![]() |
Quote:
|
Quote:
(Only works in FireRed) Here is a routine that will prevent you from getting money after you won a battle against a trainer. Good for tournament-style battles, where it makes no sense that you get or lose money. How to insert: Compile and insert this routine anywhere into free space: Spoiler:
Now navigate to 0x0259E8 and insert following bytes: Code:
Next compile and insert this routine into free space: Spoiler:
Finally navigate to 0x054BE0 and insert following bytes where XX XX XX is the location of the second routine +1: Code:
At last you should also want to remove the text that appears after winning/losing that informs you about the money you gained/lost. You need another routine for that. Compile and insert into free space: Spoiler:
Now change the bytes at 0x032B44 to following (XX XX XX) is the location of this last routine: Code:
In order to disable prize money you have to set the flag 0x203. If you want to reenable it just clear the flag and you will get money again. |
Quote:
|
Quote:
Quote:
|
Quote:
|
I would like to make a request: wild double battle in Pkmn FR version
Based on JPAN's document on battle scripts, we can change a word in the EWRAM to change the battle type. However, simply putting a hook at the function storing type to that location is obviously with several bugs so I hope that someone will get the full source code and share it, thanks! |
Day/Night Switching of Textbox Palettes (FireRed)So this is one of my few successful ASM hacks. What it does is swap the palettes used by the textbox depending on whether it is day or night (based on Prime Dialga's D/N system). Some of you older users may remember such a feature being implemented by Shiny Quagsire for Pokémon Grey (iirc). So the first thing you need to do is go to 0x471DEC and copy 0xA0 bytes there, and then paste them into freespace somewhere. Be sure to note the offset. These are the five palettes used by the textboxes. You can use this copy as the base for your new night palettes. Next, assemble and insert the following routine into freespace, once again noting the offset. Be sure to replace the ZZZZZZ with the offset of your new night palettes. Code:
Code:
I know it's a bit of a silly hack, but I hope someone makes use of it! :) |
Quote:
|
Quote:
|
Quote:
If you use bx (or callasm in script, which also use bx to jump to the code), you should add 1 if the code is in thumb mode as is always the case. If you use another way to branch, such as Code:
But most people use bx to jump, so adding 1 is often required. |
ASM Request:
Sneak Mechanic from ORAS Function: Slowing down the movement that will give you higher chance of encountering shiny pokemon or pokemon with egg moves. |
Quote:
|
I know there's several routines like this one, but I didn't found them practical.
Check a specific pokémon with a specific slot through the use of Special 0xA2, for Emerald : Spoiler:
|
Quote:
|
Checking HM Compatibility
Hey guys, I've got a fun one for you. If you're like me and hate wasting move slots on HMs, this hack will make that a thing of the past. This hack checks whether the player's team contains a Pokemon that can learn an HM you specify. It doesn't check if they actually HAVE it, only whether they CAN learn it. Used correctly, the player can simply walk up to a tree and cut it immediately if they have a Pokémon that can cut. This is for Fire Red but porting it should be simple if you know the equivalent offsets in Emerald (and I don't, if someone does, let me know and I'll update this post) Compile and insert to free space: Spoiler:
NOTE: Before you compile, direct your attention to the line highlighted in blue. The offset here is the offset of the table that determines TM/HM compatibility. If you have expanded the number of Pokémon in your hack, be sure to change this offset to whatever the new offset is. Now, using this ASM is simple. In whatever script you're writing, first set variable 0x800D (aka LASTRESULT) to one of the following values based on the HM you are checking: Spoiler:
Then, call the ASM using Callasm. After the ASM runs, variable 0x800D will be set to the party slot containing the Pokémon who can learn whatever move you checked for, or 0x6 if no Pokémon was found. The only issue is, Fly and Flash aren't used in scripts by the game, and Dive and Waterfall can't be checked. Making items that perform the same functions using other methods, however, is a working substitute. Here's an example script. Let's say I'm editing the cut tree script. (If you remove the badge check and attack check as I have you can actually overwrite the original script with this, as there's enough space for it) Spoiler:
Anyways, that's that. I'll be using this in the future, but I do hope others can make use of it too. |
Quote:
http://www.pokecommunity.com/showthread.php?t=338513 http://www.pokecommunity.com/showpost.php?p=8676227&postcount=530 Lastly, just a small tip. Code:
|
Hey, I'm not sure if this is the correct place to put this, but I used KDS's script for the Wide Lens in my hack. It compiled properly and everything, but the game isn't letting me hold the item, so I can't test if it actually worked.
Where's the check that says whether or not an item can be held? |
Quote:
Code:
Code:
Reusable TMsCode:
Forcing the text speed to "fast"It is done by neglecting the speed set by the player: Code:
|
Quote:
|
Quote:
|
1 Attachment(s)
The implementation of ROCK CLIMB in BPREThis post will only deal with the "rock climb" selected by the player in the pokemon selection scene, so please do the script on your own if you want to use rock climb by talking to a rock. This hack can judge the "playerfacing" and the number of the blocks you will climb. 1. Firstly we will repoint and expand the RAM location for TMs: (found from Development: More TMs/HMs - The PokéCommunity Forums Credit goes to Taの境界) at 0x99E6A: Code:
ram.asm: Code:
2. Use JPAN's save_block_hack to save properly. link: The PokéCommunity Forums - View Single Post - Research: FireRed Pokédex Hacking Or use the patch instead: JPAN's Save Block Patch for FR » Romhack.me - ROM Hacking Community 3. tables and codes 1)repoint the table at 0x45A76E, replace 0c 00 with the move id of rock climb (swapped), and put 0c 00 after it as the end. (special move table) 2)repoint the table at 0x45A80C, add the move id (swapped). (TM table) 3)repoint the table at 0x45A37C and add an pointer to the description text. Please make it short like other texts in this table. (description text pointer table) 4)repoint the table at 0x45A618 and add [pointer to move name] A5 45 12 08 at the end of the table. (name_table) 5)copy these data to 0x3D4D6C as item picture and palette data. Code:
6)copy these data to 0x3DEBCC as item data. (in item table) Code:
7)edit the table at 0x252BC8 to enable some pokemon to learn the HM. This table is made up with bitfield, which means that you should convert it into binary to see the real data. 1 = learnable 0 = can't learn(TM learnable table) For example, data for bulbasaur is "20 07 35 84 08 1E E4 00" We divide it into 2 parts: "20 07 35 84" and "08 1E E4 00" Then swap them, so we get "84350720" and "00E41E08" Convert them into binary: "10000100001101010000011100100000" and "111001000001111000001000" get them together in the reversed order: "11100100000111100000100010000100001101010000011100100000" It's in the order of "HM08, HM07,.........,TM01" So if we want bulbusaur to learn HM09 we edit the higher part "111001000001111000001000" We change it into "100111001000001111000001000" Then we convert it into hexadecimal: "4E41E08" swap it to get "08 1E E4 04" and we absolutely use it to replace "08 1E E4 00". So you can see that we will always only deal with the higher part, I convert the lower part to just make things clearer 8)repoint the table at 0x45A788 and add [XX XX XX 08 0D 00 00 00] to the end of it. (function table) XX XX XX 08 is the pointer to the following function: (thumb mode +1) check.asm: (main ROCK CLIMB function) Code:
Code:
Code:
code1:(get "playerfacing" in var_0x800C) Code:
Code:
4. fix the badge check routine so that it will check the 8th badge for the HM09 you added: (untested) place this at 0x12461C: Code:
Code:
http://i869.photobucket.com/albums/ab256/jiangzhengwenjz/1_zpspkko0bn2.gifhttp://i869.photobucket.com/albums/ab256/jiangzhengwenjz/1_zpsdwugkkzw.png At last, I have to say that i haven't tried to teach the HM to a pokemon, so if there's any problem, simply follow a reply in Development: More TMs/HMs - The PokéCommunity Forums to delete the animation of learning TMs, but I think there's no problem) As you can see, I have done the main part, but I can't ensure there's no glitch in this hack. So please contribute to it! I'm so tired with it so i won't touch it recently... Edit: Here is a simple looping script to get all of the TMs and HMs as the cheats for the game won't work: Code:
Edit3: Corrected a slight typo. Codes reuploaded. But please pay attention that "8RRRRRR" & "8SSSSSS" are not in the attachment and they're shown as "8CCCCCC" & "8DDDDDD" in the files in the .zip archive so that they can be compiled successfully. If you don't understand, please simply follow the post and neglect the attachment. So is the offsets included in the script file (scr.rbc) because they use the offset in my test ROM XD Edit4: added explanation to bitfield. |
Events that happen daily:First of all, this uses the Day/Night System's clock, or you can use ShinyQuagsire's RTC, which I'm fairly sure are one and the same anyway. Either way, you have to have that in the game or this won't work for obvious reasons. Insert this into free space. Code:
Code:
~EDIT~ It was pointed out to me that this doesn't work over save data outside of save states, that was an oversight. I'll fix it as soon as I can. |
Pre-battle Mugshot Hack in BPEEI don't hack Emerald but my friend jirachiwishmaker requested the code, so I will share it. This is a port of Jambo51's codes in this thread to Emerald Version If you still don't know what it is, please take a look at this picture: http://i869.photobucket.com/albums/ab256/jiangzhengwenjz/7-8_zpsiwx42jwk.png 1. Make these byte changes: Code:
insert 00 48 00 47 AA AA AA 08 at 0xB0F44, in which AA AA AA 08 is the pointer to the following routine (thumb mode +1) Code:
Code:
change 0x8FFFFFF to the palette table in your ROM and it can have 255 custom palettes. The table's structure is [pointer1][pointer2]........................ Every pointer will point to a 16-color uncompressed palette (32 bytes) Code:
Code:
Some sample palettes in the original game: (If you don't change the tiles and tileset, please build your palette in this format using APE) Code:
Code:
|
Quote:
|
Quote:
EDIT: It works fine when I use 0x0001, 0x0002, and so on. 0x0100, 0x0200, and so on which are standards to be used for mugshots do not activate well unless you have a palette on that 0x100 slot. |
Quote:
|
Please look at following words if you want the custom moves!!!
Firstly to use custom moves you need a routine written by FBI and modified by me which was originally posted here: Quote:
Custom 'givepokemon'No bugs found in this hack. Code:
Code:
Custom 'setwildbattle'along with a question I've also developed a routine which can customize the wild pokemon for firered. Insert this piece of code in free space: Code:
Create a script: (The usage of the variables are listed in the comment of the function written by me) Code:
|
Quote:
I just wanted to know how can i properly insert this Script because i obviously don't know how and because there isn't any cheat to make the Pokemons obey xD I tried to insert it it like this: 1) Searched for a Free Offset in FSF, in the amount of bytes typed 256 2) Went there in HxD and pasted the whole compiled script which you posted ("82 24 24 01 00 22" etc, etc) 3) Went in HxD to 1D3E0 and then typed the pointer offset from FSF 4) Saved, tried the ROM and then since the first second there was just a white screen Once again, this is the first time i ever try to insert an ASM script in a ROM, so please, try to not kill me xD .. EDIT: Nvm, reading FBI's guide to insert them, wish me luck. EDIT2: Okay, so, i copied the whole code into the [code] tags, pasted it in a Txt file and saved it as "Love.asm" (replacing the .txt atribute) Then, i've dropped the Love.asm to the thumb.bat and there's supposed to be a "Love.bin" file over there, which isn't :/ I'll try to compile it via CMD just like the tutorial says and see if it works that way, but in my 2nd try it didn't.. EDIT3: Okay, trying to compile it via CMD it says: "love.asm:0: Warning: end of file not at end of a line: newline inserted Assembled successfully" So.. i'll take that warning as a false alarm, i'll try to insert it in the ROM, wish me luck. EDIT4: Welp, didn't worked. Opened in HxD the file "Love.bin", copied the whole thing, pasted it in an empty offset (82B31C) Then, went to 1D3E0 and typed "00 48 00 47 1C B3 82 08" Saved, went to a sign with a simple msgbox, typed the command "callasm 0x82B31D" just before the "end", compiled in XSE, put its offset in the sign's one at A-Map, and when i was about to test, there's just a white screen the whole time :c ... I'm obviously doing something wrong, but a clue would be really appreciated u.u EDIT5: Okay, i somehow managed to insert it more correctly, but now, when i'm about to choose an attack, the game freezes ;_; .. Is the whole thing compatible with Fire Red? xD |
Quote:
You don't use callasm, just use the compiled code snipplet, and paste it into some free space. From there you make a reverse hex pointer and place the hook at 0x1D3E0, then don't touch it, it's automated. If you're still having issues, please open your ROM in VBA -> disassemble -> (tick thumb) and in the goto space put in 0801D3D0. Print screen and paste the result in the ASM help thread or something. I'll assist with specific problems over there. |
Quote:
|
Quote:
|
Reusable TMs in LeafGreenFirst posted by FBI here, these routines prevent the consumption of TMs like in the recent games. Prevent Consumption: 0x124F50: 00 00 00 00 0x125C58: 00 00 00 00 0x124E84: 00 00 00 00 Make it Ungivable: 0x132690: 00 00 17 E0 Make it Unsellable: 0x1328FC: 00 00 00 00 To remove the quantities showing up in the bag: Code:
00 48 00 47 XX XX XX 08 Where XX XX XX is the pointer to where you assembled the routine + 1. Finally at 0x131E7D change the byte to E0. |
Random Natural Number Generator in LeafGreenA port of FBI's Natural RNG, this was almost exactly the same. Just needed one offset changed. Compile and insert this routine anywhere. Code:
|
Quote:
Quote:
|
Quote:
|
Quote:
|
Quote:
|
Quote:
|
Quote:
What is the point of hacking LG ? It's a waste of time. We should put all our effort together by hacking EM or FR to make more progress, there's no point on hacking LG/RUBY/SAPPHIR because they don't bring anything new/better while FR/EM have so much research done. Please don't tell me there's nothing to hack in these games anymore. There's plenty of things to do. Of course anyone can do whatever he wants, but for the sake of the hacking and the progress, we shouldn't encourage to hack other games than FR and EM |
Meh, no one really cares. He just ported the stuff over, which is completely fine in my eyes. Lets let the folks hack what they wanna hack, sure some ROM bases are inferior, but if you don't care then whatever. I mean, all gen 3 ROMs are superior to gen 2 and 1 ROMs interms of coding and implemented features, yet people still hack those.
EDIT: I lied, early gens have complete disassembly. Sorry folks :D |
Quote:
The only reason I personally do it is because of a key principle I'm holding for the specific work I'm doing. Even then, LG support is secondary to FR for me. If I was working on a "typical" Pokémon hack based on FR/LG, I wouldn't even consider using LG for a second. |
Let's not do this here. Feel free to make a thread in the ROM Hacking Hub if you wish to discuss which ROM is better.
|
Quote:
It works fine when I make a regular trainer use the mugshot but anything that uses the "elite four" trainer class just doesn't work. Anyway you can make it work with elite four trainer class too? |
Quote:
There will be boy player & girl player palette after that, but please ignore them as they're not used at all. /*=============================================================================================================================*/ Things in the spoiler below are something need help and it may be better in the ASM help thread. Spoiler:
|
Quote:
What exactly are you trying to do here though? |
Quote:
I want to customize this function myself because many things of the original special function can't be controlled (even coordinates, which can be controlled in "multichoice" command in script) I think the size of the box is also important, so I've added that thing. For this thing Quote:
Anyway, could you help me solve the problem in the post? Edit: here're something I've commented on which may make you interested: Spoiler:
Another thing: would you mind modifying (or deleting) the quote part in your reply to me, as it's quite long and I've placed it in a spoiler. |
Quote:
|
okay so the upgraded sturdy worked and now im trying to do no guard so i got to the point where i had to insert 00 49 08 47 xx xx xx 08 00 00 at 046754 and i did that and my offset is A0A1A8 but i did it reverse so it should be A9A1A0 so when i test it i miss but when i put 00 instead of 08 i dont miss but the game freezes plz help
|
All the codes are now on github and the auto-insertion is completed via armips.
https://github.com/jiangzhengwenjz/Double_wild_battle Old post: Spoiler:
|
Quote:
|
Quote:
|
Quote:
|
I dunno if someone already done this before, but... can I request for a routine that disables the registering of Pokemon into Pokedex, both Seen and Caught? It is just like when you encounter some such species in Battle Frontier/Subway/Maison, and PWT, then it will not register to Pokedex.
|
Since people will be coming up with Mega Evolution hacks soon, I was wondering if there is a way to store all 40+ Mega stones in the bag. Would it be possible to hack the TM case and make something like a 'Mega Stone case', which can hold these stones?
|
Quote:
|
Could I require a routine which can let the multiple Pokemon roaming at once in Emerald by using its original engine like the same as Gold/ Silver version? Thank you very much in advance.
|
Hi Guys.
I wanted to know if it would be somehow possible an ASM Routine to change the Main Character Overworld permanently, until you trigger another ASM which reverts that. Example: Item 1: Calls the 1st ASM which would change your Overworld permanently for another one, the main girl character for example. Item 2: Reverts what the first item did by triggering a 2nd asm. Would that be possible? I've just learned some hours ago, how to trigger a script through an item and the single idea of having clothes as Key Items sounds wonderful <3 But the method with the Write Bytes to Offset is kinda "Meh", because it disappear when you refresh the map or use a warp, and it would be very annoying to put the whole WBtO thing in every single warp of the game >_< .. |
Quote:
|
Quote:
A brand new pocket TM Case like sounds way too more organized. ON: My previous question still stands since i wasn't able to find JPAN's routine xD |
Quote:
Multiple CharactersDespite gender being binary in the games, there is actually an entire byte set aside for it in the second saveblock. You can change this byte with a simple ASM routine, e.g. Spoiler:
Set it to zero for male and one for female. Use another byte for another for another character Note, this will break the script checkgender command! In order to restore it, you should first call checkgender, copy the value it returns in 0x800D to another unused var. Then set the gender using the above. Then you can restore it properly. Lastly, apply this hook (untested): Spoiler:
You'll need to customise that table at the bottom. Each character you want must have its own 6 byte entry, even if you don't plan on using all the frames. The example entry above is a duplicate male character. Just change the bytes to the overworld sprites of your new character (the same in advance map when chooses a sprite for an NPC). Keep in mind you'll need running frames for the target character. This probably will only refresh when you change map, so use the next hack. Instant NPC sprite switchThis is related to the last hack, but can be more useful for a less permanent change. It can also work on other NPCs. Callasm as usual with the NPC person number in 0x8000 (same ID you use with applymovement - and 0xFF for the player) and the target sprite (the sprite index you'd use in advance map) in 0x8001. Spoiler:
|
Quote:
|
Quote:
this is the script that I made Spoiler:
|
Battle End Move Target Held Items (FR):-
Loader Routine: Spoiler:
Rocky Helmet:- Spoiler:
Weakness Policy:- Spoiler:
Knock Off Ban-list Hook:- Spoiler:
|
Quote:
|
Hey everybody , I just want to ask is there any way to restrict main player from adding a certain pokemon in PC storage system ( ROM base : Pokemon Emerald)
|
Hi,
I have some requests for Fire Red 1.0 (if they're possible using ASM) - increasing the EV limit for vitamins from 100 to 252 (since 255 is redundant) - changing the number of Pokémon affected by Soul Dew (in this case, to four Pokémon (the two extra Pokémon have indexes 0x20b and 0x20c)) - changing Exp Share to give 50% Exp to the holding Pokémon regardless of how much Pokémon are holding it (I'm not sure if this has already been done or not) |
Quote:
|
Quote:
Maybe you can share how? |
Quote:
|
Quote:
(P.S: plz sorry for my late reply and thanks for helping me out) |
Quote:
I have a question though, are you sure that hook would be enough for Arceus plates and the mega stones ? Because I saw three more check for sticky hold for the moves like thief, trick and I don't remember the last. |
Quote:
A good trick would be to create a custom bl to determine removability of an item then refer the bl from these three locations + knock off multiplier in the damagecalc function. |
Quote:
|
Quote:
|
First Side Routine Rewrite
A rewrite of the pokemon turn order comparison routine during battles. It does not add any new features but decomposes the routine into a routine with 3 sub-modules which makes it easier to add new speed altering abilities and items (hooking in the original one required to make dual checks). The rewrite also avoids redundant calculations. For example, if move priorities do not match then no need to calculate and compare effective speeds of the banked mons. One of the sub-module returns the effective speed of the banked mon so it can readily used for accurate base power calculation of Gyro Ball and Electro Ball. Spoiler:
|
Quote:
|
Callasm and Setword Commands, and Battle String Loader Hack for Emerald
First, you need to expand the Battle Script Commands table that is found on 0x0831BD10. There are 0xF8 (248) commands used and the table is 0x3E4 bytes long. However, every command is only one byte, so there can only be maximum of 256 commands and there will be available of 7 more commands (8 for FireRed because the addition of 0xF8 command in Emerald is used). Here's how you should expand the table: Spoiler:
In case you care about existing custom commands in the forums, here is the list (I will dig some other custom commands from Resources Threads):
Callasm: Spoiler:
Setword: Spoiler:
|
Hi guys, first of all, sorry for my bad English, I don't speak that language. After that...
I come to ask for help with a ASM Routine. I need load a image in-game, of 16 colors or 256, I don't care. I need load an imagen in a script. Can anybody help me? |
Quote:
For the bl, I updated my multitype routines, though it's for emerald. I didn't tested it but it should be ok |
How exactly do u expand the battle script command table? It doesn't exactly say so I was wondering
|
Could you write an ASM script to name the hero in the overworld? I want to use this, since I intend to skip the intro, while still allowing the user to name themselves.
|
Quote:
|
I'm not sure if this has been done before in a rom hack, but is there a routine that enables the mother Pokemon to pass down Egg Moves to a child (like in Gen VI breeding)? Or is there just a gender check somewhere in the game that has to be disabled? iirc only the father can pass down Egg Moves in Generation 3.
|
thank you sky high that is so much clearer
|
Greetings fellow modders! My mod was coming along well until I hit this ASM roadblock. After watching and reading what tutorials I had spare time for, I'm not even sure my idea is possible, so here it goes...
Basically, I want players to be rewarded for sticking with the same party of pokemon throughout. I'd like to be able to store my "current party pokemon data" in a table/variable during/after a battle (wild, trainer, etc.). It needs to remember the exact pokemon in the party (or at least the species), and store it for an "extended" amount of time. At the end of every battle (wild included) I need to be able to compare the current party pokemon with the data stored in the table, and if the pokemon in my party are the same as the pokemon stored in the table, I need a "counter" to get +1. If they are not the counter has to reset. Once the counter reaches X amount I can call to another script filled with things I already know are possible. I would also like to change the way EVs work. Is there a way to remove the EV cap? If so I would prefer there was a way to earn 252 EVs normally (in a single stat), and then every EV after 252 (in that stat), was only 1/100th as effective (IE, you need 400 attack EVs to get +1 attack) I read that division was tricky in an ASM tutorial.... So is something like this possible? Can you think of any substitues if not? As long as the end result is the same idc how I get there. Thanks for taking the time to read and respond, I hope you're enjoying/enjoyed the holidays! |
1 Attachment(s)
Time Box triggered along with the Start MenuPreview: (Click to see the GIF animation) Attachment 77173 The routines are only for FR. I haven't found any bugs in it. However, the CPU will run much more instructions so that it will be a bit (really?) slower when you open the 'pokemon', 'bag'..... menus. 1) Insert the RTC routine via the tool 'DNS'. 2) Insert these routines and do the byte changes: Routine I: Spoiler:
Routine II: Spoiler:
Routine III: Spoiler:
|
Quote:
Also it would be very interesting to have the option to display this "clock-box" anytime we want via scripting. I'm not sure but by a quick look, it seems to me that the one that displays it is the second one, isn't it?? You should explain, almost briefly, how do this work, anyway, awesome system :D |
Quote:
For ques1: In my opinion, triggering automatically is better xD For ques2: have you heard of JPAN's number input box? It's imitating the 'multichoice' box and you can find how to display a box with a specific string in scripts. Then you can just add a task to the IRAM function queue and updating the time in the box. When you want to hide it, simply delete the task via another 'callasm'. However, I don't think it necessary to be used in scripts, as I can't imagine a scene using that box xD For explanation, I just imitate the function to generate the safari box so you can deal with that function to see its inner mechanism. |
So here I am, well I dunno if it's still in development but still I'm hoping that someone would do it.
Here is my request: Wild Pokemon switch based on Gender It's like Gen IV and onwards' feature of a certain Pokèmon having a seperated sprite for its opposite gender. Well, if anyone here knows how to check if the player caught a specific Pokèmon not just in party but also "inside the PC" and a way how to let the player check and store seen and/or caught data of Pokèmon in Pokedex then please tell me cuz' I know how to trick this one |
Quote:
The few exceptions are : -Emerald check the battleflags of the battle frontier, it one of them is activated, you don't get the boost from the third badges. -Fews register are shifted, but since the whole routine has been rewritten, it shouldn't matter. Since KDS completly removed the boost-speed from the badge, FR-EM routine are totally the same. So, here is the port, thanks KDS : First Side Routine Rewrite (update : fix a little typo from KDS's routine) Spoiler:
|
Quote:
Code:
Code:
Code:
|
Quote:
Do you have any idea why setting it to 64 doesn't create a 100% double wild pokemon appearance? |
Quote:
If it still doesn't work, see VM. |
Quote:
EDIT: Minor bug as you can see in the video, I only have 2 Pokemon in my party but when 1 of my pokemon faints, it asks to use another pokemon |
Quote:
|
Quote:
When you press no, instead of letting your one pokemon as your last, you'll run into the battle, also, there are instances that your pokemon's name will be changed to an undescribable weird letters, sometimes, the HP gets translated to number rather than HP bar image itself, anyway, it's still a good feature and thanks for sharing it, I do really hope that it will be possible to throw a ball in a 2v2 battle |
Quote:
Quote:
Quote:
I'm sorry for those terrible bugs. As I've said, the system is not yet complete and I've only fixed some of the existing bugs and I think its main purpose is to provide some information for other hackers. If the rest bugs can't be fixed recently, I will take a look at them in Feb approximately. |
Quote:
|
Quote:
|
Here are the 2 routines that need to be checked becuse these are not working
Code:
Code:
|
| All times are GMT -8. The time now is 8:46 AM. |
![]()
© 2002 - 2018 The PokéCommunity™, pokecommunity.com.
Pokémon characters and images belong to The Pokémon Company International and Nintendo. This website is in no way affiliated with or endorsed by Nintendo, Creatures, GAMEFREAK, The Pokémon Company or The Pokémon Company International. We just love Pokémon.
All forum styles, their images (unless noted otherwise) and site designs are © 2002 - 2016 The PokéCommunity / PokéCommunity.com.
PokéCommunity™ is a trademark of The PokéCommunity. All rights reserved. Sponsor advertisements do not imply our endorsement of that product or service. User generated content remains the property of its creator.
Acknowledgements
Use of PokéCommunity Assets
vB Optimise by DragonByte Technologies Ltd © 2023.