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DizzyEgg
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  • Hey Dizzy... I have been using yor Emerald Battle Engine Upgrade.... its great but i have a question...In the Attack Editor (PGE) while changing "move effects" like "changes single user stats" appears.... how can we set what stat ro change and by how many stages?
    When GEN3Suite asks where to put the offset should I specify where it is normally? I'm worried about it being in a different address and PGE not recognizing were the information is at.
    How much space does it waste? I had my rom expanded to 32 MB's but is it really space consuming? Also I know the Gen 3 Suite can expand the Evolution table, but I have been
    advised to avoid it due to it being old, outdated and buggy.
    Thanks, It seems I made some wrong assumptions about what the mod was supposed to do, still the features it provides are incredible. How exactly do you expand
    the Evolution's per Pokemon in PGE? Because changing NumberOfEvolutionsPerPokemon in the PGE ini causes the Evolution editor in PGE to Display evolution's
    of the default Pokemon erratically.
    Hey dizzy, I got the battle engine to work in my rom, but then I came across your Various Features mod, So I started again with a fresh rom and started with the Various Features mod first instead of the Battle Engine Upgrade, I followed the directions to the best of my ability in the readme.
    But I can't seem to get additional evolution's per Pokemon, I set it to 32 in the build.py file but it does not seem to give me additional evolution's
    in PGE, future more the Various Features mod seems to not create an ini for PGE. I must be doing something wrong.
    Oh, demn! Sorry dude... I do not mean to flame you but I just found it [not very] offensive [but too very negative]. Besides, unless you researched the expansion on your own, it is left uncredited.
    I will request to remove that "cancer" part on the first post (since it is already closed and that will make people use yours instead... the original expansion thread is now a foundation of researches done).
    Yes it really hard, but if you could still give me a short list then I would love to do it once ;)
    Oh well I though you might have known kds from earlier...
    Well thanks for you decided to accept my request...
    But the thing is, i wanted the steps if i would do it manually (hex editing) if i didnt use the github source...
    Its ok if you feel like not wasting your time on me ;)
    Hi there,
    I do think that you might have seen me around many times now,

    I had a question to ask to you and also a request to make.
    Spoiler:
    Ah , I thought i can use that sir (i'm learning a lot from you :) thanks )
    Since i thought that mov can only handle values from 0x0 to 0xFF
    but because of what you say i reread the tut of Sir FBI regarding Mov
    and that is only True when loading immidiates into mov Since Im loading a value from a
    register to a register it will copy the whole.
    Thank you sir :)
    and sorry for disturbing you :)
    Its just that i really wanna learn ASM that bad thats why I'm this desperate :) Thank you again sir, Still i have no luck and idea on how to find that Pointer to that dynamic(changing) offset of players money :(

    And sir if your not busy can I chat you somewhere else sir ? and Its ok if you are . :) I have so many Questions :(
    Thank you sir, but can you explain why im wrong since im new to ASM, Its only my 3rd day im taking so much data to my Brain . Hahaha JK
    Since the offset you gave is a Rom offset i would like to know if it is Written somewhere near that offset a pointer to a Ram Offset which cointains the Pointer to the Dynamic Ram Offset for the Players Current Money :D hahaha

    here's my Routine:
    Im gonna be using these for an ATM machine im implementing in my hack.
    I can do a Routine like this:
    ldr r0, =(0xMoneyOffset)
    ldr r0, [r0]
    div r0, #0x2 @Since i Dont know how to divide in ASM im writing this for the meantime.
    ldr r1, [r0]
    lsr r0, #0x10
    ldr r2, =(var1offset)
    strh r0, [r2]
    lsl r1, #0x10
    lsr r1, #0x10
    ldr r0, =(var2Offset)
    strh r0, [r1]

    @now i finally have the Money/2 Saved into Variables
    Im currently looking at it Sir , But i have another question ? How can i spot a RAM pointer sir?
    And sir since the money is a word maybe

    I can do a Routine like this:
    ldr r0, =(0xMoneyOffset)
    ldr r0, [r0]
    divide r0, #0x2 @i know theres a method to divide, but not these
    copy the value of r0 to r1
    then shift r0 right @to get the first two bytes
    shift back
    store to first Var
    shift r1 left @to get the last two bytes
    shift back
    store to second var


    How about these sir?
    How about Something like this Sir?:
    ldr r0, =(0xMoneyOffset)
    ldr r0, [r0]
    divide r0, #0x2 @i know theres a method to divide, but not these
    copy the value of r0 to r1
    then shift r0 right @to get the first two bytes
    shift back
    store to first Var
    shift r1 left @to get the last two bytes
    shift back
    store to second var


    How about these sir?
    I tried finding the pointer in the ram that points out to that dynamic offset ,
    but im stuck , I cannot find it in VBA-SDL-H I already converted it to hex then use FH no luck,
    anyway Im using Firered.
    Hello sir I have a Question (ASm)

    How can i find the ram offset for player money?
    cause im doing something like this:
    ldrh r0, =(0xMoneyOffset) @i dont know if money is supposed to be halfword long
    getvalue of r0 put it in r0 @I dont know what to use im sure its not mov cause its Hword
    divide r0, #0x2 @i know theres a method to divide, but not these
    ldr r1, :LASTRESULT

    something like that could you help me :) TIA
    hi DizzyEgg.
    I have a asm related question...

    at 300500c is DC 45 02 02 68 93 02 02 20 08 00 02
    .
    And I am testing this asm:
    push {r0-r1, LR}
    ldr r0, =(0x300500c)
    ldr r0, [r0]
    ldr r1, =(0x20370d0)
    ldrh r0, [r0, #0x4]
    .....
    .....
    .. So, after 3d line ( ldr r0, [r0] ) r0 has 02 02 45 DC.
    Which I understand cause at 0300500c there is DC 45 02 02.
    But I can't understand 5th line ( ldrh r0 , [ r0, #0x4] ).

    After that line r0 has 00 00 FF D9 .......how?
    I can't understand ldrh command.
    See can you give me step by step instructions to install ur patch on ur Battle Engine Upgrade and use the rom in G3T
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