Thread: Development: The 4th gen class split in 3rd gen
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Old December 21st, 2011 (10:07 PM).
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Darthatron Darthatron is offline
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Join Date: Jan 2006
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Quote:
Originally Posted by Jambo51 View Post
Just out of curiosity - Why do you say working on?
This looks pretty d**n good to me. Obviously, I can't see any potential bugs which could arise from this, but it looks fine to me.

Anyway - when it's finished, will you release the code? As it's something which would come in very handy in my 649 Patch. I would (of course) credit you if you did release it.

I want to find a better place to put it. Right now, the image showing if it's physical/special/status appears a frame before the rest of the screen is loaded. :\ I mean, it's not that bad. I just don't love it.

Change these bytes:

Code:
@0813A130: 0x2F
@0813A17B: 0x47
@0813A1A0: [Pointer to Routine, plus 1 (one).]

Here's the source:

Code:
.align 2
.thumb
Start:
	push {r0-r4}
	ldr r0, .CurMoveIndex
	ldrb r1, [r0]
	lsl r1, r1, #1
	ldr r0, .Move_List
	add r0, r0, r1
	ldrh r3, [r0]
	lsl r0, r3, #1
	add r0, r0, r3
	lsl r0, r0, #2
	ldr r1, .MoveBase
	add r0, r0, r1
	ldrb r4, [r0, #10]
	lsl r0, r4, #1
	add r4, r4, r0
	lsl r4, r4, #6

ldr r0, .SplitImages add r0, r4 ldr r1, .VRAM mov r2, #0x30 swi #0xB

ldr r0, .SplitImages add r0, r4 add r0, #0x60 ldr r1, .VRAM mov r2, #0x1E lsl r2, #0x04 add r1, r1, r2 mov r2, #0x30 swi #0xB

Finish: pop {r0-r4} ldr r4, .Some_Offset ldr r0, [r4] ldr r1, .Return_Addr bx r1

.align 2 .MoveBase: .word 0x08250C04 .CurMoveIndex: .word 0x0203B16D .Move_List: .word 0x02003268

.VRAM: .word 0x06001800 .SplitImages: .word 0xYYYYYYYY

.Some_Offset: .word 0x0203B148 .Return_Addr: .word 0x0813A17C+1

Change the .SplitImages (0xYYYYYYYY) pointer to where ever you have the images.
The images are uncompressed. And should look like this:
They need to be in this order. Use TileMolester or something to insert them.
They use the same palette as the Types, which is located at 0x08E95DBC in a clean FireRed ROM.

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