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  • The source is on GitHub; if you already inserted it, you have it. Most of it is C, not ASM though. However, I don't get the need for your solution. The Pokemon already devolves after the battle ends/they faint. I don't want to have JPAN's engine as a dependency, nor do I want to use scripts.
    Yup! Need me to show you how I did it? I just returned to rom hacking again so I need to re teach it to myself! Haha.
    It's the behavior bytes, I think I outline it somewhere in the tutorial. MEH also has native support for them fwiw.
    No not setvar, you're would compare 0x8000 0xACAC, then compare 0x8001 0xnexttwo, then 0x8002 0xnexttwo, so on to 0x8004. If it passes all five checks, then the word is write, else it's wrong.

    As for the variable offset, I don't know off hand. I know its in the 0x02000000 area of memory. DavidJCobb has a Firered RAM map that has it.
    For the naming routine, I wrote what the player types in to variables 0x8000 to 0x8004. Each variable holds two letters. I then compare each variable to what two letters it should equal. The easiest way to do it is to use the memory viewer in VBA, switch it to 16 bit mode, navigate to those variables, type in what you want the password to be, and see what it sets the variables to after you hit enter.

    A nicer alternative would be to write a routine that compares it to either a table, or maybe even bufferstring. While the variables is kind of awkward, it does have the bonus of making it harder for someone to look at the script to guess the password.

    To show the naming box, use callasm. I also have to use waitstate right after, I think.
    Sorry to hear bout your bro, hope it's going well.

    For the number of TM's follow Tara's post and make sure the pointers are correct (0x1400000 is has the pointer 00 00 40 09. Make sure that the routines are +1 and the tables are not. I don't take ROM's to edit.

    Choose a block. Say 0x12. Open up a calculator in windows and press 0x12
    Then press the lsh
    Then press E and hit solve.

    You get 0x48000

    This is now padded for 00 04 80 00
    Or in the Amap table would look like:

    XX 80
    04 60

    The XX can be what ever you like
    Um yeah if you have the same pokemon structure like gen iv followed by gen v you can copy but why not just do this to the G3HS ini?

    tmhmcompatibility = 0xB16950 (That is your table you discussed in binary)
    tmhmcompatibilitylength = 16 (changes the length from 64 bits to 128)
    tmlist = 0xB167D0 (that's just that table of tms)
    tmlistentrylength = 2
    numberoftms = 95 (that's how many you expanded)
    numberofhms = 8 (same)

    Note that in the bag your TM 51 is out of order... So when you do compatibility and check the box labelled TM51 its actually HM01.

    The Bit field will work like this:
    Bits 1-50 (TMs 1-50)
    Bits 51-58 (HMS 1-8)
    BITS 59-128 (TMS 51-95)

    So keep that in mind.
    Thanks! Hehehe oh I think I remember what caused it because it happened to me in like my first Beta.

    Have you added in habitat pages for the extended mons? You need to expand them. There is a link in the quick research that explains how to do it. But yes that is the only reason why Turtwig is broken when you catch it!
    Hi, sorry I don't have time to debug your game for you. I'm busy with the hackathon.
    Hi, I don't know why it doesn't work for you :x

    For PSS, yes you can put whichever Pokemon you want.
    Hello! I just saw your resource thread of le mugshots. I believe you used tons of my work there and you made no permission at all or even just a credit to use it on your thread. So I'll have it taken down immediately because of that :c
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