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Speaking of which, has there been any progress on that? |
I have a couple of questions:
I have applied Doesn'tKnowHowtoPlay's patch of this, and I can't seem to open up PGE's Attack Editor for FireRed (BPRE). However, I am experienced in editing hex. 1) Do I just need to edit the 11th byte to make sure the game can distinguish between Physical/Special? 2) What do I need to change to determine whether or not the move actually makes contact? I'm sort of in a time crunch, as I'm in many activities outside of school, so an immediate response or a response within the next two days would be great! |
I feel very out of place posting here, but I do want this working, I can see great progress has been made, but that's all I can tell. I'm no good with Hex or ASM so my question is: Is there a patch of this for Ruby in existance? DragonRush's was deleted and I see that Darthatron posted some for Ruby but I have no clue what to do with it.
That's all, I thank anyone who answers this in advance and I'm sorry if this is out of place. |
EDIT: See post below for better version of the Phys/Spec icons.
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I don't see anything wrong with how the icons look in those screenshots.
I'm still a beginner hacker, but as I recall, each sprite has a pointer to a specific palette. Hmmm... Maybe try searching for that pointer with your hex editor and try changing it? I know that Nameless Sprite Editor allows you to swap palettes, but IDK if it will find your icon. |
I would recommend you to study the OAM structure and use sprite objects to draw those Icons, anyways in tile-based modes the palette is determined by the tilemap, otherwise it can be set in one of the OAM attributes, you can get detailled information on the GBAs tech data on gbatek (http://nocash.emubase.de/gbatek.htm)
~SBird |
when i patched it, it looked like it didn't work, but the reason why i say that is because when i look at other people's rom hacks they have on the side of the moves the have the sign of physical and special. Can somebody help me!
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Seeing as no one has uploaded an accurate patch for updating the now-used move type bytes yet (the one on the first page has reported errors), here's an updated one that should be 100% accurate for all moves in the standard game:
Download For use with FireRed (BPRE). That should save some time from having to edit all the moves with PGE or a Hex editor. Quote:
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http://i.imgur.com/6cOQHmz.png http://i.imgur.com/zxfsbAH.png http://i.imgur.com/Z9tY84F.png
A long-awaited treat for my fellow Emerald modders, I'm back with a much better version of my Emerald Phys/Spec icons. Credit where it's due, the original idea came from Darthatron as did the source image, and thanks also to Deokishisu for the shortening and placement ideas. Here goes: First, you'll need to insert this ASM somewhere Spoiler:
At the bottom, you'll need to change .SplitImages to the address where you insert the icons attached below (as an uncompresed image). Don't worry about the coloring, they'll use the palette already located at 0xDC4338. SplitImages: http://i.imgur.com/TuTazY7.png And make the following hex edits: Spoiler:
It can also support extended movesets just fine (see screenshot above), all you need to do is change .MoveBase to the start of your repointed move table. And that should be all you need. I've tested it and it should work properly on the Battle Moves page, while re-ordering moves, and when teaching new moves. If there are any issues, let me know. Permission to use it in a hack isn't needed, though credit is appreciated. |
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I did the following: 1. Cope/Pasted your routine into Notepad. 2. Changed movebase to 0x08E66000 (where my table is located) 3. Changed .Splitimage to 0x081600000 (where I placed the image. It's a 32 MB ROM). 4. Clicked Save As, changed txt to all files and named it test.asm. Put it in the same folder as Thumb. 5. Moved it to Thumb, which just quickly opens up and closes down the command window without creating the .bin output. |
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icons.asm: Assembler messages: icons.asm:0: Warning: end of file not at end of line; new line inserted icons.asm:69: Error: junk at end of line, first unrecognized character is '<' I've successfully inserted asm routines before, so I doubt I did something wrong. EDIT: Ok, I figured out what went wrong. The first one was because I didn't put a blank line at the end, no harm there. The second one was because of an error made in the asm routine: Tlachtli at line 69, you forgot to put /* in front of your comment. Fixing that made everything work out. |
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Edit: LCCoolJ95 has pointed out a bug where the Stat icon is showing up yellow instead of grey. I'm working on that one, should have it fixed soon. Edit 2: Found the issue, and it's fixed now. I updated the ASM on my earlier post, so the Status icon should look normal now. |
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Could someone give me an already Splitted version of pokemon emerald with the Icons and all? I can't hex edit whatsoever even if my life depended on it. I seriously need help for this. Please Help Me i would really appreciate it |
I should really post this here:
http://www.youtube.com/watch?v=C4BIBxkLMOo&list=UUAvHC6XQV1c8ZtHQ9nBhvWg Thanks to DoesntKnowHowToPlay for his Emerald patch and Tlachtli for his ASM Routine. |
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* I used NSE 2.1 to insert the image at xF58BB4 * I inserted the routine at xF58D34 after setting the last line to ".SplitImages: .word 0xF58BB4" (I also tried 0x08F58BB4) * I changed the bytes at x1C0F88, x1C1328, and x1C17A0 to 08F58D35 When I load up the game and select a move on the Summary screen, it freezes like this: [IMAGE]http://i.cubeupload.com/RWXy5e.png[/IMAGE] Any help figuring out what I'm doing wrong would be really appreciated. Thanks! |
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https://www.dropbox.com/sh/uqvpgx35blxcdvi/AACZZumeB37V1CZWdBCduyzia In that folder, the diff windows show the hex changes I made (with the changed version on top), and the screenshots show the process of inserting the image and the ASM routine. When I try to test it in game, this happens: https://www.dropbox.com/s/cz9jbms6xhy88n0/oops.mp4 The game freezes in that video, but sometimes it just restarts the game immediately upon pressing A. Any help with this would really be appreciated! |
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So I just put this in Ruby:
0803BA94: 80 7A 0803BFBE: 00 29 0803BFC0: 00 D0 0803C124: 02 2E 0803C126: 00 DB 0803C12C: 01 28 0803C12E: 00 D0 It seems to work and I was wondering if there known problems like weather not affecting damage or Blaze/Torrent/Overgrow ect. being out of wack. If these bugs affect me how can I fix them? |
the old 8 byte split breaks everything that isnt damage calc.
type hold items will not work, hidden power won't work, weather ball won't work, weather won't boost relevant moves, pinch abilities won't work. the solution is to not use ruby and move on to the emerald patch because it actually works and emerald has everything ruby offers + more. |
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yes.
the fact it's on emerald at all is a miracle. we really need to move on from ruby already. |
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