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I have an idea about limiting the amounts of items that one can carry. however i wouldnjt like it to be like in red or silver. I would like it to be that you have a maximum of kg you can carry and hat each item weighs a diffrent amount of kg. for example a bike could weittgh 10 kg(or some other unit) and pokeball 1 kg. If the limit of the bag is 100 kg, you could be carry either 100 pokeballs or 90 pokeballs and one bike.
Another idea would be like the "game over when whiting out" thing, with the differnce, that the whiting out does occur after your last Pokemon died, or in other words that you dont go to game over after whiting out, aslong as one has pokemons in the box or pension. I'd totally appreciate someone implementing these ideas! And thx for all the stuff that is already there! |
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Hm, just thought of another potential thing that hasn't been done. May not be do able, but what about Critical Capture?
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I don't know if i'm the only one requesting a routine for pokemon ruby
I don't have something to contribute because i don't know how to asm well i have 2 requests I hope you don't mind 1. You know when it's raining on the overworld it's raining in a pokemon battle. I'd like to see routine that when it's snowing/ashesfalling it's hailing in pokemon battle. 2. And a routine just like in JPAN's Hacked engine where you can make your own items that work with your custom scripts. it's okay for me if this is not answered because i know that most of you hack fire red now |
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Thanks for the No EXP Routine. This will really help to extract the salt of players who think they can level up mid Gym-Battle and get a advantage or something.
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FBI - I know you said you aren't developing routines anymore but I was just looking for some insight. Have you ever looked into changing the events that affect the player's trainer card in FR?
As an example, if I wanted to make it so finishing a new event gives a trainer card star instead of that stupid Doduo game. How would I do this? |
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Hey, I've got a simple request.
Could you change the boost that held items such as mystic water, charcoal, magnet, twisted spoon etc. give from 10% to 20%. |
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https://z-1-scontent-a-hkg.xx.fbcdn.net/hphotos-xpa1/v/t1.0-9/10896888_767975836603808_8462018698209144451_n.jpg?oh=9e352336e8c53b82ac50710c2d0f7edd&oe=5532469F help please Quote:
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Hey. I've got some ideas that could make the game more similar to the newer ones. I don't know if they're all doable in ASM or if they could be done without it. If so, sorry. Anyway, here's my ideas:
- Electric types are immune to paralysis. - Sturdy negates all hits that would OHKO-ed them and leaves Pokemon with 1 HP - Grass types' immunity to powder moves i.e spore, poison powder etc. - New items such as toxic orb, flame orb, focus sash, scope lens etc. |
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I have two questions : First, what did you forget after the bne in calcChance ? I don't really understand what this check does. Also, if I want to change the shiny encounter chance (without the shiny charm), I have to change this two lines, right ? Code:
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Thanks ! :) |
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If you want to send me your ROM, I can point out what exactly is going downhill for you. Most of the time with these kind of problems it's a simple mistake somewhere or a missing routine. I know for a fact this routine system works because I've also used it in other places like chain fishing (which I've also tested). |
I dont know why but all the scripts I made and inserted in LSA-Complete item editor came in an error, I really dont know why? I should contact him.
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It's in the code of the shiny encounter chance : Code:
I wrote cmp r0, #0x0 instead of. And also, because we must set 8002 to 0xFF to make a Pokemon shiny, I added the line mov r0, #0xFF. Here is my new code : Code:
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What is the mystery byte? There's no item wide lens in Gen3 right? then Should I create new item? then what is next? |
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I have a simple request. Could anyone implement the toxic orb?
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Updates: - Pokemon custom attacks routine has been updated - Battle by move (and turn) bug fixes + efficiency updates - some other small bug fixes that I don't feel like listing (EV berries and stuffs) I'm currently working on having one time/limited quantity buying for marts right now. I expect that to be done sometime this week, lately I've been lazy and busy :P |
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I have another question (because nobody replied to my previous post) : does anyone know the offset of the routine which check the Cave byte (Regular/Dark, Flash usable/Dark, Flash unusable) ? Thanks ! |
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May I ask, When you tested that, what mystery byte did you used? EDIT: FBI about your Temporary Deleting the EXP GAIN portion, it doesnt share EVs of a Pokemon I battled before |
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Ok so I hath a request. Both are for Emerald.
1: a routine that allows you to dynamically change the wild pokemon of the route you are in, via variables or such. this was already done for Fire Red so I would hope it wouldnt be too terrible to port. 2: a routine that only allows flying/dragon type pokemon to be sent out into battle. Pretty much like the sky battles in x/y. But not quite the same. |
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Is that true? May I have the name who did that? |
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Jpan. Its in his hacked engine. Spoiler:
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Can we still contribute here? I have some "Alpha" abilities to contribute
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This is for Pokemon Emerald.
Basically to balance strong moves like hyper beam, those moves have a recharge turn where you can't use any moves. This forces the player to use these moves in a more tactical way like behind a substitute or something. As I am thinking of implementing new moves into my hack, some of them will be op and therefore would be unfair to spam every turn. The 'recharge' effect would not be optimal for what I want to do though, what would seem more optimal is something similar to the disable feature. I can't post links yet but im sure you know how it works. The 'cooldown' mechanic would work like this: after a move has been used the next turn it cannot be used again but other moves can. Just like with disable there is a message box saying 'cooldown'which conveniently has the same number of letters as 'disabled' so no need to repoint. If the move is selected a message box will appear saying 'X is on cooldown', x being the move. Unlike the move disable, the number of turns the move would be disabled for isn't random but is preset somewhere in the ROM in a 'disable table' where each move would have a value for the number of turns to be disabled. Multiple moves can be disabled at the same time and if all the moves are disabled then struggle is used, although this would almost never happen because most moves will be disabled for less than 4 turns. This effect would also have to happen for the AI. If possible the disable timer wouldn't stop through status effects and a move will not be enabled after switching the pokemon out,i.e not a temporary status condition. I know this will require ASM knowledge which I really don't have but I can work my way around a hex editor if that helps. So I guess my question is how could this be implemented and how difficult is it to implement? I understand this is a big ask but it's a core feature to my new battle system and I don't think it is impossible to do. Thank You |
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if possible could you make a code to give gift pokemon custom/hidden abilities that are carried during evolution and also a code that lets you choose which ability a trainers pokemon has
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I'll work on a routine to edit trainer Pokemon's stuff soon. Btw, I'm personally open to requests again, though I probably don't want to do anything battle related :x |
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I googled it so I dont know if it has been done, I have watched a youtube vid about changing player OW in FireRed but the uploader didnt give the code, could you find that out?
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hello, can anyone here make an evolution method where when pokemon's holding an specific item(like trade holding item) maxed out its happiness, it will evolve..
I think it will just combine Via Happiness and Trade holding item) |
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Was that the information you were looking for? Or did you want me to do one for you? |
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oh it is great and why not have Emerald ASM code?
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I'd like to report an issue with the code pertaining to the Infinte TM Usage implementation for FireRed. If you teach a TM to a Pokémon with less than four known moves and watch the entire TM learning animation, the TM will be removed from your TM Case.
I actually would have never noticed that this happened had someone else not pointed it out to me. Everything else works wonders! |
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For everyone using these routines: If you find any bugs in anything please do report them. Make sure that the bugs are caused by the code and not insertions errors on your part though, ty. |
Changing the Player's Overworld ingameIntro: I recently made this routine, it's kind of limited in the sense that you can only be change to 30 different overworlds (excluding the special version of the default characters). While it is limited, I don't really think that that's a problem (you'd probably only be OWs swapping to 2-3 different OWs the entire game anyways, so unless you wanted to player to play as more than 30 characters, this routine will work just fine for you). It's also a little "smaller" in comparison to JPAN's 6 seperate routines which he used (though in his favor, I don't think his limits the amount like mine). I blame the table, it's weird. Actually the whole overworld loading thing is weird..it's done in like 9 places lol. I should also note that if the OW you're changing to doesn't have a running frame, things are going to look weird when you try to run~ How to insert: Compile into free space the following routine: Spoiler:
Now navigate to 0x5CA4C and insert the following byte changes: Code:
Usage: The routine requires two conditions to toggle. 1) Flag 0x406 is set 2) Var 0x8000 is not 0xFF As you may have guessed you need to set variable 0x8000 to a value which matches the overworld you want the player to transform into. Please note that for the effect to happen, you need to warp first. Here's a list of values and their corresponding sprite to the left: Spoiler:
While no particular value will cause a crash, I've excluded values which are "repeated" OWs. If you experience bugs, use it in conjunction with the backsprite hack I made. If you still have bugs, report them here! |
Can you please describe how to make my hunger idea possible?
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Is it possible to make an effect like Absorb, but which the percentage of recover HP can be chosen?
I have a little idea on how to do this but i think the animation will not work. |
Is it possible to make a different track play for a last Pokémon like the Gym Leaders in Black and White/cut the HP sound off after a few beeps like X/Y? Or if Characteristic / colored text for +/- stats due to ability?
I know I ask a lot of questions, but, these are things I wonder if it's possible to do. |
Hey FBI, it's been a looooooooong time I don't post anything here xD. Well. I've been thinking about something I couldn't solve and since I think it may be ASM-Related, I summon you :P
I was wondering if it is possible to change from one map to another (like a warp or something) and keep the music that you started playing on the previous map. |
If the music is the same on both maps, the music won't change.
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I'm interested in inserting a Focus Sash that is reusable in Fire Red. What I mean by that is that the Focus Sash, rather than being consumed like berries, will stay held by the Pokémon, but will only activate if the user has all of its available HP. I don't like that it is a one use item lol. The Focus Band in Fire Red does the same thing, and you can change it so it always activates, but it would need to be changed to check the user's current HP with its current maximum HP.
I don't really care if it replaces Focus Band in the game, because I find it to be relatively useless as an item due to its unreliability. Thanks in advance for anyone willing to help! |
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For the bug where the TM gets consumed upon use after the animation: Insert: 00 00 00 00 at 0x124F78 I'll update my TM post with this information too. |
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How about fixing The "Your foe's weakness" thingy after I send out my desired pokemon?
I always encounter that text string although my Pokemon isn't my foe's weakness |
Fire Red gives you one trainer card with 8 gym badges, but some hacks have more than 8 gyms/travels to different regions. Is it possible to create more than one sets of badges? and maybe changing the trainer card backdrop/tileset with it. playing as a different person, stealing badges, there are many possibilities of events with it. It can be easily done with key-items, but come on, it's not the same thing. Well, just an idea. ^_^
All badges are only in one image, so a swapping routine would deal with that, I suppose. The rest of it can be handled via scripts |
Hello dude! (sorry for my english but i'm italian :S)
For many days (ehm...months xD) I try to create a new pokemon menù (the menù that appeared when you press "start"), to change the classical pokémon menù, and I want to change text with pictures (for example the picture of pokédex, or a ball for pokémon etc), and replace menù in the left of the game (however the upper side is ok, but the menù must be in horizontal in this case). Can you help me please? |
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Any idea why? |
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Mov can only load upto 0xFF. From there you need to derrive the number. Take a look at my second beginner tutorial to see how that problem is fixed. Here's the solution: Code:
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I compiled the RNG code and put it at 74B7A4. Then I compile this shiny generator code and put it at 74B7E4: Spoiler:
I then change the bytes at 3DB00 to 00 48 00 47 E5 B7 74 and at 3DAF6 to 00 00 02 E0 Then I compile this shiny charm code and put it at 9F83A4: Spoiler:
And I change the bytes at 3DACE 00 00 00 4F 38 47 A5 83 9F 08 Anything stupid that I'm doing that's jumping out at you? I know I'm compiling them correctly... |
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Does the party stat checker just check the stats of pokemon or can it actually alter them? Because I think something that can change the base stats of a pokemon (like add or subtract from the original value) would be pretty neat. :P
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I can't get the Change OW thing to work. It always crashes after the intro. Btw, I tried it out several times.
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TM deletion fix (another one): This one is for if you try and teach a Pokemon with less than 4 moves a TM. Apparently it does the deletion else where. To fix this insert the following byte changes: @ 0x124EAC: 00 00 00 00 |
Since TM's are re usable with this hack, is there a way to not reset the PP back to maximum? Otherwise this makes PP easy to restore in game.
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I don't know if you have got anything new with the routine I suggested you about keeping the previous track along different maps that have associated different tracks, but I have a new suggestion ;)
I was wondering if it is possible to have two working textboxes. Like for a dialogue or something ;) |
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Question: would it be possible to enable the Delete Fainted Pokemon mode throughout the entire game? Not just in trainer battles I mean, wilds too.
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Small request that I haven't seen around:
One of the newer features in Gen VI is the add-on to Pokemon in the Undiscovered Egg Group: All members of this egg group will have 3 31 IVs upon being captured or what have you. Would be nice to see someone whip this feature up! |
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Hello guys! :D We can request here, right? I'm here to request something that I'm pretty sure is a work for ASM. A routine that makes all Pokemon automatically regenerate 5HP every other turn in a battle AND a routine for making all Pokemon regenerate 3HP for every step in the overworld. Is that even possible? And if it is, can you make it both in one routine? Anyways, I'm requesting this for Fire Red (BPRE). :D Thank you!
P.S. I love everyone's routine here! Keep it up! |
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Well I'm gonna try my request here again, I would like a dynamic wild battle asm script for Emerald please.
Pretty much the same as jpans where you set some variables and it allows you to switch around the wild pokemon. |
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So you want me to switch the badge images? Or the Trainer case thing? Or both? Also, I'm not to active in hacking any more, but I can try this because it is quite easy. |
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One thing I would REALLY love, that I very much need for my hack, would be making the FireRed bicycle go the same speed as your overworld. I would think that ASM could achieve this.
Thanks :) -PokéMew |
Request, I'm hoping this isn't too much trouble.
The Light Ball Update, how possible is this to port over to Emerald? |
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Have 10/20 Shockwave -> Learn TM Hyperbeam 5/5 (iirc) --> Learn Shockwave 20/20 How do we know to store the initial TM's PP? Also a 50% move losing 5 PP to learn Hyper beam is also a little weird. If you can come up with a solution for this problem, or tell me what GameFreak's solution is, I can help implement. In my eyes you'd store every Pokemon in party's moves learned. To achieve this, you would need 48 bytes of Save-block RAM space, and to update the values when Pokemon are swapped around, moves are learned via lvl/TM/Tutor. I'm curious about GF's solution to this problem. Quote:
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However, I should warn you that fitting it all into one routine is not possible. Quote:
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Small update You may have noticed that I'm not very much frequenting around this thread anymore. It's because I'm busy with the community hack-off. Once that's done, I have a few pretty useful routines which most people will probably appreciate. Currently I have done, and have yet to release: - Frontier Battle Routines - Party/Opponent randomizer - Automatic level curve/difficulty setting - Field Moves - OAM generation/manipulation routines - Naming routines - Button detection routines (for mini games!) My main issue is my lack of motivation to write out explanation posts. I'm a little lazy to write out the specifications needed :x |
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That was my motive :) So, possible? |
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Like this... Have 10/20 Shockwave -> Learn TM Hyperbeam 5/5 --> Learn Shockwave 5/20 Simply keep the numerator and only run a check if it's greater than the denominator. If the numerator's greater than the denominator, then make both values equal. :3 |
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Can I request to have this thread to have examples of scripts (I mean the scripts which are XSE based)? Since a lot of people ask those here while checking ASMs. I think this should be started in the future posts of new ASMs (well, if you have effort enough to edit every single ASMs posted, then do so).
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