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robinjea
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  • Well tbh you should add them, I am not a fan of kimimaro or the sound 4 but alot of people are fans of them
    I cant bealive I forgot that, Bro btw are you planing on adding characters like Shisui?
    Thanks a lot :) I'll be updating my post right away!

    Also, if you can confirm the FR offsets I put on my first post that would be great. I don't mainly hack FR, so I found them by searching the text strings (but not testing)
    Yeah I'm working on another project with FBI atm, so I haven't done any work on Megas in a while. I might decide to go back and fix it at some point, but only after this current project is stable.
    Well I think that the idea of having lvl 25 as the max level is a really good idea, it also helps like for boss battles, Example: if you fight Madara in the Game he could be like lvl 35, since he is really OP in the anime, I dont know if I expresed myself clearly
    You have to change that and specify the offset in the python script by doing ./insert.py --offset 0x800000.

    Kleenexfeu did some subset of what I did in ASM, but he is insane. I prefer doing C because it's just easier to work with. I realise my method is probably a bit more difficult to insert, but I plan to make it better sometime in the future. The scripts really help me work because once they're set up I don't have to bother reinserting everything, I just hit a button on my keyboard to rerun the compile and insert scripts. Porting kleenexfeu's stuff back to FR is probably going to be a nightmare, you'd have to find the equivalent place in FR for each of his routines, and then change all the addresses to their FireRed equivalents. Also, I don't really see the point in redoing the work again. It would be easier just to write some C code that works for both games.
    It would be quite difficult to repoint, as it actually points to itself in several places. I would recommend you backup, remove it (either manually or using uninstall.ips) and then reinstall it in your new location.
    Oh, let the Berry system sit out for a while. I'll make a better one in the near future. The current one, there is a small bug with a rountine's execution, and I've been too lazy to fix it because I've been telling myself a better version will be created :P
    Try to step through what is happening.


    This part gets the pointer to the dynamic player data.


    Here you once again load the address of the pointer to the player data (this time in R1). Then you load the gender byte into R0.


    OK, so you add one to the gender byte as opposed to doing mov rX, #0x1. Which is bad. Then you store this gender-byte +1 in r1 which contains an address to a pointer to the trainer data. You haven't actually written anything into the player data structure.

    I know you said you wanted to try it on your own, so I advise you to stop reading the rest of the VM and try it now. I'm going to give you a simple solution incase you wanted reference later on.

    Here's a solution:
    You'll have to use one of the built in functions to divide. If you're dividing by powers of two, you can use lsr.

    Jambo documented them some ages ago:
    Hey, I saw your comment on the video. No idea people watched those when I'm not posting them, I'm glad you like 'em :)
    No, I recommend you not use it. It would break compatibility with all the routines you've mentioned, because it is assumed the data is Dynamic. You don't really need to remove the moving nature of the data anyways, since it's very simple to write some ASM to copy it anyways.

    About your previous question, the walking healing thing, sorry I have been too lazy to actually insert it. One of these days!
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