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Recent content by vizor

  1. V

    Tool: OWM: OverWorld Manager

    Hey, nice work, but what about adding support for other language roms as well? You could just add an .ini file that allows hackers, that either use a foreing rom or repointed their offsets using this tool of yours as well. Since just supporting a few roms is kinda lame...
  2. V

    Development: Creating New Battle Animations

    Today i was doing some reserach on the script engine of this language and figuered out, how some commands work. I have not worked through them all and yet I dont understand everything the commands do. The list i am posting is for firered german, so the offsets won't fit a english rom, but the...
  3. V

    Development: Mega Animation for 3rd Gen

    are you kidding me? How could this be fake? xD
  4. V

    Tool: Subscript: The next step for scripting

    I would recommend to keep the Games' Script Engine's syntax. So use textbox (u32 text, u8 callstdevent) instead of question (u32 text). This will make things more easier if you add commands or things like that. A "script" could look like this: function: textbox (new String("Hello World")...
  5. V

    Development: Mega Animation for 3rd Gen

    Hi there, i finally have managed it, to do MegaEvolutions in the 3rd Gen. I show you this, in order to get feedback, but also to help me with the desing of the new Mega-Pokemon. This system will not be availible for the public, but i definitly want to get feedback (and of course also some...
  6. V

    Quick Research & Development Thread

    I used a german Firered Rom. Maybe my offsets are incorrect, but i dont think so, since reseraching was very easy... .equ generate, 0x08006F0D .equ OAM_thingy, 0x08231BCC .equ callback, 0x08EE9ED .equ buffer, 0x0202063C i made the template dynamic, so i could use it for several objects. i...
  7. V

    Quick Research & Development Thread

    It definitley is possible, since any object of the OAM can use all 16 OAM-Palettes, if it is in 256 Col Mode. BUT: you have to make the game set the bike Sprite to this mode, you have to custom the palettes the way, that the sprite can use all 256 by not destroying other sprites It definitley...
  8. V

    Quick Research & Development Thread

    I already found one. Its located at SUB_0x0803E674 in Fire Red German. You have to permitt: r0, int32: source of basicData(0x50 bytes) ;; r1, int32: destination of calcuated data (0x64 Bytes)
  9. V

    Quick Research & Development Thread

    It defenity is an ASM job, but it shouldn't be too hard, since there is some kind of switch case for the battle, which leads to certain parts that can be displayed during the battle (such as send new poke, attack and so on). There could be one entry that leads to the pokedex_information. You...
  10. V

    Development: The object Animation Engine

    I am using my own subfunctions, because i cant give back to the mains taskhandler. Otherwise my changses in the OAM, IO-RAM and other changes would be overwritten instantly. My engine just stacks commands, and is only giving back wenn the keyframe 0xFE is reached. A "jump" command is not really...
  11. V

    Development: The object Animation Engine

    Hi guys, this is the result of a long project called the Animation engine. It allowes to genereta Objects and animate them behind custom Backgrounds. this is the former Engine i developed, and this version of the engine was NOT multitasking able. BUT! The new one has an task manager i...
  12. V

    Quick Research & Development Thread

    Isnt there any way creating OAM without using a entry in the template table? i mean the Overworlds are sureley not genereted due to this table, arent they?
  13. V

    Quick Research & Development Thread

    Thank you for your help. I'm a German, and i don't know for sure wether i understood the template. Is this simply a pointer to the oam's animation data? And what if the object has'nt any animation. Will the obj disappear after displaying all frames listed in the template? And in what...
  14. V

    Quick Research & Development Thread

    Hey there, i need the offset of the generateOAM function + its parameter.
  15. V

    Development: ObjectScript-Engine v1.0

    Well, seems like i fixed up this problem. No one steals my code, kee this in mind.
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