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  • Only normal-type moves that get converted, so that's what I meant by reloading the stats. So what I'd do is, push your register for the type, re load the type into the same register, cmp it to the normal type, if yes apply the boost. Then pop it and put the Fairy-type back.

    Well I think what we can do is maybe have them toggled for debugging purposes, but then once it's bug free, putting them all together.
    Have you included the 1.3 attack boost for Pixilate, Aerilate and Refrigerate?
    If you haven't I'd recommend putting it near the other damage calc abilities like Blaze, Overgrow etc., I'd reload the move data and check to see if the type of the move is normal and if it is applying the 1.3, because the move would have already calculated all the type information by that poin.

    The abilities are just what I've got working for Fire Red, but porting them won't be difficult difficult.
    I'll start writing up the ASM files soon, and finding corresponding offsets in Emerald.
    I might need to do quite a bit of rewriting, because a lot of them use battles scripts, so I'll need to make BSP scripts too.

    Yes I think it's better having a more customisable build in the sense that it's easier to insert without bugs, but I don't really see the point in allowing people to remove certain abilities. I think it'd be better to have them all in there, and have people choose to use them. Just because I imagine we'd both get A LOT of stupid posts asking how to install things.
    The way I do battle messages are through battle scripts using Jambo's hack. It can be found in the here: http://www.pokecommunity.com/showthread.php?p=7101031#7101031

    Shouldn't be too difficult to port. The callasm one has been ported by Chaos Rush, and I've currently put it in the rombase.

    The 96x96 one is great, but some of them are really tough to resize, especially the back sprites. It's okay, I'm just getting to the more complex ones.

    I haven't written out all the ASM yet, but I can tell you the abilities I've done, so you don't have to worry about them, though some may have bugs:
    http://pastebin.com/raw.php?i=E2egVPJE

    I've currently got the Fairy type working 100%, expanded all the tables so it doesn't replace anything, new move data and all the tables relating to moves, and a few other things set up. Currently working on decap, and contest data.

    I can send it to you soonish if you want. I'm also going to start a thread with my new sprites (slightly modified DS Style Resource) with the second frames there too.
    Well I'm a spriter, so 2nd frames aren't too tough for me. It's a good way not to do Gen VI sprites, because I'm getting fed up of scratching custom sprites.
    That sounds great. Definitely up for that.
    If you can give me an idea of free space that'd be amazing. My rombase for Fire Red goes from 900000-980000 (not all full, but I'd like to have around that much space in case I add new things). I'll start work on it in a few weeks or so. First I have to try and debug PRPB's abilities and moves. Also I'm working on 2nd frames for the Hoenn Pokedex so that we can keep animations in Emerald.
    That's fair enough. I know about the unused bits, I personally just felt like it wasn't 100% necessary, in the sense that it'd be annoying to set up a proper dream world or hidden ability system with Grottoes and things.

    Also, I'm thinking of actually starting the port to emerald myself. Not because I don't think you guys are capable or anything like that, but just because I've realised a lot of my abilities and move effects are index specific, alternatively I could just make that more obvious, but I think it'd probably be easier in the long run to start it myself.
    Haven't really bothered with forms to be honest. I know there are codes out there, Daniils has some non-battle ones. As for battle ones, I reckon there aren't any complete things out there. Doesnt's looked into it. I'd recommend looking at Ditto's transform function or Castform's forecast and doing things in there, that's the only plausible way I can think of getting animations to work.

    Hidden abilities, I've got nothing. I planned on making some sort of item to do it. Maybe modifying the TM routine, so that when you use it on a Pokemon it gives it a select ability. A table with different indexes is the way I can think.
    Hello. Porting is fine! I didn't really make any source code as such, I just expanded things using the tutorials. New abilities can only really be made by hooking into existing ASM codes. What I can do to help you is write out the ASM (most of it already exists but is buggy, so I'll write out my working ones, especially so you can understand better what every part of the routine does) and you can find the corresponding Emerald offsets and insert locations. I can do the same with move effects and animations if that helps you. Most of those are already on the move resources thread.
    Sorry for not working on Subscript for a few days. I've had some stuff to take care at home.
    Yup, much better than mine. Is it compatible with Python 2.7? I think bytes() has a different structure but I could be wrong.
    I actually only use PKSV. It's more of an interpreter on top of an interpreter. It's essentially the same deal as byte code, but lower level. The poke script is above ASM, but below C. It's essentially what would happen if you made a programming language that's just a series of sub routines, but without the refinements and automation that make higher level languages what they are.

    I guess I don't understand what you want to do, please explain.
    I'm not treating you like an idiot. If I don't know what you know I just explain things a bit more than I normally would.
    Like, we have to declare our strings by hand because of the limitations of working with a ROM. Before we could have a tool that allows us to freely declare strings(constants in general, really) we have to have a tool that fully decompiles and recompiles the game, which just simply isn't going to happen.
    You know, there are spatial constraints. The only way to get around those is to first double the ROM size and work from the new space. Then you can declare strings and other things without having to be able to de/re compile the whole game.
    Also, keep in mind that when you're writing scripts here you're not actually compiling anything. That word gets thrown around a lot I've noticed, but it isn't actually a correct usage. Another thing I meant about the whole missing abstraction layer thing is that scripting for pokemon roms is 1:1 with the binary file, which isn't something that happens in ASM even.
    Because that's how all binaries work. You must keep in mind that you are not scripting in some php file, you are modifying binary data.

    This is the sort of thing I meant when I said there's a missing level of abstraction. When you use an IDE with a high level language, you can make as many variables as you need and they can be whatever you want them to be. At compile time they'll be baked into the binary the way the strings we use in PKSV already have been. There is also no way to get around having to have your strings declared before you use them. It is highly unsafe to have them automatically generated in a ROM editor. It would be different if you were making the game from scratch, but since there are already a bunch of other scripts with their own strings and actions. They MUST be handled delicately to avoid corrupting other data.

    To be honest, when they made the pokemon games I'm sure they used an editor that made these scripts for them from some other language, a high level language where variables and mathematics could be done easily. I really wouldn't be surprised if these blocks were made by a modified GCC toolchain actually.

    I do a lot of Windows programming using C#, or C++ primarily. I also do C, Java, Lua, PHP, JS, and whatever else. Pretty much whatever I have to use to achieve a goal.

    I'm also not sure what example you were talking about.
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