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Chaos Rush
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  • Hey, there. DrFuji and I felt that the 64x64 DS project had more of a place in Pixel Art than ROM Hacking (even if the sprites are being made with ROM Hacks in mind). There's a redirect in the ROM Hacking forum, so you can find it from there :)
    Your method of prevent Emerald sound corruption doesn't work; script editors glitch when using 0xE3CF64 as a dynamic offset.
    Hey.
    I asked my friend, if he knows a site, where some good sprites are (for this);
    and he has known this site: http://board.romresources.net/board6-romhacking/board9-showcase/10272-fr-bg-sm-sa-ru-pokemon-sprites-s-w-fr-rombase
    Yeah, it's german,
    the creator has changed his name from PhysX into E▲SY.
    At the bottom of the first post, there are 2 called "Pokemon Sprites.rar" (the Sprites) and "PKMN BPRD SPRITES PATCH.ips" (the ips patch of course ;D)
    He wrote in the post:"Now you can have this sprites in your started hacks, too". I translated this ;D So it shouldn't be a problem with using xD
    I started a sprite (Gyarados), but now it's to difficult for me, I've got problems. It takes the full place.
    You can finish, if you like and wanna.
    I'm not allowed to post links if I didn't submit 15 posts.
    That's the reason why I posted here. -.-
    And sry for shiny colours, I thought "This is so beautiful"; but it was unintentionally. When I've finished, I will recolour of course.


    BlacknYellowHD
    The guy who did this posted in your topic.
    Can you create a download link to a patched. nds version of darkviolet? ups doesn't work.
    Quick little question - Would you like me to "fix" the Dawn Stone for you while I have your ROM? It's very easy to define a single gender to evolve (Honestly, you'd be surprised how easy it is). I can even set it up to use a byte in the evo data to define which gender evolves! :)

    Also, apologies for not working on the ROM the last few days, I was at the Scottish Cup Final and the following celebrations (as my team won! :D). I'll get back to your base after they've finished later today.
    That's fine. I never thought you wanted to combine them into the same index, but I appreciate you'd rather I was sure of that. No, I meant it would be easily possible to combine their seen/caught flags indices, but have separate Pokémon ID indices, which is what you want, no?
    Given how the dex is structured in Ruby - with a lot of static pointers - I think I'll just send you an updated version of the patch when it is done, I think.

    Can I make the formes count as the same Pokémon? Yes, but not easily.
    Just a quick notification that I have successfully reorganized the existing space set aside for the seen and caught flags. You now have enough seen and caught flags for 832 Pokémon (Maximum), including the various formes you have done.

    What I mean by that is that Mow Rotom has its own separate set of seen and caught flags, as opposed to using Normal Rotom's, like in my patch. I inserted the routine at 0x77DDE8 - I hope you weren't using that. It's a nice small routine, since the lack of DMA means the RAM addresses are static, taking up a total of 144 bytes, all included.

    I have found and understood the dex routines, and there's not much to be added. I've changed what limiters I have found thus far, but I may have missed some.
    In response to a question you asked the other day on PC, there are quite a few limiters for the Hoenn Dex, of which I've found and documented a handful so far.
    Oh yeah of course you can. Feel free to use anything you want from there. I update that thread more regularly since I'm a mod over there. If you see something you want just grab it.
    That may be wise. It shouldn't be too hard hopefully, but the dex in RSE is fairly differently laid out compared to the FR one, and the FR one is probably easier to deal with because everything is set in stone inside the ROM, whereas I reckon RSE's will have a proper search function.
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