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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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