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EDIT: actually it turns out that edits the players name instead of the rival's name EDIT 2: looks like setting 0xA9 at 0x9FCB4 0xC5 fixed both naming the player and Jambo's routine (or I had made a mistake using it initially). Setting 0xA9 at 0x9FD54 to 0xC5 doesn't appear to change this either, but callasm 0x809FD31 will overwrite the player's name instead of the rival's |
REQUEST for change this ROUTINE for FIRE RED
The user Andrea make this awesome ASM for icon in menu like DPPt, Quote:
the routine is it: Spoiler:
i no have knlowledge for ASM and i really love with some ASM expert convert it for FIRE RED and EMERALD, because it is very beautifull, and make a awesome hack improve. BUGS: -No have icon for dex nav- when this flag is active bug it (R, EM) -when the player enter in map with some wheater the icons bug, probably are using same location memory pal used for it https://i.imgur.com/OvNCIWa.png the original thread of andrea ASM; https://www.pokecommunity.com/showthread.php?p=8880222#post8880222 PLZ port it for FIRE RED and EMERALD |
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Change Daycare Cost [EM]
There's 2 versions of this routine. The first is completely configurable (when you compile it), and the changes you need to make to do so are very simple and explained well in the code: Spoiler:
The second is a little different. Rather than a configurable multiplier, it uses the "XP per step" value as the multiplier, so if you're using this modification to adjust the XP per step amount it will scale the daycare cost accordingly, e.x. 2 XP per step will multiply the normal daycare cost by 2: Spoiler:
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EDIT: Made some changes to the original code I posted to make it more compact/efficient. For those that were already using the old version, note that the first 2 bytes of the byte edit required have also been changed. |
Request! 1) Load 240x160 static images into BG1 or BG2 using (image, palette, RAW) table and allow (if possible) use BG0 to load texts (as in the presentation of Oak, Pokédex, etc.) and objects like pokepic, Mugshots, etc. And their respective routine to remove the image. If it is very difficult or impossible with ASM, it can be a routine that loads the image in BG0 and its respective routine to remove it. What I want to do is cinematic with frame sequences. I can not use the diploma hack because I need to make decisions by pressing the A, B and the arrow keys. I tried this routine: FR - Vs. Bar Personalizable but it has no routine to remove the image so in the end I have to do a warp to refresh the screen and erase the image . Finally after 5 continuous frames the game freezes. 2) Load different dialogs in the presentation of Oak depending on the selected genre. What I want to do is a multi-language effect depending on gender. Example: Boy = Spanish, Girl = English. Thanks for the help you can give me. Here is the link to my current project: Pokémon Terranova PD: Sorry for my English |
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for your second request, just use the checkgender command and branch accordingly. i believe it returns 0 for male and 1 for female para tu primer, prueba esta rutina para tu segundo, usa "checkgender" y haz lo que necesitas. creo que vuelve 0 si eres hombre y 1 si eres mujer pd: doesn't use bg0. can switch it to any other bg easily tho, edit for text and lay an rbox above or something |
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1) I only need to load images (preferably compressed in LZ77) from a table through the control of a variable, in BG1 or BG2 to be able to use the BG0 text box. I think I can do it from the example you left me, although I assume that it does not work with compressed images. Really thank you very much. I am starting in ASM and would like to learn more. And of course how to erase that image, the rest would do with scripting controlling the variable. Finally what doo to do is a system of choice of the initial pokémon this way: So I just need 2 routines. One that loads the image in with the following features preferably: - That depends on the value of a variable (I can do it) - Use a table (image) (pal) (raw) (I can do it) - 16 colors (I can do it) - Image compressed in LZ77 (since I need to insert many images) - Use BG1 or BG2 to use the BG0 to load text boxes and OBJ And another one that safely removes the image from said background 2) What I wanted was for the genre to be selected in Oak's presentation, immediately after selecting boy to show a text; And if you select girl it would show another different text. For example: https://k60.kn3.net/B/C/B/5/0/9/5FC.gif And here I need to know how to point to the next text depending on the gender selected. Thank you in advance for the help you can give me. PD: Gifs are not made since the rom, they were made with sequences of images obviously. |
Hi everyone, does anyone knows how to remove the Field Moves options (like Flash, Dig, Fly...) from the Pokémon menu? Because I want to move them to some place but don't know how to make them never show up when I teach the respective move to a Pokémon. Thanks in advance.
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Breeding: Same Offspring = Same Species [EM]
This is kind of a continuation of this post. To put it simply, if you put a Bulbasaur and an Ivysaur in the daycare, they produce fewer eggs than if you paired two Bulbasaurs or two Ivysaurs. This changes it so the Bulbasaur+Ivysaur pair produce the same amount of eggs as a Bulbasaur pair (meaning more than they used to). Code:
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JPAN had as part of his engine a way to make wild Pokemon and Trainers have dynamic levels (you can set a variable to certain values to change the levels to your liking, for example: setting the variable to 0x100 makes Wild/Trainer Pokemon levels match your highest Pokemon.)
However I've noticed that this doesn't seem to work with scripted battles (aka setwildbattle). It just uses the level that you buffered regardless of the routine. Is there a way to make scripted battles have levels that match your highest level Pokemon? |
edit: figured it out!
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Seems you're quite proficient in ASM. Wonder if you use IDE? |
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In a way, ARM assembly is really not that different from programming in high-level languages like C. I just look at all the opcodes like functions, registers are variables, etc. Just takes more steps to do a particular task. I've also made use of the no$gba debugger, that's how I find tricks to save instructions, like r0 containing a return address and the usage of r9 to determine which code to run for the stat coloring merger. Sorry, I tend to ramble on and talk a lot. :p |
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And yeah I use no$gba debugger too, a pretty handy tool. |
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Hey, IDK if it is possible, but could it be made so the battle text auto-advances when in battle (like Gen 4)?
So, instead of being required to press A during certain parts (example: challenge, faint, disable, level up, etc), after 1 second, the next line will load. But you can interrupt it with A as well I can make it automatically skip by editing the hex, but it does it immediately. |
i can manipulate the mistery gifts in FR? how?
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So for anyone who has used this they know that only the Pre-Compiled version works, and the routine given does not compile to match either and don't work at all for that matter. Also the Pre-Compiled version does work but has a bug from using Special 0x9F(Choose Pokemon from party). If the player says yes to storing a Pokemon then decides to either press "B" or "Cancel" then the game will jump to the overworld view, glitch out and freeze with a Black screen. Now I worked on this all day and was able to rebuild the Pre-Compiled routine so we could actually have the working source. FBI's - Pre-Compiled Storage System - Disassembled/Rebuilt Routine Code: Code:
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Hope this helps anyone. When I get the time I will see what I can do about fixing the bug as well. Edit_Two: Found the bug! Special 0x9F lets you choose any Pokemon as well as Eggs. And, Special 0xBC lets you choose any Pokemon beside Eggs(used for daycare) When pressing B var 0x8004 is set to 0x07 so I simply added a compare to fix the script. |
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will have two dawn stone, one work in male and one work in female, it is correct ? i not understand it well |
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