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For some of the codes, some say "insert XX XX XX 08 at this offset", while others say "insert XX+1 XX XX 08 at this offset". Is it XX XX XX 08 or XX+1 XX XX 08?
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For ASM code you use XX+1 XX XX 08. Though there may be some exceptions, but usually this is the case. |
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Even when there's a switch statement, we can use the +1, because mov pc, rX automatically nuliffy the LSB and considers we're in thumb mode So yeah, you can consider pointers for ASM always having this "+1" |
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Is there a fix for this? Thanks for all the hard work you put in! |
i got u mamamamama
snow cloak part 1 .text .text .align 2 .thumb .thumb_func .global snowcloak BufferAbility: ldr r0, .TargetBank ldrb r0, [r0] mul r0, r5 add r0, r0, r7 add r0, #0x20 ldrb r0, [r0] SandVeilCheck: cmp r0, #0x8 bne SnowCloakCheck SandVeil: ldr r0, .Return bx r0 SnowCloakCheck: cmp r0, #0x52 bne Return SnowCloak: ldr r0, .WeatherLoc ldrh r1, [r0] mov r0, #0x18 lsl r0, r0, #0x4 and r0, r1 cmp r0, #0x0 beq Return ldr r1, .Return2 bx r1 Return: ldr r0, .Return3 bx r0 .align 2 .TargetBank: .word 0x0202420C .Return: .word 0x0804689D .WeatherLoc: .word 0x020243CC .Return2: .word 0x080468A9 .Return3: .word 0x080468B9 snow cloak part 2 (this one does compile) .text .align 2 .thumb .thumb_func .global preventfromhail Start: mov r0, r2 add r0, #0x20 ldrb r1, [r0] cmp r1, #0x52 bne Return Untouched: ldr r1, UntouchedBack bx r1 Return: add r0, #1 ldrb r0, [r0] cmp r0, #0xF beq Untouched ldr r1, Back bx r1 .align 2 Back: .word 0x08051BFA+1 UntouchedBack: .word 0x08051C3C+1 wonderskin .text .text .align 2 .thumb .thumb_func .global wonderskin BufferAbility: ldr r0, .TargetBank ldrb r0, [r0] mul r0, r2 add r0, r0, r3 add r0, #0x20 ldrb r0, [r0] ldrb r3, [r7, #0x3] CheckWonderSkin: cmp r0, #0x94 bne Return WonderSkin: ldrb r0, [r7, #0xA] cmp r0, #0x2 bne Return cmp r3, #0x32 ble Return mov r3, #0x32 Return: mov r8, r3 mov r0, #0x0 str r0, [sp] mov r0, #0x13 ldr r1, .Return bx r2 .align 2 .TargetBank: .word 0x0202420C .Return: .word 0x080467E5 sorry its like this but i dont know how to do spoilers |
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Wonder Skin compiles now, but the game freezes when I try to use Spore on a Pokemon with this ability. It seems to be related to the 01 48 00 47 00 00 XX+1 XX XX 08 bytes. Have you made any changes to them? The Snow Cloak fix doesn't seem to contain the checks for future and current abilities such as Ice Body and Overcoat like the original posted by Mr. DollSteak did. It would be great if that routine was able to be corrected. Quote:
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In Snow Cloak I had two Returns available for some reason, there should only be one, which is why the compiling error occurred. Also KDS is right, for some reason in the emerald no guard it was saying ldr instead of ldrb, whereas the fire red one had ldrb correctly. I obviously haven't been copying these routines from my rombase as accurately as I thought haha! Weird no one's pointed these out before but thanks mamamama and KDS for pointing these out to me. |
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EDIT: Solved other glitches, self-inflicted |
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Not sure about the others, might just be that bad bank command from earlier. |
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2. I suppose the "Move Data" is supposed to be changed if you have expanded your move data table. But the fact that you use 31C198 makes me unsure. Is that just a typo for 31C898, which is the move data location in Emerald? 3. Kleenexfeu told me that the free RAM location in Emerald start at 0203E320, does that mean I can use say E320, E321, E322 etc. or do I need to have some space in-between each? |
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The ram locations I've been using are 203E324 and beyond. Most of them take 2 or 4 bytes. Trick room is one, and tailwind is two, the others are 4 I think. |
Just a quick question. Is there a limit for how many characteres I can use to make an ability description?
Because I was expanding an already expanded table, and all the descriptions that were there already took up 32 characters (the ones that didn't had FFs completing it until they were 32 bytes long). But the very first ability I try to insert is longer than that (I'm reinserting it, actually, thus I know it's already in the game and it has more than 32 characters). If they don't have a limit, why the first abilities I read had all FFs completing 32 bytes? Also, if I can use more than 32 characters, how can I do it? Just an FF between two abilities descriptions is enough? |
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I'm trying to add Protean to my ROM, and I can't seem to get it right. I complied it and inserted it into the ROM (00954460, if that matters). Then I added the 00 49 08 47 60 44 95 08 at 1D7D8. When I used "Paste Insert" to add it Gen III suite freaked out and took my to the .ini restore thing. When I overwrote it 1D7D8 with the new code and opened it, Gen III Suite worked fine, but I couldn't find it in my abilities menu. Am I missing a step somewhere?
I'm also using Mr.DollSteak's ROM base. I read in the thread that I have to edit the move data when using the the ROM base, but I'm not sure exactly how or what I'm supposed to do in that regard. |
You're supposed to Paste Write, not Paste Insert.
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Overcoat: Works fine in Hail and Sandstorm. However, it doesn't stop Stun Spore/Effect Spore etc. from working (1st routine) and the game resets when an Overcoated 'mon uses an attack such as pound on an effect spore 'mon (2nd routine). No Guard: The ability itself seems to work fine now. Still a problem with toxic though. Toxic now misses as if it were a non-poison 'mon using it even though the 'mon is a poison-type. |
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The others were all typos. The only thing I couldn't replicate was the issue you found with the 1st routine. Are you sure you've set up the table correctly from the prerequisites? and pointed to the right tables? |
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Can you make new abilities into a patch for emerald?
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Why did u delete the patch? I'm confused
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