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robinjea
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  • BTW: I am downloading the demo of storm 4, so if I come up with any idea I will let you know!

    PS. I am really exited about Pocket Ninjas again!
    wow, thats alot of progress, you should make a demo so the people in pokecommunity support the hack!
    Ah, I see where I've gone wrong.

    You can either reassemble all the routines, or simply change the instances of 04 32 00 00 in the routines to instead be 90 32 00 00; this is what happens when I don't update my routines when I update my ROM, haha.

    I also tested in a vanilla ROM, and it turns out for blue in vanilla you'll need to put 00 07 0A 00 at bluefont.

    I've updated the original post so you can just follow it from scratch if this is confusing.
    Well, first off, are you sure the Pokémon you're testing on doesn't just have a neutral ability? If they have Hardy, Docile, Serious, Bashful or Quirky, then it should appear all black.

    Apart from that, the redfont and bluefont literals should just be pointers to a word-aligned offset that contains only those four bytes; the rest of the zeroes are completely unnecessary.
    Nice, inform me if you catch any more for FR and I will update the needed EM byte changes alongside them! :)
    Hi,

    Well, I can't really explain more than what I already mentioned in the "Assembly and Insertion" section. If you encounter a white screen usually means that either, the new code is not correctly referenced (garbage get's loaded to RAM), the code length was not entered properly or some other part of the repointing went wrong. I'd suggest you try to free up the RAM areas and try it with the original mixer code to see that the repointing actually has worked. After that you can go over to the next stage and see if you can get the mixer inserted correctly.

    Hope that I could help at least a little bit.

    Best regards,
    ipatix
    Hey bro, I was surfing around in research and devolopment when I came acros with a thread about changing the number of letters an atack can have, the thread was made by touched, it might help
    I haven't tested the FR ones though. They should make the following textboxes like so:

    Both should be able to fit onto the screen even when the opponents name is at max length (10 characters). Can you confirm that it works?
    Hey Robin, I've discovered that the lengthening of battle strings by replacing "Foe" with "The opposing" will result in some dialogue becoming too long and printing off-screen. My post at the RnD thread has been updated with some fixes for EM. If you're not busy, can you help me iron out some more side-effects like this for FR?
    Yes thats ok, atleast there are less names to cut. BTW sorry if I havent made any good aports to the project, my PC is broken but I am getting a new PC soon!
    Well I think english is the best way to go, but you shouldnt add the word JUTSU on the attack name.
    Example:
    Fire Ball
    Shadow Clone
    Water Dragon
    Explosive Clone
    Shadow Posetion
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