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MrDollSteak
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  • Uhmm Bro, how can i edit the stats and move of the fairy type :( ?
    I don't understand for the hex editing tutorial -3-
    Hey, I've got a question about your rombase. When I downloaded the patch initially, I decided to forgo the Fairy-type and I applied your rombase + the remove Fairy-type patch to a clean FR ROM. Today, after you released 1.4, I decided that I wanted to include Fairy-type in my hack, but when I applied the 1.4 update to my ROM, Fairy-type was not there. Is there any way that I could still include Fairy type in the hack?
    Hi is there a new beta for apollo i saw a signature with a picture of apollo with a 2014 copyright but the thread of apollo is closed and the last version is 0.3 there
    Okay that's good, I was worried you were going to use the slots after the Sun Stone. :P Are you planning to add all the newer gen items or just more important ones like evolution stones?
    Hey, I just saw your changlelog for version 1.4 of your patch. I was wondering, are the new items going to replace the unused ??? slots or have you created new slots?
    Oh ok great! That's a lot less cumbersome. I won't have to repoint anything else in the ROM if I move the sets somewhere else will I?

    Also my question about a list of hex for the new moves still stands. It's not too hard to figure them out, but if you had a ready-made list that would cut the time down.
    Sorry to bother you again, but I was wondering if you had a list of hex values for the moves in your base? If I'm correct, PGE can't change the number of moves in each pokemon's set like YAPE can, so I'm gonna manually hex edit all of them...
    Well it seems like right after the animation finishes it freezes and doesn't apply any damage at all. When I changed the attack effect thing to, say, lower accuracy, it just lowers accuracy but deals no damage even when I have the damage set.
    Yeah, sorry about that, I meant in the same hex the 4/5th gen move resources have which is what I think you're talking abut. I was just wondering if you saved brine's animation data since I can't seem to get it right.
    Okay, last last question. When I ripped Brine from your patch the animation worked perfectly until the end where it was supposed to deal damage, then it froze. Do you still have the pre-inserted hex of it and would you mind sharing?
    Ha well we've got mostly everything for gen6 sprites, I have also been a firm believer in it is easier to downscale than upscale. Plus I can't even use these forums from home cause of an AOL IP ban. But I'll keep an eye out here and there when I'm at school.
    Aha, so after a bit of searching and far too many clicks to be safe to my mouse, I managed to find the tilemaps as well as the tilesets. It's just that the rock wrecker background's tileset is bigger than all the others and the tilemap is many times bigger than the other raws of the new backgrounds (even NTME wouldn't open it's 14 kb size). Am I at the correct background and why is the tilemap so much bigger than the others?
    Ah, okay, just one more thing and I won't need to bother you anymore. I can export images and palettes just fine with NSE 2.0, but how do I export a tilemap?
    ...thanks man. Idk how I missed that. I read that PGE could handle the new moves and I assumed it could do the types too...
    So I've added the "roms" document to the ini folder for PGE, but I'm still getting an error. Value of 22 not valid for parameter SelectedIndex. I'm assuming it has something to do with addition of the fairy type since it only appears when I try to look at a fairy pokemon or move...not sure what I did wrong.
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