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HungLikeATauros February 25th, 2015 7:47 AM

Quote:

Originally Posted by FBI agent (Post 8632913)
You need the random number routine and the shiny generator routine I made. The three of them work in conjunction to make this effect happen. I know it works, because my test ROM is only shinies :x

That's the thing though, I have those inserted.

I compiled the RNG code and put it at 74B7A4.

Then I compile this shiny generator code and put it at 74B7E4:
Spoiler:
.text
.align 2
.thumb
.thumb_func

main:
ldr r0, =(0x20370BC) @0x8002 is shiny flag
ldrb r0, [r0]
cmp r0, #0xFF
bne noCrash
push {r4-r7}
ldr r0, =(0x20370BC) @set back to 0x0 because users tend to be retarded
mov r1, #0x0
strb r1, [r0]
bl generatePID
mov r4, r0
@c = A xor B; 0<= C <8; use random to determine C
ldr r0, =(0x20370B8)
mov r1, #0x8
strb r1, [r0]
ldr r4, =(0x874B7A4 +1)
bl linker
mov r3, r0
@(TID xor SID)
ldr r0, =(0x300500C)
ldr r0, [r0]
mov r1, #0xA
add r1, r1, [email protected]
ldrh r1,[r1]
mov r2, #0xC
add r0, r0, r2 @SID
ldrh r0, [r0]
eor r0, r0, r1 @(TID XOR SID) = A
eor r3, r3, r0 @(C XOR A) = B
@B = (PID[half-word] xor PID2[half-word])
lsl r4, r4, #0x10
lsr r4, r4, #0x10
eor r3, r3, r4 @(PID[half-word] XOR B) = PID2
@concatinate r4 + r3
lsl r3, #0x10
orr r3,r3, r4 @PID for shiny
pop {r4-r7}
str r3, [SP, #0x14]
b end


noCrash:
bl generatePID
mov r4, r0
b old

generatePID:
push {r4, lr}
ldr r4, =(0x8044EC8 +1)
bl linker
mov r4, r0
ldr r3, =(0x8044EC8 +1)
bl linkerThree
lsl r4, r4, #0x10
lsr r4, r4, #0x10
lsl r0, r0, #0x10
orr r4, r0
mov r0, r4
pop {r4, pc}

old:
str r4, [SP, #0x14]

end:
ldr r0, =(0x803DB14 +1)
bx r0

linker:
bx r4

linkerThree:
bx r3

.align 2


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:
.text
.align 2
.thumb
.thumb_func


main:
push {r0-r3}
mov r0, #0xFF
add r0, #0x18
mov r1, #0x1
ldr r2, =(0x8099F40 +1)
bl linker
cmp r0, #0x0
beq normal
mov r0, #0x1
b calcChance

normal:
mov r0, #0x20
lsl r0, r0, #0x7 @1/4096 chance normally

calcChance:
ldr r1, =(0x20370B8)
strh r0, [r1]
ldr r2, .random
bl linker
cmp r0, #0xFF
bne end
ldr r1, =(0x20370BC)
strh r0, [r1]
ldr r1, =(0x20370B8)
mov r0, #0x0
strh r0, [r1]

end:
pop {r0-r3}
sub SP, SP, #0x20
mov r7, r0
ldr r4, [SP, #0x40]
ldr r4, [SP, #0x48]
mov r5, #0xE
ldr r6, =(0x803DAD8 +1)
bx r6

linker:
bx r2


.align 2

.random:
.word 0x874B7A4 +1


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...

Blah February 25th, 2015 8:32 AM

Quote:

Originally Posted by HungLikeATauros (Post 8633009)
That's the thing though, I have those inserted.

I compiled the RNG code and put it at 74B7A4.

Then I compile this shiny generator code and put it at 74B7E4:
Spoiler:
.text
.align 2
.thumb
.thumb_func

main:
ldr r0, =(0x20370BC) @0x8002 is shiny flag
ldrb r0, [r0]
cmp r0, #0xFF
bne noCrash
push {r4-r7}
ldr r0, =(0x20370BC) @set back to 0x0 because users tend to be retarded
mov r1, #0x0
strb r1, [r0]
bl generatePID
mov r4, r0
@c = A xor B; 0<= C <8; use random to determine C
ldr r0, =(0x20370B8)
mov r1, #0x8
strb r1, [r0]
ldr r4, =(0x874B7A4 +1)
bl linker
mov r3, r0
@(TID xor SID)
ldr r0, =(0x300500C)
ldr r0, [r0]
mov r1, #0xA
add r1, r1, [email protected]
ldrh r1,[r1]
mov r2, #0xC
add r0, r0, r2 @SID
ldrh r0, [r0]
eor r0, r0, r1 @(TID XOR SID) = A
eor r3, r3, r0 @(C XOR A) = B
@B = (PID[half-word] xor PID2[half-word])
lsl r4, r4, #0x10
lsr r4, r4, #0x10
eor r3, r3, r4 @(PID[half-word] XOR B) = PID2
@concatinate r4 + r3
lsl r3, #0x10
orr r3,r3, r4 @PID for shiny
pop {r4-r7}
str r3, [SP, #0x14]
b end


noCrash:
bl generatePID
mov r4, r0
b old

generatePID:
push {r4, lr}
ldr r4, =(0x8044EC8 +1)
bl linker
mov r4, r0
ldr r3, =(0x8044EC8 +1)
bl linkerThree
lsl r4, r4, #0x10
lsr r4, r4, #0x10
lsl r0, r0, #0x10
orr r4, r0
mov r0, r4
pop {r4, pc}

old:
str r4, [SP, #0x14]

end:
ldr r0, =(0x803DB14 +1)
bx r0

linker:
bx r4

linkerThree:
bx r3

.align 2


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:
.text
.align 2
.thumb
.thumb_func


main:
push {r0-r3}
mov r0, #0xFF
add r0, #0x18
mov r1, #0x1
ldr r2, =(0x8099F40 +1)
bl linker
cmp r0, #0x0
beq normal
mov r0, #0x1
b calcChance

normal:
mov r0, #0x20
lsl r0, r0, #0x7 @1/4096 chance normally

calcChance:
ldr r1, =(0x20370B8)
strh r0, [r1]
ldr r2, .random
bl linker
cmp r0, #0xFF
bne end
ldr r1, =(0x20370BC)
strh r0, [r1]
ldr r1, =(0x20370B8)
mov r0, #0x0
strh r0, [r1]

end:
pop {r0-r3}
sub SP, SP, #0x20
mov r7, r0
ldr r4, [SP, #0x40]
ldr r4, [SP, #0x48]
mov r5, #0xE
ldr r6, =(0x803DAD8 +1)
bx r6

linker:
bx r2


.align 2

.random:
.word 0x874B7A4 +1


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...

Try setting 0x8002 to 0xFF. See if it turns shiny. Lets continue this discussion in the ASM help thread or something. We're kind of de-railing on this thread's purpose. At any rate, this is a problem with something in your ROM/execution rather than the routines. I have this routine setup in my ROM, and I've used similar for chain fishing which as worked fine.

Teh Blazer February 27th, 2015 2:16 PM

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

Percy February 28th, 2015 1:45 AM

I can't get the Change OW thing to work. It always crashes after the intro. Btw, I tried it out several times.

leyn09 March 1st, 2015 6:06 AM

Quote:

Originally Posted by FBI agent (Post 8525633)
You would use the party checker routine to check if Mewtwo is holding the item. Then, depending on the return you would call silent evolution. It's just simply combining two routines I've already done.


Thanks.

Get Pokemon Type



Recently, someone commented on the limitations of my special 0x12b edit. Honestly speaking it is very limited, and only really has a use for checking if you have a certain type of Pokemon. If you had multiple pokemon of the same type it would only return the first one..ect.ect. Well I decided to customize it a little more. It's less powerful now, but more useful (hopefully). All it does is return the type of a Pokemon in a certain slot.

How to insert:

Compile and insert into free space the following routine:
Spoiler:

Code:

.text
.align 2
.thumb
.thumb_func

main:
        push {r0-r2, lr}
        ldr r1, =(0x20370B8) @var 0x8000 is slot (0x0 to 0x5)
        ldrb r1, [r1]
        mov r0, #0x64
        mul r1, r1, r0 @slot to check
        ldr r0, =(0x2024284)
        add r0, r0, r1
        mov r1, #0xB
        ldr r2, =(0x803FBE8 +1)
        bl linker
        lsl r0, r0, #0x10
        lsr r0, r0, #0x10
        lsl r1, r0, #0x3
        sub r1, r1, r0
        lsl r1, r1, #0x2
        ldr r2, =(0x8254784)
        add r1, r1, r2
        ldrb r0, [r1, #0x6]
        ldr r1, =(0x20370B8)
        strb r0, [r1]
        pop {r0-r2, pc}

linker:
        bx r2       

.align 2


Sorry, too lazy to fetch compiled version :D


Usage:
setvar 0x8000 0x[pokemon slot from 0 to 5]
callasm 0x[routine +1]

It will store the Pokemon's type in variable 0x8000 in the form of an integer. The values in decimal follow this table (it will be stored in hex of course):
Code:

0x0 - Normal
0x1 - Fighting
0x2 - Flying
0x3 - Poison
0x4 - Ground
0x5 - Rock
0x6 - Bug
0x7 - Ghost
0x8 - Steel
0x9 - ???
0xA - Fire
0xB - Water
0xC - Grass
0xD - Electric
0xE - Psychic
0xF - Ice
0x10 - Dragon
0x11 - Dark



I have a question regarding this routine. If the pokemon has two types, how or what will the game store it to 0x8000? I'm sorry, I'm new to this asm thing. :(

Blah March 2nd, 2015 8:00 AM

Quote:

Originally Posted by Teh Blazer (Post 8635786)
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

It just retrieves. There's a function in the game already at 0804037C which does what you want.

Quote:

Originally Posted by Percy (Post 8636343)
I can't get the Change OW thing to work. It always crashes after the intro. Btw, I tried it out several times.

I'll do some more testing regarding this routine. I don't get the crashing on my end though, I think I may have forgotten about something in my post.

Quote:

Originally Posted by leyn09 (Post 8637807)
I have a question regarding this routine. If the pokemon has two types, how or what will the game store it to 0x8000? I'm sorry, I'm new to this asm thing. :(

This one looks like it just returns the first type, which is actually kinda bad. I've edited it below to give the first type in 0x8000 and the second one in 0x8001. If the Pokemon is single typed, the value in 0x8001 will match 0x8000.

Spoiler:

Code:

.text
.align 2
.thumb
.thumb_func

main:
        push {r0-r2, lr}
        ldr r1, =(0x20370B8) @var 0x8000 is slot (0x0 to 0x5)
        ldrb r1, [r1]
        mov r0, #0x64
        mul r1, r1, r0 @slot to check
        ldr r0, =(0x2024284)
        add r0, r0, r1
        mov r1, #0xB
        ldr r2, =(0x803FBE8 +1)
        bl linker
        lsl r0, r0, #0x10
        lsr r0, r0, #0x10
        lsl r1, r0, #0x3
        sub r1, r1, r0
        lsl r1, r1, #0x2
        ldr r2, =(0x8254784)
        add r1, r1, r2
        ldrb r0, [r1, #0x6]
        ldr r2, =(0x20370B8) @Type 1 in 0x8000
        strb r0, [r2]
        ldrb r0, [r1, #0x7]
        strb r0, [r2, #0x2] @Type 2 in 0x8001
        pop {r0-r2, pc}

linker:
        bx r2       

.align 2





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

kearnseyboy6 March 2nd, 2015 10:12 PM

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.

BLAx501! March 7th, 2015 3:48 AM

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 ;)

Kenny1 March 11th, 2015 7:56 PM

Quote:

Originally Posted by Dionen (Post 8628855)
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

This is actually not that difficult to swap the images, idk if anyone's made it for you yet, so let me know, I might just make one more routine.

Chronosplit March 12th, 2015 11:58 AM

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.

Joexv March 12th, 2015 1:28 PM

Quote:

Originally Posted by Projectwolfie (Post 8652641)
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.

Yea, thats how Fbi agent set it up. Just use the routines hes posted on battle by move and deleting pokemon upon faint. It doesnt only do trainers.(or at least the older versions didnt idk if they were changed)

InfiniteZero March 12th, 2015 4:40 PM

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!

Chronosplit March 12th, 2015 5:33 PM

Quote:

Originally Posted by joexv (Post 8652747)
Yea, thats how Fbi agent set it up. Just use the routines hes posted on battle by move and deleting pokemon upon faint. It doesnt only do trainers.(or at least the older versions didnt idk if they were changed)

Thanks for that notion. It's working perfectly.

robinjea March 13th, 2015 8:20 PM

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!

Dionen March 14th, 2015 9:42 AM

Quote:

Originally Posted by Kenny1 (Post 8651909)
This is actually not that difficult to swap the images, idk if anyone's made it for you yet, so let me know, I might just make one more routine.

Please do it! If possible, swapping graphics in general, not only badges

Joexv March 14th, 2015 8:29 PM

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.

Kenny1 March 17th, 2015 8:02 AM

Quote:

Originally Posted by Dionen (Post 8655293)
Please do it! If possible, swapping graphics in general, not only badges

Swapping images isn't normally hard, or the palette's, its just it has to be hooked differently each time.

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.

Dionen March 17th, 2015 5:27 PM

Quote:

Originally Posted by Kenny1 (Post 8659619)
Swapping images isn't normally hard, or the palette's, its just it has to be hooked differently each time.
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.

Badge images are priority, but both would be awesome!

PokéMew March 17th, 2015 7:59 PM

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

Chronosplit March 18th, 2015 12:07 PM

Request, I'm hoping this isn't too much trouble.

The Light Ball Update, how possible is this to port over to Emerald?

Blah March 18th, 2015 5:20 PM

Quote:

Originally Posted by kearnseyboy6 (Post 8640092)
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.

Hmm, this is actually hard because of the nature of how the PP exploit works. We would need to know the PP of the TM Move he had 2 TM moves ago. Picture this:

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:

Originally Posted by BLAxTOISE (Post 8645512)
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 ;)

Sorry, I haven't worked on anything on this thread recently. I've unfortunately been caught by surprise at the workload the community hack off has put on me. Once that's out of the way I'll more clearly solve the music one. As for the textbox one, you can use a showmsg (the one that doesn't close on A-B press) and change it's coordinates (Shinyquagsire found some coordinates in RAM to do this) then open a normal text box. It should hopefully make 2 text boxes on the screen at once.

Quote:

Originally Posted by Kenny1 (Post 8651909)
This is actually not that difficult to swap the images, idk if anyone's made it for you yet, so let me know, I might just make one more routine.

This is very dependent on what you're swapping. The solution is probably going to be a rewrite using the same skeleton. Also iirc, the badges are OAMs, not tile/bg graphics. You will need to generate/hide/show these extra OAMs on top of the BG overlay depending on the extra badge flags that have been implemented.

Quote:

Originally Posted by InfiniteZero (Post 8652924)
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!

I actually already did this for someone, but haven't released the code it would seem! Let me find it/redo it and then I can post back with a resource.

Quote:

Originally Posted by robin22gongon (Post 8654521)
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!

Wow. I'm genuinely happy someone requested this. Believe it or not, this exact routine was my first ever routine. Darthatron held my hand through the process, and it's been years since I've done it. I'd be happy to redo it just for the nostalgia :)

However, I should warn you that fitting it all into one routine is not possible.

Quote:

Originally Posted by PokéMew (Post 8660582)
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

If I'm understanding correctly, you want to make the FR Bike the same speed as the walking overworld? Why is that? That would defeat the whole purpose of the bike. I hope you're not requesting this because you wanted an easy way of swapping the player's OW between two sets. If that's the case, you mustn't forget running shoes on/off. While I doubt something that stupid is your motive, I'm very curious what you'd use it for. Perhaps it's something I'm just not seeing.

Quote:

Originally Posted by Projectwolfie (Post 8661403)
Request, I'm hoping this isn't too much trouble.

The Light Ball Update, how possible is this to port over to Emerald?

As a FR hacker, I have no clue. I do think it's just a matter of pointer changing.



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

PokéMew March 18th, 2015 5:34 PM

Quote:

Originally Posted by FBI agent (Post 8661666)
If I'm understanding correctly, you want to make the FR Bike the same speed as the walking overworld? Why is that? That would defeat the whole purpose of the bike. I hope you're not requesting this because you wanted an easy way of swapping the player's OW between two sets. If that's the case, you mustn't forget running shoes on/off. While I doubt something that stupid is your motive, I'm very curious what you'd use it for. Perhaps it's something I'm just not seeing.

Well, my intent was to use the bike as, well, a key item called the dive suit. Its an item needed to access a certain place in the game (underwater as you may guess). The bicycle has a number of features that the running shoes do not to make things a hell of a ton simpler. For one, it is an actual item, rather than a flag. Also, the bike has its own soundtrack, where as the running shoes simply stick with the current sound track playing. That was one thing I felt this suit must need, a custom track (which I already inserted in sappy.) Now, if these things could be done to the running shoes using ASM (But I'd imagine that making the shoes an actual item and have its own sound track would be awfully complicated) thats another story, but for now I've just decided to use the bicycle as the thing to replace, I didn't find myself using the bike in the games anyways, mainly the shoes. It only has a tiny bit of a speed difference anyway.

That was my motive :)

So, possible?

destinedjagold March 18th, 2015 11:47 PM

Quote:

Originally Posted by FBI agent (Post 8661666)
Hmm, this is actually hard because of the nature of how the PP exploit works. We would need to know the PP of the TM Move he had 2 TM moves ago. Picture this:

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.

Hm... How about a lazy method of doing this?
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

Percy March 19th, 2015 1:45 AM

Quote:

Originally Posted by FBI agent (Post 8661666)

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

Can you be a more specific with the naming routines? Seems interesting :D

Xencleamas March 19th, 2015 2:47 AM

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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