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Turtl3Skulll
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  • ohhh, lol. The routine is gender based. You need two different pointers for each naming case.


    You'd have to replace @pointers with a pointer to the name you wanted to give (no +1, but you need an 0x8 prefex).

    So if your boy name was at 7304F0, the pointer would change to .word 0x87304F0.

    If that doesn't work, give me the hex you've inserted at 7304F0.
    There should be no callasm needed. All you need to do is set the var and the flag. That's it.
    In the nickname routine I posted, the last lines are:


    That table offset in the bottom needs to be adjusted to the table offset you wanted to put the names in
    so here it'd become:

    For your table location of 0x7304F0. Now at offset 0x7304F0 you need to have nicknames with 10 characters and the rest being FF. If it's not ten characters long, put the rest of the characters as 0xFF.

    So if I wanted to call the Pokemon Jerry, at 0x7304F0, I'd insert:
    C4 BF CC CC D3 FF FF FF FF FF FF

    Also make sure you've inserted the routine properly, and set the parameters to the right values. If my table only had JERRY in it Id:

    setflag 0x270
    setvar 0x8000 0x0

    0x0 = first table entry. 0x1 = second table entry. 0x2 = third.....and so on.

    Also you can ask these in the assembly help thread if you wanted (which is in the beginner's lounge).
    could be, but i dont think it should cause problems, as it is basically writebytetooffset's, just without the side effects
    srry about the late reply, if you paste the routine 2 times, then you should be able to change the text, the palette is part of the rotuine, so yeah it should work.
    For IDA, it definitely should open idb in 6.5 (I have the same version). You might be opening it in the decompiler dialog instead of the open project dialog.

    And yes, I'm still working on MEH quite actively (Just was away from the internet for a week). At the current moment I'm working on Wizard, the D/N system to accompany MEH. As for SEA, once I get the wraps on MEH I'll probably start improving that as well. As for SEA, my Dropbox got completely wiped somehow so the link went down. But I found a zip so you can get that here.
    they are located at 339: Heroine, 340: Hero, 341: Oak, 342: Rival (But, keep in mind that they may not be exactly there, they may be close, so don't forget about the "Next" and "Previous" buttons to find them. They should be close to those values)

    Once you find it, u should also select the option "Use Black/White" and work with the Black and White tones, but you could stick with one of the palettes UNLZ-GBA has. But if you want to skip some indexing problems, I suggest you using the B&W option.

    just a bit advice ...well it may be hard to do at firsy try but keep on trying
    i know most of things..know how to insert asm and all the things...i m best at scripting...already m eorking on 2 hacks as lead scripter + spriter+item editor and other and m already working on my own hack too.. :)

    weak at asm though but i do know the basics
    I was actually thinking about doing another ASM tutorial, but with more practicality involved and how to actually hack a routine, modify it, and return safely. Unfortunately at the moment there are pretty much zero tutorials on practical ASM hacking, so it's more of a discovery process between you and the debugger.

    If you want to learn more about the internals of Fire Red, I'd highly suggest grabbing knizz's IDB and a copy of IDA pro (Not sure if the freeware version works with it, and if it doesn't you can find a copy of IDA elsewhere). It's basically an extremely documented copy of Fire Red's ASM, and it makes the ASM itself a ton more readable. Heck, sometimes I'll just browse through the IDB and get inspiration for hacks to do.
    yah..it sure helps..anyways what things u know in hacking like scripting or other?
    sorry for late reply...that document was good though i had aready mastered most of Jpan engine specials and others but that really helped me :) ^^
    You mean the script that runs when you try to cut down a tree? Just copy it from FR and compile it straight into your ROM to a new free address. Then use that as the script address of the tree.
    There is no difference between those two offsets. I'm super busy right now, but I'll debug the asm when I get a chance....
    It was something I did pertaining to ASM code I used. I can't remember where that post was where that person posted the code, though. :/
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