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Xencleamas
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  • Don't worry that was very clear lol

    I'll see what I can do, in my rom I actually removed the animation, so I'll see what I can do.

    Currently I'm working on making it support multi, because double and multi are really different for the engine, so is it for the Mega mechanic. But the engines does really weird, useless and annoying things sometimes. Also, I finally rewrote it and it's a WAY easier and faster to insert.

    Last point, I found a better way to insert animation, something totally automated for the user, you should use this too, and I think I'll post in the thread maybe, because it's so much more convenient.
    Yeah that wall has been fixed for a while, I recommend you save in a PC and redownload! If you pick Piplup, you get Charizite Y. Eventually I will indeed add some form of a Mega Stone merchant, and will definitely add a Move Relearner. I don't remember if Aggronite is in but it probably isn't, yet.
    Thanks.

    I looked at it, I know now why a fainted pokemon plays its normal cry instead of mega cry. I'll see if I can do something.

    Though the first problem doesn't make sense, are you sure you call the playcry routine in each of your battlescript transformation ?
    I agree 100% : we dont know whether the pokemon is going to mega evolve or not. I don't know yet how to do that correctly, but will try to improve that part.

    For the cry I'll see later as it's very minor, those things are really annoying to test for me because :
    -I don't have XY or ORAS
    -I don't have sound on my PC

    For the symbol, it's REALLY annoying to do, I know it looks cool but I honestly have no idea how to do it correctly. Even Touched doesn't have it 100% working .

    For the delay half second, it's again because I don't have XY/ORAS, I thought there was a little delay before it says "X react to Y....", you can remove it if you think it doesn't fit.

    Good to have some feedback, don't hesitate if you see other oddities.



    EDIT: It now plays a sound, could you tell me if another sound sounds better ? In the define at the top of the routine I wrote .equ SoundToPlay, 0x1 or something, 0x1 is the ID sound, I think it's not that bad but perhaps there's something better. Again it's annoying for me to test, because I have to save a video, upload it on youtube, then listen it with my tablet x)
    thumb.bat, I don't remember where I get it, it's really common though.

    I assemble directly the whole routine with it.

    Perhaps I should explain this into my post :
    Basically, you take everything that is in the spoiler, put it in one file, and assemble it.

    The output will be a file of like 10 or 20 Mo. Basically, it's full of zeroes, with the hook and the routines at the good location.

    At this point : you see the 5 or 6 "hook parts " ? In my post ? :
    .org 0x3BE80

    ldr r0, Hook
    mov pc, r0

    .align 2

    Hook: .word 0x8000001+Myloc

    For example, at 0x3BE80, in the output, there will be something like 00 47 XX 48 + pointer of "Myloc". This is one of the hook, there are 5 or 6 of these, you have to copy paste these little part from the output to your ROM, at the exact location you find them.
    That part might be confusing if you never used the .org directive, because the hook starts generally with a 0, and you output file is full of 0. So, it is something you have to know.
    Basically, you just copy the bytes from the start of each .org , until the reversed pointer, and copy it into your ROM.
    Tell me if you didn't understand something in this part.

    Then, in your output file, go to "Myloc" location, copy the whole buch of hex until the end (it'll be like 7000 (0x1BE5X) bytes) and paste it to your rom at the "Myloc" location. That's why you have to ensure that there are 7000 bytes of freespace at "Myloc" into your rom.


    If there's anything unclear, just tell me. I probably won't rewrite the routines, but I can try to make it clearer.

    Before spending too much time in it, you have to know that it takes like one or two minutes to do those stuffs. If it's long it is because you didn't understand something
    The loaders and string are at 0x5CBB9C and there looks to be a pointer at 0x14E228, and at 0x14E264,. Will update to see if I can modify this. Should I make a post at the Quick RnD thread?
    If you want to ignore imposter, delta stream etc, you can make the BS point on 0x000000, then use something like 0xF0 for those abilities, to ensure they're not used.

    I probably won't rewrite the routine as it works as it is.

    I don't know how you made it a patch, but that could be the problem, also, the main routine isn't actually more painful to insert than any other abilities.

    I don't know about how karatekid assembler works though
    Are you sure you correctly did all the step ? I've not finished to rewrite it so it might be confusing sometimes.

    Did you correctly replaced the red bold lines accordingly to your rom ?

    Do you know how to insert the main routine ?


    You might want to come on the chat as the insertion can be kinda confusing
    Have any Emerald hackers managed to change the text string that appears at the start of every battle? (ie. "so-and-sowould like to battle!")
    One more (smaller) question. I'm currently using 0x92C for one of my daily events because Phenom2122's documentation states it to be blank. Can you confirm this? For some reason I get the feeling that it's actually used because it's in the middle of a group of used dailyflags.
    Sky, do you know of any unused flags in Emerald that function as dailyflags? (reset after the day has passed through checkdailyflags)
    Oh, I didn't realize that. Change the byte at 0xE1118, 0xE5204 and 0x1ABD06 to 20 could be fixed. Actually, I'm not good in ASM hacking. I should ask Danny for permission to use his fixed patch first. Anyway, thank you very much.
    I'm so sorry. There are some updates again (for a few other 7 digit display problems which have just found out), please read my post for details. Thanks.
    Yes! Basically it doesnt correctly know where the egg move table ends. Immediately after the egg move table are a series of bytes and pointers that actually control the UI for interacting with the day care people, such as loading the textbox etc. The reason it was freezing was because half of that was overwritten, so it couldn't load the textbox.
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