty sure you're missing parameters. Don't you need the win/lose message or something? And doesn't the error explain why it won't compile? Look at one the the XSE tutorials because I really have no clue what XSE uses.

    You would need to set the variable every time only if the variable is a temporary variable. And since x4011 and x4012 are temporary - yes, yes you would. Thanks for the hack support.
    Do you know what to edit with PGE to allow it to properly read Pokemon Gaia? (That's the only hack I know with expanded cry table (at least up to Gen 6, which I what I want)) I tried loading Gaia with PGE (and it worked fine enough), yet when I clicked on the Pokemon editor I got an error. Any help on this?
    Hello friend I've been keeping a eye on your 1460 patch I've been wondering if you want to work on my new and upcoming firered hack PM for more details
    Okay, I'll wait. I'm so, so, sorry for replying too long...I live in the Philippines and our time zones are different so...and also, our internet connection in Port 21 is so slow...=)
    Sorry for the late reply. Reading your thread, it seems that the beta 2.1 still lacks the mega evolution feature, I was asking for the one with megas, do you have it? And cam I have an early copy?
    Hi, do you have a copy of the latest update of FR 1460? Of course you have. Can I get a copy? So I can at least mingle around with it while waiting for the FINAL release, I just can't wait...XD
    No, that isn't how it works. The routine is the same, but the offsets are different. I also don't have the offsets that you want because although the methodology I used is similar, I changed different parts of the battle engine. I was initially going to post the stance change routine for FireRed, but it is unfortunately too intermingled with a number of other abilities, attacks, and items. It also uses a number of functions that I wrote in C, making it unfeasible to post in the ability resource thread as a standalone. Therefore, in order to give you the offsets that you want, I'd basically be restarting it for you from scratch.

    In order to port it, you'll have to use the FireRed equivalent of offsets, for which you'll need to have an understanding of both battlescripts and asm. I recommend you dig through the ability resource threads/move resource threads and do some asm studying. If you don't understand what you're inserting in your ROM, then the Emerald attacks and abilities are useless to you. If you do a bit of studying first, you'll understand that even the Emerald exclusive posts contain 99% of what you need.
    FireRed and Emerald essentially share the same battle engine. Any battle related hack for Emerald will also work for FireRed. All you need to update are the ROM and RAM addresses.
    I haven't tried NSE yet... I tried UNLZ-GBA but I can't really explain step-by-step... Though you should have FSF in order to get a free space... There are great tutorials in the Tools, Tutorials and Resources section about importing sprites, I just followed their steps...
    I see... Well, I strongly suggest that you use UNLZ-GBA or NSE for importing sprites... And should you import sprites, DON'T import image and palette both at the same time... It's safer to import them separately...
    Man, your patch is not working -_- I don't know why, but the patcher is not responding.
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