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  • Haha yeah, thanks. Though the actual code itself doesn't work unfortunately.

    At least, as this:

    #dynamic 0x800000
    #include stditems.rbh
    #include stdpoke.rbh

    '---------------
    #org @start
    setwildbattle PKMN_BULBASAUR 0x5 ITEM_NONE
    writebytetooffset 0x0 0x2022B4C
    writebytetooffset 0x0 0x2022B4D
    writebytetooffset 0x0 0x2022B4E
    writebytetooffset 0x0 0x2022B4F
    callasm 0x8003a0
    release
    end

    I copied the contents of the .bin file at 8003a0, but when this script activates the game just freezes.
    Hey dude, thanks a lot for the help. I am a noob when it comes to ASM, so I apologise for my stupidity. When compiling the code, cmd gives some error codes saying that:
    "warning: end of file not at end of line; newline inserted
    error: invalid immediate: 134739601 is out of range
    error: value at 134739601 too large for field of 2 bytes at 6"

    I'm sure I'm missing something out of the .asm file but I'm so inept at this that I can't figure out what. Sorry for bugging you so much but I hope you could help :D
    Hey sonic. I was talking to this guy and you may or may not know him but he know's you. He usually goes by Zeno. He is on WAH also. I had asked him about alpha blending and he became curious because he had only used it once in a simple spot. So he tried it out got it working (kinda) as a text box. He wanted me to ask you if you could PM me the FireRed and Ruby message/textbox ASM routine so he can edit it. Thanks.
    Well your system seems similar to ours but not exactly the same. :P

    Yeah that's what we were aiming for so props to you! Also i you don't mind we were checking if it would be possible to do that but store the portrait and pallet in Free Space around 0x80000 and then access it from there.
    Really? That's awesome! I was talking to some other ASMers and they said that you would need to make your own routine for a FireRed portrait system.

    We only have semesters here. Not trimesters. The word I would probably say is just "classes." :P We have exams at the end of the 1st and 2nd Semester.

    Yeah that ain't to good. I hope you do do better next time. I'd expect someone like you to be a wiz at math. xD
    Wow, that's a lot to know. I can barely remember what I learned about c#. :P Your doing all this work now so does that mean you finished your exams? How did math go?
    What this function recieves:
    First argument: R0
    Second argument: R1
    Third argument: R2
    Fourth argument: R3
    Fifth argument: arg_0 = [R13 aka SP][0x0]
    Sixth argument: arg_4 = [R13 aka SP][0x4]
    Seventh argument: arg_8 = [R13 aka SP][0x8]
    Eight argument: arg_C = [R13 aka SP][0xC]

    What the function passes to sub-functions is in var_* (because the addresses are lower). The var_* of this function will become the arg_* of the called one.

    B [var_*] [backups: (R8) (R4 R5 R6 R7 LR)] A [arg_0] [arg_4]
    A is where SP was at the beginning of the function.
    B is where SP is after the beginning of the function.
    Well, there isn't much to learn about the stack. It grows from a high address to a lower address, it is used for backuping the return address and other registers at the beginning of functions.
    However, when they are used within a function it's hard for me too. Not because it's complicated in general, but because you need to keep track of where in the stack you are at the moment, and what values are stored in it. I use the emulator if I'm too lazy to find it out.
    There is only one stack.
    Send the first bit of info to knizz, he can probably find more use for it than me.

    IIRC the flag and var addresses are:

    FLAGS: saveblock + 0x0EE0 (288 bytes long)
    VARS: saveblock + 0x1000 (unknown length)
    HIDDEN VARS: saveblock + 0x1200 (256 bytes long)

    Var should be 16 flags, yes.
    Oh that looks cool. It could be very, very useful. I'm not sure what GFX is though. :P

    I am learning C# although how did you know? xD It is fun though. Link12552 is teaching me.
    Ok cool. That's fine though. Everyone has exams sometime. We'll just be working on other things. Good luck!
    I do remember you. :) Though, it won't work on Emerald using the same method, since Emerald plays the titlescreen until the song is finished, rather than until a certain number of frames have been shown.

    http://pastebin.com/XUFASfRU

    I commented it some what, but not in much detail. HAVE FUN!
    Sonic! Got ideas about the mugshots/portraits! I was talking with our scripter Tesbi and we thought about it. Well we could replace the 25 ???'s between Celebi and Treecko with mugshots/portraits and then do show pokepic for it. We just are thinking now we need to find a way of it usually showing 64x64 pixels of the sprite for the portraits have it show only 40x40. So that's a start!
    Hey sonic. I got some more assignments/research for you to do when you have time IF you want to (and no its not because I messed something up in A-Map :P).
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