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MrDollSteak
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  • do u know how can i find the hex data of the animations or how can i calculate the data?
    u inspired me to create my own custom VI GEN moves for my hackrom, please respond
    Hi, I played your rom hack.

    The best rom hack I ever played, I loved everything. I read the thread and I noticed that last uptade dated back to May 2013, I suppose you stopped developping your game, but I saw no message in the thread except the one of admin saying you asked to close.

    So just to know did you stop developing the game?

    Thanks for reading and one more time I congratulate you for your rom hack it's a very good one.


    PS: Sorry if you have trouble to understand my message, I'm French so it's quite hard.

    Thanks.
    Yeah uni kills us all lol.

    So I've found the move effect table, and re-repointed it, and replaced the pointers to the new move effect table.

    So now do I have just to copy these offset codes from the 4th&5th gen move dev thread, paste them into free space, write that offset down. Go to the new move effect table remove 5f861d08 from the move effect table at the end, put there the new move effect offset, and add 5f861d08 after it and done?

    If I do that and replace say tackle to test the effect, the ROM crashes in the intro.
    Oh yeah dayum why didnt I think of that sooner just to check the old tables and where theyre pointing now :\

    Anyways thanks man, whats have you been up to?
    Uhm yeah, it is quite some time since I've hacked and now I'm trying to find where I left, and its going pretty well.

    But I have a problem that is not letting me move on, and its the move effect table, Ive expanded it last time wrong, because I didnt put free space after it for new move effects. And I kind of lost where the tables are, and I dunno how to find the tables now (The doesntknowhowtoplay tutorial of expanding move tables etc).

    Do you have a idea where to start to find them again lol, and how to put them into that program that lets you edit them, since I've switched PC's.
    I basically just tacked a "does target have sturdy" check onto the calculatedamage routine, and if so it branches to a short asm method. It checks a) if the target is at full health (current hp >= max hp), and if so b) if the damage to be dealt >= target's max health. If so, it just overwrites the damage byte with (target's max hp - 1) and prints out the Endure message.

    You can add Multiscale the same way. If the target's hp >= max hp, do a [lsr #0x1] on the damage byte to divide it by two.
    Wow, thanks. You helped me a lot! I don't like to bother others with my questions, so I took what you said as a base and started researching to find a solution and now I think I understand a lot more about how to hack with Hex editors. Here's the result:

    Hey, I'm smashing out ASM at the moment and would love to help create some new abilities for some of the Gen vi pokemon. I know your pretty busy but would you mind sharing your knowledge or pointing out someone that may have the time to?

    Thanks!
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