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robinjea
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  • Yep! Each time you check the routine it'll write the correct entry for you, all you have to do is know which daily event is which.
    The daily event routine stores a table to the IRAM, where each entry is four bytes long. They contain the date that the specific entry was checked last. So don't worry about coinciding data between entries. Each time you use that asm, you'll replace that entry with the current date(according to your computer).

    Either way, if you set var x800D to 1, that'd be the second entry(the first one is 0), and then 2 is the third, and so on and so forth. They won't overwrite each other.

    Here's an example:
    Spoiler:
    Hello, no it can't (well yes it can but you'd need to modify it a lot more). I'll consider upgrading it in the future, currently it's rather limited and only did what I needed it to do :/
    M
    Is there any way to skip the black boot screen & the Title screen , and not the intro ?
    M
    But Gogo already told me how to do it.
    M
    If you are free , can you please do it for me ?
    M
    Hi ! Do you know how to remove the Gengar-Nidoran intro from a FireRed ROM ? I read Knizz's post , but I didn't understand how to do it...
    Can I just use a Hex editor to do it ?
    T
    The original routines for damage calcs and accuracy checks are at different locations so this routine can't be used to raise attack.
    The RSE starter choosy thing is by shinyquagsire. It's in C. I just modified it to support MY new pokemon :D
    The OWs are rips like everything else in the game.
    Also I see you joined the chat then instaquit. Why? :D
    well when asking the original founder of the b/w animations he must have misunderstood me because he ended up posting a patch on the original thread: http://www.mediafire.com/download/qou5ljny92hxegj/Pokemon+-+Fire+Red.rar
    It currently supports 4 frames, so to implement the animation you would just replace a pokemons sprite with a spritesheet the size of w:64 h: 256. you can also change the amount of frames to be higher or lower if you wish, just note that I wouldn't recommend anything over 5.
    The speed of the animations and amount of frames can be adjusted as well. The animation data the data is found around 80C7B0.

    It does have a few bugs in it. One being castform and deoxys are messed up, but I'm working on fixing it this weekend if I don't have to much homework.
    well I have slightly good news, I managed to get b/w animations working. But it was only doing it in trainer battles, weird right? Its a good thing I tried it on wild pokemon because I was so excited to see it working I nearly threw it on the forums xD! That would've been bad lol
    In fact, as soon as I get my computer back I am going to try a version of the b/w style with limited loops. Perhaps it won't crash anymore
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