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learnedmoveslength = 0x2 attacknames = 0x901800 numberofattacks = 0x1FF I've found this; is it any of these and how do I modify them to 511? I'm thinking it's numberofattacks but how do I write 511 in "0x1FF" format? |
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Your .ini seems correct. Are you sure this is the only .ini file in the folder? And did you place [0000] before the line "name = MrDollSteak's Decap and Attack Rombase (5)"? |
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It says the current number of moves is 354; however i've setup everything correctly on a new, clean rom.
Edit: In the .ini theres another set for a [0000] Fire Red Rom that isn't named Mr Doll Steak's Decap and Attack Rombase (5). There is also a [0001]. Could this be posing a problem? |
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Is there a way to undo or otherwise nullify the physical-special split from this patch? The hack I have in mind actually depends on the elements corresponding to special or physical. (I figured that, given how the original PSS patch alters the code structure of the moves themselves, I would have to remove the routines that refer to the icons, then I would have to manually make, say, all of the Normal moves physical.)
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Question will there be 649 pokemon in this ROM base
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What do you mean by this:
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I'm not sure if this has been said in the thread before.
When the aide gives you the Running Shoes, it's stylized as "RunNING SHOES." Regardless, this has been a nice help to a new hacker, so thanks~ |
Now thanks to Familia Werneck providing me with a save file I have FINALLY fixed the Day-care bug.
It seems to be corruption caused by G3HS regarding the Egg Move Table. So I would recommend people to not use this feature of the tool. Navigate to 25F7F2 in your rom and paste in this section of bytes: Code:
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What if I want to delete every egg move? Do you know beforehand if the game will start crashing again? |
When will be the next patch update?
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Bug Reports
First Thanks for the outstanding patch that you have provided to us. Sbird and I use it currently also in our hack, however, occur more and more bugs on that worry us to continue to use it. I have a lot of bugs found in terms of attacks. Among other things, did all the old attacks. I tested it to work in double battles, for simple fights, they seem. Some attacks are just the enemy out of order and some when they are used by you. Here are the attacks say:
And some bugs sometimes occur and sometimes not turn that makes the search for the bugs much more difficult. Ability Bugs:
I think it's extremely important that you have your own base by test properly in near future. It should not sound insulting, the work that you are doing is of course voluntary. But I think when you start a job, you should also bring it to an end and not start a thousand other works. I do not mean no harm, so do not get me wrong. Because otherwise you will stress yourself and those who despair are using your base, because they have to look for errors. ^^ Until then, thank you very much! =) ~ Dragonfly |
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I already have the Sand Force issue listed, but I don't know about Snow Warning. I've already fixed it as far as I know, maybe not in the current build. It's pretty difficult to discover bugs by yourself, and I normally don't know they're there. |
Oh, actually, I think someone found a fix for the Snow Warning bug earlier. Not sure where, sorry.
Another problem: Scrappy doesn't seem to affect Brick Break. It plays the animation, and presumably breaks Light Screen and Reflect if they're up, but it doesn't actually deal damage when used on a Ghost-type- it still says "It doesn't affect foe [whatever]..." |
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I think there's a canceler into that command, I'll look into that I think the problem lies in damagecalc2, which also read the weakness/effectiveness type chart. Thanks gamefreak |
Oh, really? That's interesting, if inconvenient.
Another thing that happened: Download, when used by an opponent, seems to exclusively raise Attack. I haven't tested it with my own Pokemon yet, but considering the gif in the Ability Resource Thread, it probably works fine; it's just for the opponent. |
Unsure if this was just in my implementation (which isn't technically this patch, but it's close enough), but Mega Launcher is thirteen characters, which is one over the limit: this makes it glitch out wherever it's mentioned (i.e. summary screen, battle messages like when Traced). I'd recommend you just name it MegaLauncher for now, and re-add the FF terminating byte for the string.
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Wait, it indeed fixes sand force, but I think that part of the routine is a check for boosting-speed abilities. Perhaps I'm wrong, but I think we should negate the check in that area, so, place : C0 46 C0 46 at 0x890CAB2 and 0x890CAEC |
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