Research & Development Got a well-founded knack with ROM hacking? Love reverse-engineering the Pokémon games? Or perhaps you love your assembly language. This is the spot for polling and gathering your ideas, and then implementing them! Share your hypothesis, get ideas from others, and collaborate to create!

TrollandToad.com
Reply
 
Thread Tools
  #476    
Old May 7th, 2014 (7:46 AM).
Mana's Avatar
Mana Mana is offline
  • Platinum Tier
 
Join Date: Jan 2009
Location: UK
Gender: Female
Posts: 10,014
Possibly odd question, has anyone ever looked into/seen any research into removing the pokedex? Mainly, the pop-up when you catch a new pokemon?

I imagine it would take some hardwiring, since it's not something scripting could deal with - unless the sequence can be repointed/reorganised in hex I'm guessing it's an ASM job?
Reply With Quote

Relevant Advertising!

  #477    
Old May 8th, 2014 (6:03 AM).
vizor vizor is offline
     
    Join Date: Dec 2011
    Gender: Female
    Posts: 25
    It defenity is an ASM job, but it shouldn't be too hard, since there is some kind of switch case for the battle, which leads to certain parts that can be displayed during the battle (such as send new poke, attack and so on). There could be one entry that leads to the pokedex_information. You could simply change the pointer to another function, but there definitly is research needed.

    Another question. I was reseraching an function, which updates all stats given on a pokemon, like the stat level, which is based on the ep, or the stat attack, wich is based on the baseATk, level, IV and EV.
    To reach this aim i did a lot on reasearch at picking a pokemon from your box, because there a lot of data is cacluated, but i found not very much. All i got is (for a german firered)

    sub_func at 0x08093078 (r0:int8 a, r1:int8 b) a = box ID, b = box nr. Pokemon is taken, if box ID = 0xe there is an exeption

    /* takes pokemon from box, buffers its data into malloced RAM

    has anybody ever found a fucntion that updates and recalcutes pokemon stats? because i want to make a species change, but the stats are not updating imideatly.
    Reply With Quote
      #478    
    Old May 8th, 2014 (7:02 AM).
    daniilS's Avatar
    daniilS daniilS is offline
    busy trying to do stuff not done yet
       
      Join Date: Aug 2013
      Age: 18
      Gender: Male
      Posts: 409
      Quote:
      Originally Posted by vizor View Post
      It defenity is an ASM job, but it shouldn't be too hard, since there is some kind of switch case for the battle, which leads to certain parts that can be displayed during the battle (such as send new poke, attack and so on). There could be one entry that leads to the pokedex_information. You could simply change the pointer to another function, but there definitly is research needed.

      Another question. I was reseraching an function, which updates all stats given on a pokemon, like the stat level, which is based on the ep, or the stat attack, wich is based on the baseATk, level, IV and EV.
      To reach this aim i did a lot on reasearch at picking a pokemon from your box, because there a lot of data is cacluated, but i found not very much. All i got is (for a german firered)

      sub_func at 0x08093078 (r0:int8 a, r1:int8 b) a = box ID, b = box nr. Pokemon is taken, if box ID = 0xe there is an exeption

      /* takes pokemon from box, buffers its data into malloced RAM

      has anybody ever found a fucntion that updates and recalcutes pokemon stats? because i want to make a species change, but the stats are not updating imideatly.
      I've got an offset somewhere, will send it later today.
      __________________
      Reply With Quote
        #479    
      Old May 8th, 2014 (7:28 AM).
      vizor vizor is offline
         
        Join Date: Dec 2011
        Gender: Female
        Posts: 25
        I already found one. Its located at SUB_0x0803E674 in Fire Red German.

        You have to permitt: r0, int32: source of basicData(0x50 bytes) ;; r1, int32: destination of calcuated data (0x64 Bytes)
        Reply With Quote
          #480    
        Old May 8th, 2014 (11:11 PM).
        slawter666 slawter666 is offline
           
          Join Date: Sep 2008
          Posts: 67
          Is it possible for an overworld to use two palettes? I've been thinking about the idea of hacking the bike routine for ridable pokemon (Page 16 of this thread) and the pokemon and hero would need seperate palettes for the sprite to look good.
          __________________
          Reply With Quote
            #481    
          Old May 9th, 2014 (8:48 AM).
          Jambo51's Avatar
          Jambo51 Jambo51 is offline
          Glory To Arstotzka
             
            Join Date: Jun 2009
            Gender: Male
            Nature: Quiet
            Posts: 732
            Quote:
            Originally Posted by slawter666 View Post
            Is it possible for an overworld to use two palettes? I've been thinking about the idea of hacking the bike routine for ridable pokemon (Page 16 of this thread) and the pokemon and hero would need seperate palettes for the sprite to look good.
            Without significant hacking of the game, no. The GBA is technically able to support such a sprite, but you would need to have intimate knowledge of the OAM system and how the palettes can be used in such a manner.

            Basically, no, you can't do it.
            __________________
            Hey guys, please check out my recreations of the gen 1 and 2 music on my custom engine at my SoundCloud! - Here!
            Reply With Quote
              #482    
            Old May 10th, 2014 (10:39 AM).
            vizor vizor is offline
               
              Join Date: Dec 2011
              Gender: Female
              Posts: 25
              It definitley is possible, since any object of the OAM can use all 16 OAM-Palettes, if it is in 256 Col Mode.
              BUT: you have to make the game set the bike Sprite to this mode,
              you have to custom the palettes the way, that the sprite can use all 256 by not destroying other sprites

              It definitley is possible, but no one would do this kind of job just for an simple object, since it would probably ♥♥♥♥ up with all other objects...
              Just use an 16 colors palette, its way easier

              Here is a quatation from GBATEK, if you intend to hack the OAM-system

              Quote:
              OBJ Attribute 0 (R/W)
              Bit Expl. 0-7 Y-Coordinate (0-255) 8 Rotation/Scaling Flag (0=Off, 1=On) When Rotation/Scaling used (Attribute 0, bit 8 set): 9 Double-Size Flag (0=Normal, 1=Double) When Rotation/Scaling not used (Attribute 0, bit 8 cleared): 9 OBJ Disable (0=Normal, 1=Not displayed) 10-11 OBJ Mode (0=Normal, 1=Semi-Transparent, 2=OBJ Window, 3=Prohibited) 12 OBJ Mosaic (0=Off, 1=On) 13 Colors/Palettes (0=16/16, 1=256/1) 14-15 OBJ Shape (0=Square,1=Horizontal,2=Vertical,3=Prohibited) Caution: A very large OBJ (of 128 pixels vertically, ie. a 64 pixels OBJ in a Double Size area) located at Y>128 will be treated as at Y>-128, the OBJ is then displayed parts offscreen at the TOP of the display, it is then NOT displayed at the bottom.
              Reply With Quote
                #483    
              Old May 10th, 2014 (11:56 AM). Edited May 10th, 2014 by slawter666.
              slawter666 slawter666 is offline
                 
                Join Date: Sep 2008
                Posts: 67
                Quote:
                Originally Posted by vizor View Post
                It definitley is possible, since any object of the OAM can use all 16 OAM-Palettes, if it is in 256 Col Mode.
                BUT: you have to make the game set the bike Sprite to this mode,
                you have to custom the palettes the way, that the sprite can use all 256 by not destroying other sprites

                It definitley is possible, but no one would do this kind of job just for an simple object, since it would probably ♥♥♥♥ up with all other objects...
                Just use an 16 colors palette, its way easier

                Here is a quatation from GBATEK, if you intend to hack the OAM-system
                What classifies as an OAM-palette? Because if it's just overworlds it would be easy enough to make it so each map only has a maximum of 14 overworlds with different palettes (leaving one for the player and one for the bike-pokemon).

                EDIT: A workaround could be when the bike is selected create an overworld of the pokemon on the same spot that mimics the players movements. From the players point of view this would be exactly the same as if it is one object.
                __________________
                Reply With Quote
                  #484    
                Old May 11th, 2014 (5:46 AM). Edited May 11th, 2014 by Jambo51.
                Jambo51's Avatar
                Jambo51 Jambo51 is offline
                Glory To Arstotzka
                   
                  Join Date: Jun 2009
                  Gender: Male
                  Nature: Quiet
                  Posts: 732
                  Quote:
                  Originally Posted by slawter666 View Post
                  What classifies as an OAM-palette? Because if it's just overworlds it would be easy enough to make it so each map only has a maximum of 14 overworlds with different palettes (leaving one for the player and one for the bike-pokemon).

                  EDIT: A workaround could be when the bike is selected create an overworld of the pokemon on the same spot that mimics the players movements. From the players point of view this would be exactly the same as if it is one object.
                  You're not getting it, sadly. While it IS possible to do, and in fact should be fairly simple from a coding standpoint, it's not something that can feasibly achieved as a hack to an existing game.

                  The GBA renders objects on a per object basis. Meaning that data for one object can be interpreted differently to another. You could feasibly store the bike sprite as an 8bpp image and then tell the GBA (using the OAM data) to interpret it as such, while leaving all other images in their native 4bpp format and having no ill effects.

                  The trick to this is that doing so as a hack is a lot harder than you would initially think, especially as you'd have to do it as a hook into the existing sprite object code for the bike.

                  I wasn't ever saying it wasn't physically possible, simply trying to get it across to you that it's not really feasible as a hack within the Game Freak developed system, since that system relies on the sprites being in 4bpp format.
                  __________________
                  Hey guys, please check out my recreations of the gen 1 and 2 music on my custom engine at my SoundCloud! - Here!
                  Reply With Quote
                    #485    
                  Old May 11th, 2014 (10:09 AM).
                  Derlo's Avatar
                  Derlo Derlo is offline
                  Working on Essence of light...
                     
                    Join Date: Aug 2007
                    Posts: 131
                    Anyone know if it is possible to import the system of double battles in Emerald for the FR?
                    When we are in range of vision of two different NPCs, and get a Double Battle, and when standing in reach of only one, a normal battle.
                    __________________



                    Pokémon
                    Essence of Light

                    Comming Soon...
                    Reply With Quote
                      #486    
                    Old May 12th, 2014 (5:42 AM). Edited May 12th, 2014 by vizor.
                    vizor vizor is offline
                       
                      Join Date: Dec 2011
                      Gender: Female
                      Posts: 25
                      I used a german Firered Rom. Maybe my offsets are incorrect, but i dont think so, since reseraching was very easy...

                      .equ generate, 0x08006F0D
                      .equ OAM_thingy, 0x08231BCC
                      .equ callback, 0x08EE9ED
                      .equ buffer, 0x0202063C

                      i made the template dynamic, so i could use it for several objects. i placed it at a malloced offset, so its save to use. then i called the generate_sub func (sub_08A5007C does this at my rom), and transfered the right params. however my game freezes, after some time, and its not due to may code, since it is executed completley and corretcley and it also correctly returns to the scripthandler.

                      here is a screenshot of the point in my code, in which i spawn the OAM.

                      http://www.directupload.net/file/d/3621/aw7kvpan_png.htm
                      Reply With Quote
                        #487    
                      Old May 12th, 2014 (9:18 PM).
                      Deokishisu's Avatar
                      Deokishisu Deokishisu is offline
                      Mr. Magius
                         
                        Join Date: Feb 2006
                        Location: If I'm online, it's a safe bet I'm at a computer.
                        Gender: Male
                        Nature: Relaxed
                        Posts: 883
                        Wouldn't it be easier to piggyback on the code that handles the surfing sprite? I mean, the player and the blob Pokemon that is surfed on are two different images. If you want riding Pokemon, I feel like it would be much easier to start there. See if the surfing blob sprite can use a different palette than the player.
                        Reply With Quote
                          #488    
                        Old May 12th, 2014 (11:41 PM). Edited May 12th, 2014 by Nerketur.
                        Nerketur's Avatar
                        Nerketur Nerketur is offline
                        PokéScripter
                           
                          Join Date: Nov 2010
                          Location: Cyberspace
                          Gender: Male
                          Nature: Quirky
                          Posts: 103
                          A small bit of reasearch into the .bpc files in the PMD era of games leads to an interesting result. This is too small for a thread of its own, and I might not look at it past this, but I figured someone may be able to use it as a starting point or point me towards a tool that can already do this.

                          first byte is offset to first image data portion
                          Code:
                          0x0000:length of header (word)
                          Header:
                          Code:
                          0x0002: offset to next group/image?
                          0x04: ??
                          Image data section (relative offsets):
                          Code:
                          0x00: length of data-1 (Byte)
                          0xlength: what to do to the next section (byte)
                              CA: (Unsure)
                              CB: rows of 8px laid out normally, left to right, top to bottom
                              CE: Rows are laid out from the end to beginning, right to left, bottom to top
                              CF: (Unsure)
                          Aaaand that's all I know so far. But it's still a good insight. In case anyone else wants to explore it. I found this almost completely by accident, and I was so very excited to have even gotten that far. Best of luck to the person that finishes the job =D
                          __________________
                          Want my help in PokéScripting? PM me =)
                          I use XSE v1.1.1 (HackMew = awesome) and Advance Map 1.92.
                          Thanks to Diego and HackMew for their tutorials, helping me learn how to script!

                          Hacks I support 100% (MUST SEE!):


                          Very well made hacks:

                          My work:
                          Figuring out scripting in PMD
                          Entire script map of LeafGreen
                          PMDSE (Pokémon Mystery Dungeon Script Editor)
                          Reply With Quote
                            #489    
                          Old May 13th, 2014 (2:25 AM).
                          GoGoJJTech's Avatar
                          GoGoJJTech GoGoJJTech is offline
                          (☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
                          • Gold Tier
                           
                          Join Date: Nov 2012
                          Location: Earth
                          Age: 18
                          Gender: Female
                          Nature: Jolly
                          Posts: 2,477
                          Quote:
                          Originally Posted by Deokishisu View Post
                          Wouldn't it be easier to piggyback on the code that handles the surfing sprite? I mean, the player and the blob Pokemon that is surfed on are two different images. If you want riding Pokemon, I feel like it would be much easier to start there. See if the surfing blob sprite can use a different palette than the player.
                          No, since the surf sprite also uses the player's palette.
                          __________________
                          I believe in Jesus Christ my Savior. If you do too, and aren't scared to admit it, then copy and paste this into your signature.
                          The HGSS Music Patch - The BW/2 Music Patch - ASM: Switch Music Based on Seasons
                          Romhack.me Profile - Pokecommunity Profile - Youtube Channel

                          Support me at my site!
                          Pokémon Platinum Red and Blue
                          Reply With Quote
                            #490    
                          Old May 13th, 2014 (1:38 PM).
                          SBird SBird is offline
                             
                            Join Date: Aug 2009
                            Gender: Male
                            Posts: 83
                            I just came over an somehow interesting problem(at least one I have no solution for by now, I actually thought that was kind of easy)

                            I am basically looking for a routine that updates the palettes of a map, so the BG palettes and the OAM palettes. It does'nt have to update the tiles, but I don't care if it does (As long as this does not produce lagg, slowdowns or visual shinanigance since I would have to call those routines during the players movement)

                            What I already found is a routine that is sort of a soft_reset, it does not update the sprites though and it ignores rain, so if its currently raining and the routine is called, the screen is lit up. Basically such a thing has to exist because this is what happens when the player enters a warp or leaves the menu, but I wasn't able to find it.

                            Maybe someone had already had more luck than me :D

                            Oh btw. I am working on pokémon emerald (german) but if anyone has a routine offset that works for FRE I'll be happy as well because it's not too complicated to port such an offset since the games basically had the same base code which is firered.

                            ~SBird
                            Reply With Quote
                              #491    
                            Old May 17th, 2014 (10:40 PM).
                            Spherical Ice's Avatar
                            Spherical Ice Spherical Ice is online now
                            • Crystal Tier
                             
                            Join Date: Nov 2007
                            Location: Bristol, UK
                            Age: 19
                            Posts: 5,223
                            I'm not sure if I'm allowed to do this, but to prevent this info from getting lost I'm going to quote colcolstyles from here: http://www.pokecommunity.com/showpost.php?p=6360629&postcount=17122

                            Quote:
                            Originally Posted by colcolstyles View Post
                            Here are some of my findings:

                            Code:
                            0x1A654B : executed after battle fades, before "scurried home/to PC" text
                            
                            0x16a2cb : viridian city 'sethealingplace' script (type 3)
                            0x1bc05c : 'special 0x182' script (type 5)
                            
                            0x1A8DD8 : home script (mother heals your team)
                            0x1a8d97 : PokeCenter Script (Nurse Joy heals your team)
                            Basically this is what happens: after the battles fades, the game runs the script at 0x1A654B. Before the "player scurried to such and such place" text is displayed, the level scripts (types 3 & 5) are executed for the target map (there are none for the player's house). After the text is printed and the player presses A, the game fades back in to the player's new location and one of those two scripts is executed. As for which tile the player gets warped to, I'll have to do further research.
                            Again, I didn't discover this but I think it needs to be reposted because it took me quite some time to find it.
                            __________________

                            A Pokemon that is discriminated!
                            Support squirtle and make it everyone's favourite.
                            Reply With Quote
                              #492    
                            Old May 19th, 2014 (12:48 PM).
                            daniilS's Avatar
                            daniilS daniilS is offline
                            busy trying to do stuff not done yet
                               
                              Join Date: Aug 2013
                              Age: 18
                              Gender: Male
                              Posts: 409
                              Has anybody got any info on link functionality in FireRed? What I'm looking for specifically is how multi/tag battles work and how the other player's data is transfered.
                              __________________
                              Reply With Quote
                                #493    
                              Old May 26th, 2014 (5:51 AM). Edited May 26th, 2014 by Spherical Ice.
                              Spherical Ice's Avatar
                              Spherical Ice Spherical Ice is online now
                              • Crystal Tier
                               
                              Join Date: Nov 2007
                              Location: Bristol, UK
                              Age: 19
                              Posts: 5,223
                              textcolor 0xFF reverts the text colour to the default colour for the person event's gender. This is information from DavidJCobb's repository on each of the commands in FireRed. He has since abandoned this, but in an effort to revive it and continue the documentation, I have hosted this repository with some revisions: http://www.sphericalice.co/romhacking/davidjcobb_script/

                              If you have any contributions you wish to add to this, please do share them either here, by PM/VMing, or by e-mailing me, and I'll add it to that repository. Hopefully we can expand it!
                              __________________

                              A Pokemon that is discriminated!
                              Support squirtle and make it everyone's favourite.
                              Reply With Quote
                                #494    
                              Old May 27th, 2014 (5:14 AM).
                              kearnseyboy6's Avatar
                              kearnseyboy6 kearnseyboy6 is offline
                              Aussie's Toughest Mudder
                                 
                                Join Date: Dec 2008
                                Posts: 300
                                If you want to change a text box permanently navigate to 0x160450. There are pointer to textbox type 0x0, 0x1, 0x2, 0x3, 0x4, 0x5, 0x6 etc.

                                Yes you can use XSE to decompile these scripts and feel free to add in anything you may desire.... permanently!

                                So you won't have to call the transparency asm in every script you want, it does it automatically.
                                __________________
                                HOLIDAYING CURRENTLY!!
                                Reply With Quote
                                  #495    
                                Old May 27th, 2014 (12:52 PM).
                                GoGoJJTech's Avatar
                                GoGoJJTech GoGoJJTech is offline
                                (☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
                                • Gold Tier
                                 
                                Join Date: Nov 2012
                                Location: Earth
                                Age: 18
                                Gender: Female
                                Nature: Jolly
                                Posts: 2,477
                                If you want a-map 1.92 to have support for new pokemon in the wild then follow these directions:
                                http://pastebin.com/13djBRnT
                                Originally found by Baitot :D
                                __________________
                                I believe in Jesus Christ my Savior. If you do too, and aren't scared to admit it, then copy and paste this into your signature.
                                The HGSS Music Patch - The BW/2 Music Patch - ASM: Switch Music Based on Seasons
                                Romhack.me Profile - Pokecommunity Profile - Youtube Channel

                                Support me at my site!
                                Pokémon Platinum Red and Blue
                                Reply With Quote
                                  #496    
                                Old May 29th, 2014 (6:00 AM).
                                SBird SBird is offline
                                   
                                  Join Date: Aug 2009
                                  Gender: Male
                                  Posts: 83
                                  Quote:
                                  Originally Posted by GoGoJJTech View Post
                                  If you want a-map 1.92 to have support for new pokemon in the wild then follow these directions:
                                  http://pastebin.com/13djBRnT
                                  Originally found by Baitot :D
                                  This is indeed interesting, but it would be even more interesting if you used AM1.95, due to the fact that 1.92 is again unable to cope with 32MB romspace :T

                                  ~SBird
                                  Reply With Quote
                                    #497    
                                  Old May 29th, 2014 (8:50 AM).
                                  GoGoJJTech's Avatar
                                  GoGoJJTech GoGoJJTech is offline
                                  (☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
                                  • Gold Tier
                                   
                                  Join Date: Nov 2012
                                  Location: Earth
                                  Age: 18
                                  Gender: Female
                                  Nature: Jolly
                                  Posts: 2,477
                                  Quote:
                                  Originally Posted by SBird View Post
                                  This is indeed interesting, but it would be even more interesting if you used AM1.95, due to the fact that 1.92 is again unable to cope with 32MB romspace :T

                                  ~SBird
                                  Well although 1.95 does do that, it isn't stable. http://www.pokecommunity.com/showpost.php?p=7781039&postcount=304
                                  The only 100% bug-free function in 1.95 is the block editor. Otherwise it'll corrupt your ROM slowly. This isn't good for Emerald hackers (you) who want extra space
                                  Hence why most successful bug-free hacks use 1.92 instead.
                                  __________________
                                  I believe in Jesus Christ my Savior. If you do too, and aren't scared to admit it, then copy and paste this into your signature.
                                  The HGSS Music Patch - The BW/2 Music Patch - ASM: Switch Music Based on Seasons
                                  Romhack.me Profile - Pokecommunity Profile - Youtube Channel

                                  Support me at my site!
                                  Pokémon Platinum Red and Blue
                                  Reply With Quote
                                    #498    
                                  Old May 31st, 2014 (8:36 AM).
                                  Kakarot1212's Avatar
                                  Kakarot1212 Kakarot1212 is offline
                                  Resident Programmer
                                     
                                    Join Date: Oct 2013
                                    Location: Phillipines
                                    Gender: Male
                                    Nature: Adamant
                                    Posts: 552
                                    Quote:
                                    Originally Posted by GoGoJJTech View Post
                                    If you want a-map 1.92 to have support for new pokemon in the wild then follow these directions:
                                    http://pastebin.com/13djBRnT
                                    Originally found by Baitot :D
                                    Excuse me, is the "9C 01" the hex equivalent of numbers of pokemon?
                                    Cause if you convert it, it would be "156 1" in numerical form.
                                    Would you care to explain?
                                    __________________
                                    Reply With Quote
                                      #499    
                                    Old May 31st, 2014 (8:37 AM).
                                    GoGoJJTech's Avatar
                                    GoGoJJTech GoGoJJTech is offline
                                    (☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
                                    • Gold Tier
                                     
                                    Join Date: Nov 2012
                                    Location: Earth
                                    Age: 18
                                    Gender: Female
                                    Nature: Jolly
                                    Posts: 2,477
                                    Quote:
                                    Originally Posted by Kakarot1212 View Post
                                    Excuse me, is the "9C 01" the hex equivalent of numbers of pokemon?
                                    Cause if you convert it, it would be "156 1" in numerical form.
                                    Would you care to explain?
                                    9C 01 = 01 9C = 019C = 19C = 412
                                    __________________
                                    I believe in Jesus Christ my Savior. If you do too, and aren't scared to admit it, then copy and paste this into your signature.
                                    The HGSS Music Patch - The BW/2 Music Patch - ASM: Switch Music Based on Seasons
                                    Romhack.me Profile - Pokecommunity Profile - Youtube Channel

                                    Support me at my site!
                                    Pokémon Platinum Red and Blue
                                    Reply With Quote
                                      #500    
                                    Old May 31st, 2014 (8:59 AM). Edited May 31st, 2014 by Mana.
                                    Mana's Avatar
                                    Mana Mana is offline
                                    • Platinum Tier
                                     
                                    Join Date: Jan 2009
                                    Location: UK
                                    Gender: Female
                                    Posts: 10,014
                                    Does anyone have any idea where the 'flash' animation/script/asm routine/special/whatever it is can be found, or how to mimic it? I've scoured around everywhere I can think of, the lack of actual messages when executing flash is preventing me hex-searching the normal way. Anyone know anything?
                                    Reply With Quote
                                    Reply

                                    Quick Reply

                                    Join the conversation!

                                    Create an account to post a reply in this thread, participate in other discussions, and more!

                                    Create a PokéCommunity Account

                                    Sponsored Links
                                    Thread Tools

                                    Posting Rules
                                    You may not post new threads
                                    You may not post replies
                                    You may not post attachments
                                    You may not edit your posts

                                    BB code is On
                                    Smilies are On
                                    [IMG] code is On
                                    HTML code is Off

                                    Forum Jump


                                    All times are GMT -8. The time now is 4:41 PM.