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MrDollSteak
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  • Sorry to be a bother, but I'm afraid that Solid Rock is broken in your ROM base. I noticed that you must have used a different hook than the one that is posted in the Abilities thread, so if you could post your source code for it, I'd be grateful.
    Hey, I had a quick question if you don't mind.. On your mega evolution animation, I've inserted all the particles, I just need to know where in the rom we need to insert the bytes for the animation. I have mega evolution inserted, so are we supposed to overwrite existing bytes from it or something? You said that we're supposed to put all of the strings right next to each other which makes me think we're supposed to insert it in free space.. Sorry if I'm not clear enough. I think I figured it out. I found all of the particle indexes in the original mega evo routine and changed them to the custom ones and that seemed to do it.
    Hey, sorry to be a bother, but would you mind showing me how you got Sap Sipper to work in your FR base? There's no source code for how FR's Sap Sipper actually works, and there's currently a small bug with the text. There's no FF after the exclamation mark, so the text just keeps going and going. I found the text that Sap Sipper uses, but I can't find the pointer to the text.
    The text is located at 0x90CC62, but there's no hex string for 62 CC 90 08.
    Disculpe MrDollSteak, he estado agregado la habilidad simple pero cuando la agrego al juego hay un error cuando me bajan una estadística, cuando sube no hay problema pero cuando baja me da error se congela la pantalla, le dejo la rutina aqui abajo, haber si me puede explicar, claro si tiene tiempo, por cierto todos los pointer los puse +1.

    .text
    .align 2
    .thumb
    .thumb_func(s) Por cierto no me compilaba por que estaba esta "S" no se si tenga algo que ver
    .global simplenegativestatboost

    BufferAbility:
    mov r2, #0x1
    lsr r6, r0, #0x18
    ldr r0, .Bank
    ldrb r0, [r0]
    mov r1, #0x58
    mul r0, r1
    ldr r1, .BattleData
    add r0, r0, r1
    ldrb r0, [r0]
    SimpleCheck:
    cmp r0, #0x57
    bne DetermineNegativeStage
    Simple:
    lsl r0, r6, #0x19
    lsr r6, r0, #0x18
    DetermineNegativeStage:
    cmp r6, #0xFE
    beq Harshly
    cmp r6, #0xFF
    beq Fell
    Severely:
    strb r4, [r3, #0x1]
    mov r0, #0x85
    strb r0, [r3, #0x2]
    mov r0, #0x1
    strb r0, [r3, #0x3]
    mov r2, #0x4
    b Fell
    Harshly:
    strb r4, [r3, #0x1]
    mov r0, #0xD3
    strb r0, [r3, #0x2]
    strb r4, [r3, #0x3]
    mov r2, #0x4
    Fell:
    ldr r0, .Return
    bx r0

    .align 2
    .Bank: .word 0x02023BC4
    .BattleData: .word 0x02023C04
    .Return: .word 0x08027F12

    #Insert 00 4A 10 47 xx xx xx 08 at 27EFC
    Hello, MrDollSteak, I have a problem. I tried to implement ability Simple, but the game freezes or restarts when the ability is triggered. I changed all of 0x57 in routines to index number of ability in my hack. Also, I changed pointers in the third routine to point to the strings. I don't know what's the problem. Are pointers to routines must be 0xOffset+1 or without +1? Because it crashes either way. And what I made wrong?
    Well, ok, thanks for answering my question so soon, but don't you know of someone who knows how to do it?
    Hello MrDollSteak, I have a question for you, I want to add the follow me into my hack, but I don't know how to do it, can you tell me what routine do I have to use? And if you don't know exactly, can you tell me who you think can do it? Really thanks in advance, also sorry if I've wrote something wrong, hope you can answer soon.
    hello MRDS i have a question i need to ask you. So im making a 1020 fire red rombase and i want to add Mold Breaker,Turboblaze and Treavolt but since youre abilites in your patch are not as the OP is listed how do u do the Mold Breaker Table for your base or can u post me a copy of the Mold Breaker Table that will work with your base

    Hope to hear from u soon
    Disculpe no se como darme a entender en ingles es por eso que se lo digo en español,
    Cuando uno esta criando en la isla 4 de pokémon fire red y usa su rom base, hay un error, me dan el huevo y todo eso, va bien, pero cuando se habré el huevo sale el pokémon que entrego claro cuando lo deja con ditto pasa, un ejemplo si pongo a venusaur y un ditto, cuando el huevo eclosiona sale un venusaur lvl 5, hay una manera de arreglar esto.
    Hello there once again MrDollSteak im here yet again with more ini help this time its not with G3HS its for PGE im using fire red and your rombase and i expanded my fire red rom to have 1020 pokemon but heres the thing i put the offsets in the ini and when i go into pokemon editor i get this error "arithmetic error overload" something like that so i was wondering if u can help fix my ini as i need this in order to insert cries for my expanded mons

    The PGE ini with my offsets
    Spoiler:
    You're welcome! By the way, the fourth frame doesn't show up in the "egg hatch" animation. What I mean is the animation sequence during it. There's no problem in the image. Emerald.
    Hey there, so I'm having a couple problems with the 1.5 patch. The first is that whenever I try to edit move data on G3T, it comes up with a message stating that the sound based moves are missing from the .ini. It then gives me the option to continue on without repointing them or repoint them to a new offset. I have no idea what the offset in the game is so I continued and repointed them on the editor itself. This however lead to the game no longer working and being unable to be opened.


    The second issue I have is a lot less important - it is more of a graphical problem. When loading a pokemon that has the type or a move that has the fairy type the type name box thing is cut out and a misplaced off centre white box is left.
    [img]
    Well since I put your rom base has not worked, until I have my first version of my game if you want it I can show , when ponial the Eviolite did not work but the assasult vest if and saw a post where you talk about Eviolite not if you can do the routine again in another space and leave the vest assasult convinado the previous Eviolite and well run .
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