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  #826    
Old October 29th, 2017 (11:26 AM). Edited October 29th, 2017 by Auros.
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Auros Auros is offline
     
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    Posts: 83
    Because the purpose of the engine is to be dynamic, so that you can for example apply it on your modified ROM.
    Also you can select just the hacks you really want to insert.
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      #827    
    Old November 3rd, 2017 (3:52 PM).
    LoroTheParrot's Avatar
    LoroTheParrot LoroTheParrot is offline
       
      Join Date: Feb 2017
      Location: Brazil
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      Nature: Calm
      Posts: 9
      I'm having some trouble to install.

      "- Open a 'make.py' file in the scripts folder and configure the offset location, the rom name and additional options."

      When I try to do this step and open the file a tiny window (cmd I guess) open and immediately close. In the end I can't configure like in the guide. Can someone help me? And yes, I installed python and make sure to tickle the checkbox of "add to path"
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        #828    
      Old November 3rd, 2017 (3:57 PM). Edited November 3rd, 2017 by Auros.
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      Auros Auros is offline
         
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        You should open the make.py file (with a text editor for example) and modify it according to your needs.
        After that you should run cmd.exe and write "python scripts/make.py".
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          #829    
        Old November 3rd, 2017 (4:23 PM). Edited November 3rd, 2017 by LoroTheParrot.
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        LoroTheParrot LoroTheParrot is offline
           
          Join Date: Feb 2017
          Location: Brazil
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          Quote:
          Originally Posted by Auros View Post
          You should open the make.py file (with a text editor for example) and modify it according to your needs.
          After that you should run cmd.exe and write "python scripts/make.py".
          Thank you!!! I'm able to modify now. I have two more questions.
          1 - What line should I edit to modify the offset location?
          2 - offset location is where my rom is? maybe it's sound a little dumb but i'm still learning english and some things confuse me.

          Thanks again for the attention!
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            #830    
          Old November 3rd, 2017 (5:20 PM).
          Neon Skylar's Avatar
          Neon Skylar Neon Skylar is offline
             
            Join Date: May 2014
            Location: Venezuela n_n
            Gender: Male
            Posts: 25
            Quote:
            Originally Posted by Wesley FG View Post
            I learn about attacks animations the last 2 weeks, and i make some animations for finish
            this awesome project:

            i make all last for 4 Gen: (you can download all in the attachment)
            i test one per one, and all work fine

            PSYCHO SHIFT



            Spoiler:
            PSYCHO_SHIFT_ANIM:
            call SET_PSYCHIC_BG
            launchtask 0x810f7d5 0x2 0x0
            loadparticle 0x2757
            pokespritetoBG bank_target
            leftbankBG_over_partnerBG bank_target
            setblends 0x808
            playsound2 0xd1 0xc0
            launchtemplate TEMPL_0x853ee84 0xd 0x2 0x18 0xfff0
            waitanimation
            launchtask 0x81045b1 0x5 0x0
            soundcomplex 0xaa 0x3f 0xf 0x4
            waitanimation
            pause 0x1
            pokespritefromBG bank_target
            call UNSET_SCROLLING_BG
            resetblends
            endanimation


            TRUMP_CARD



            Spoiler:
            TRUMP_CARD_ANIM:
            loadparticle 0x2722
            loadparticle 0x279a
            pokespritetoBG side_target
            leftopponentbankBG_over_partnerBG 0x1
            setblends 0x1000
            setblends 0x80c
            pause 0x0
            playsound2 0xd0 0x3f
            launchtemplate TEMPL_0x8592ea4 0x2 0x3 0xffe8 0x8 0x64
            launchtemplate TEMPL_0x8592ea4 0x2 0x3 0x8 0x8 0x6e
            launchtemplate TEMPL_0x8592ea4 0x2 0x3 0xfff8 0x18 0x7d
            launchtemplate TEMPL_0x8592ea4 0x2 0x3 0x18 0x18 0x87
            launchtask 0x81023e1 0x5 0x0
            pause 0x3c
            playsound2 0xce 0x3f
            pause 0xa
            playsound2 0xce 0x3f
            pause 0xa
            playsound2 0xce 0x3f
            pause 0xa
            playsound2 0xce 0x3f
            pause 0xa
            playsound2 0xce 0x3f
            pause 0xa
            playsound2 0xce 0x3f
            pause 0xa
            playsound2 0xce 0x3f
            pause 0xa
            playsound2 0xce 0x3f
            waitanimation
            playsound2 0x80 0x3f
            launchtemplate TEMPL_0x8592a1c 0x2 0x3 0x28 0xffe0 0x0
            pause 0x5
            launchtask AnimTask_move_bank 0x2 0x5 bank_target 0x0 0x3 0xa 0x1
            waitanimation
            pokespritefromBG side_target
            resetblends
            endanimation


            HEAL_BLOCK



            Spoiler:
            HEAL_BLOCK_ANIM:
            launchtask 0x8114961 0x2 0x0
            pause 0x1
            pokespritetoBG side_attacker
            launchtask 0x811489d 0x5 0x2 0x1 0x0
            launchtemplate TEMPL_0x8597274 0x2 0x5 0x1 0x1 0x0 0x4 0x0
            waitanimation
            setblends 0x808
            playsound2 0xbd 0xc0
            launchtask 0x80d6065 0x5 0x5 0xfffc 0xfffc 0xf 0x0 0x1
            waitanimation
            pause 0x14
            launchtemplate TEMPL_0x8597274 0x2 0x5 0x1 0x1 0x4 0x0 0x0
            waitanimation
            pokespritefromBG side_attacker
            loadparticle 0x280a
            launchtemplate TEMPL_0x85ce90c 0xc2 0x0
            playsound2 0xc1 0x3f
            waitanimation
            launchtask 0x811489d 0x5 0x2 0x1 0x1
            resetblends
            endanimation


            ME_FIRST



            Spoiler:
            ME_FIRST_ANIM:
            loadparticle 0x27a3
            setblends 0x50b
            anim22 side_target
            bankBG_over_partnerBG
            playsoundpanchange 0xcc 0x3f 0xc0 0xfd 0x0
            launchtask 0x80ff459 0x5 0x2 0x80 0x18
            pause 0xf
            launchtemplate TEMPL_0x85924dc 0x82 0x2 0xfff4 0x18
            pause 0xa
            setarg 0x7 0xffff
            waitanimation
            playsound2 0x98 0xc0
            launchtask AnimTask_pal_fade_complex 0x2 0x6 PAL_ATK 0x0 0x2 0x0 0xb 0x7fff
            waitanimation
            anim23 side_target
            loadparticle 0x27ab
            loadparticle 0x27e1
            loadparticle 0x2758
            launchtask AnimTask_pal_fade_particle 0x5 0x5 0x27ab 0x0 0x4 0x4 0x7d6c
            waitanimation
            launchtask 0x815c479 0x5 0x3 0x0 0x2 0x1
            soundcomplex 0xa7 0xc0 0xc 0x4
            pause 0x8
            launchtemplate TEMPL_0x85970e8 0x2 0x2 0x0 0x0
            launchtemplate TEMPL_0x85970e8 0x2 0x2 0x0 0x1
            pause 0x8
            launchtemplate TEMPL_0x85970e8 0x2 0x2 0x0 0x2
            launchtemplate TEMPL_0x85970e8 0x2 0x2 0x0 0x3
            pause 0x8
            launchtemplate TEMPL_0x85970e8 0x2 0x2 0x0 0x0
            launchtemplate TEMPL_0x85970e8 0x2 0x2 0x0 0x1
            pause 0x8
            launchtemplate TEMPL_0x85970e8 0x2 0x2 0x0 0x2
            launchtemplate TEMPL_0x85970e8 0x2 0x2 0x0 0x3
            waitanimation
            resetblends
            endanimation


            COPYCAT



            Spoiler:
            COPYCAT_ANIM:
            pokespritetoBG side_attacker
            launchtask AnimTask_pal_fade 0xa 0x5 PAL_DEF 0x2 0x0 0x10 0x0000
            launchtemplate TEMPL_0x8597274 0x2 0x5 0x1 0x2 0x0 0xa 0x0
            waitanimation
            playsound2 0xdc 0xc0
            playsound3 0xd1 0xc0 0x1e
            launchtask 0x815ced9 0x2 0x0
            waitanimation
            pokespritefromBG side_attacker
            launchtask AnimTask_pal_fade 0xa 0x5 PAL_DEF 0x2 0x10 0x0 0x0000
            pause 0x8
            launchtemplate TEMPL_0x8597274 0x2 0x5 0x1 0x2 0xa 0x0 0x0
            endanimation


            LAST_RESORT



            Spoiler:
            LAST_RESORT_ANIM:
            loadBG1 BG_COSMIC
            waitforBG
            launchtask AnimTask_scroll_background 0x2 0x4 0x0 0x80 0x0 0xffff
            waitfortransparentBG
            loadparticle 0x2797
            playsound2 0xce 0xc0
            launchtemplate TEMPL_0x859728c 0x2 0x7 0x2 0x4 0x2 0x7fff 0xa 0x0 0x0
            waitanimation
            pause 0xa
            playsound2 0xc1 0xc0
            playsound3 0xc1 0xc0 0x8
            launchtask 0x80d5831 0x2 0x5 0x0 0x12 0x6 0x2 0x4
            waitanimation
            launchtemplate TEMPL_0x8597274 0x2 0x5 0x1 0x0 0x10 0x10 0x7fff
            launchtemplate TEMPL_0x857fe70 0x2 0x5 0x0 0x14 0x0 0x0 0x4
            pause 0x3
            waitanimation
            playsound2 0x8d 0x3f
            launchtemplate TEMPL_0x8597358 0x84 0x4 0xfff6 0x0 0x1 0x0
            launchtemplate TEMPL_0x857fe70 0x2 0x5 0x1 0xffe0 0x0 0x0 0x3
            waitanimation
            launchtask 0x80d6135 0x2 0x4 0x8 0xff00 0x0 0x0
            launchtask 0x80d6135 0x2 0x4 0x8 0xff00 0x1 0x0
            launchtask 0x80d5485 0x2 0x5 0x0 0x4 0x0 0xc 0x1
            launchtask 0x80d5485 0x2 0x5 0x1 0x4 0x0 0xc 0x1
            launchtemplate TEMPL_0x8597274 0x2 0x5 0x1 0x2 0x10 0x0 0x7fff
            waitanimation
            launchtask 0x80d6135 0x2 0x4 0x8 0xff00 0x0 0x1
            launchtask 0x80d6135 0x2 0x4 0x8 0xff00 0x1 0x1
            waitanimation
            launchtemplate TEMPL_0x857fe58 0x2 0x3 0x0 0x0 0x5
            pause 0x3
            launchtemplate TEMPL_0x857fe58 0x2 0x3 0x1 0x0 0x7
            waitanimation
            unsetscrollingBG
            endanimation


            HEART_SWAP



            Spoiler:
            HEART_SWAP_ANIM:
            launchtask 0x81062e9 0x5 0x0
            pause 0x4b
            loadparticle 0x280b
            launchtask 0x810fbf1 0x3 0x1 0x1
            launchtask 0x80a7b99 0x5 0x5 0x1 0x7fff 0xc 0x3 0x1
            soundcomplex 0xd9 0xc0 0x18 0x3
            pause 0x10
            launchtask AnimTask_pal_fade_complex 0x2 0x6 PAL_DEF 0x4 0x4 0x0 0xa 0x6f3f
            launchtask 0x810fbf1 0x3 0x1 0x0
            launchtask 0x80a7b99 0x5 0x5 0x0 0x7fff 0xc 0x3 0x1
            waitanimation
            endanimation


            MAGNET_RISE



            Spoiler:
            MAGNET_RISE_ANIM:
            loadparticle 0x2797
            loadparticle 0x271b
            pause 0x0
            launchtask AnimTask_pal_fade_complex 0x2 0x6 PAL_BG | PAL_ATK 0xffe1 0x1 0x5 0x5 0x5bff
            playsound2 0x77 0xc0
            launchtask 0x80d5c51 0x5 0x7 0x0 0xfff4 0x4 0xa 0xa 0xc 0x6
            launchtemplate TEMPL_0x859574c 0x0 0x7 0x20 0x18 0xbe 0xc 0x0 0x1 0x0
            pause 0x0
            launchtemplate TEMPL_0x859574c 0x0 0x7 0x50 0x18 0x16 0xc 0x0 0x1 0x0
            launchtemplate TEMPL_0x859574c 0x0 0x7 0x9c 0x18 0x79 0xd 0x0 0x1 0x1
            pause 0x0
            playsound2 0x77 0xc0
            pause 0x4
            launchtemplate TEMPL_0x859574c 0x0 0x7 0x64 0x18 0x3c 0xa 0x0 0x1 0x0
            launchtemplate TEMPL_0x859574c 0x0 0x7 0xaa 0x18 0x2a 0xb 0x0 0x1 0x1
            pause 0x0
            launchtemplate TEMPL_0x859574c 0x0 0x7 0xee 0x18 0xa5 0xa 0x0 0x1 0x1
            pause 0x0
            launchtemplate TEMPL_0x859574c 0x0 0x7 0x20 0x18 0xbe 0xc 0x0 0x1 0x0
            pause 0x0
            launchtemplate TEMPL_0x859574c 0x0 0x7 0x50 0x18 0x16 0xc 0x0 0x1 0x0
            launchtemplate TEMPL_0x859574c 0x0 0x7 0x9c 0x18 0x79 0xd 0x0 0x1 0x1
            pause 0x0
            launchtemplate TEMPL_0x859574c 0x0 0x7 0x64 0x18 0x3c 0xa 0x0 0x1 0x0
            launchtemplate TEMPL_0x859574c 0x0 0x7 0xaa 0x18 0x2a 0xb 0x0 0x1 0x1
            pause 0x0
            launchtemplate TEMPL_0x859574c 0x0 0x7 0xee 0x18 0xa5 0xa 0x0 0x1 0x1
            pause 0x0
            launchtask AnimTask_pal_fade_complex 0x2 0x6 PAL_BG | PAL_ATK 0xffe1 0x1 0x0 0x0 0x5bff
            pause 0x14
            launchtask AnimTask_pal_fade_complex 0x2 0x6 PAL_BG | PAL_ATK 0xffe1 0x1 0x7 0x7 0x5bff
            waitanimation
            launchtask AnimTask_pal_fade_complex 0x2 0x6 PAL_BG | PAL_ATK 0xffe1 0x1 0x0 0x0 0x5bff
            waitanimation
            endanimation


            MAGNET_BOMB



            Spoiler:
            MAGNET_BOMB_ANIM:
            loadparticle 0x2797
            loadparticle 0x271b
            pause 0x0
            playsound2 0x77 0xc0
            launchtemplate TEMPL_0x859574c 0x0 0x7 0x20 0x18 0xbe 0xc 0x0 0x1 0x0
            pause 0x0
            launchtemplate TEMPL_0x859574c 0x0 0x7 0x50 0x18 0x16 0xc 0x0 0x1 0x0
            launchtemplate TEMPL_0x859574c 0x0 0x7 0x9c 0x18 0x79 0xd 0x0 0x1 0x1
            pause 0x0
            playsound2 0x77 0xc0
            launchtemplate TEMPL_0x859574c 0x0 0x7 0x64 0x18 0x3c 0xa 0x0 0x1 0x0
            launchtemplate TEMPL_0x859574c 0x0 0x7 0xaa 0x18 0x2a 0xb 0x0 0x1 0x1
            pause 0x0
            launchtemplate TEMPL_0x859574c 0x0 0x7 0xee 0x18 0xa5 0xa 0x0 0x1 0x1
            pause 0x0
            loadparticle 0x27e9
            playsound2 0x98 0xc0
            launchtask 0x80d6065 0x5 0x5 0xfff9 0xfff9 0xb 0x0 0x0
            waitanimation
            pause 0x1e
            launchtask 0x80a7b99 0x5 0x5 0x0 0x4fff 0xc 0x5 0x1
            pause 0x4
            launchtask 0x80d6065 0x5 0x5 0xfff9 0xfff9 0xb 0x0 0x0
            playsound2 0xd9 0xc0
            launchtemplate TEMPL_0x8593a04 0x2 0x2 0x1a 0x0
            launchtemplate TEMPL_0x8593a04 0x2 0x2 0x1a 0x2a
            launchtemplate TEMPL_0x8593a04 0x2 0x2 0x1a 0x54
            launchtemplate TEMPL_0x8593a04 0x2 0x2 0x1a 0x7e
            launchtemplate TEMPL_0x8593a04 0x2 0x2 0x1a 0xa8
            launchtemplate TEMPL_0x8593a04 0x2 0x2 0x1a 0xd2
            pause 0x34
            setarg 0x7 0xffff
            playsound2 0xcf 0xc0
            launchtask 0x80d6065 0x5 0x5 0xfff9 0xfff9 0xb 0x0 0x0
            launchtemplate TEMPL_0x8593a1c 0x82 0x1 0x0
            launchtemplate TEMPL_0x8593a1c 0x82 0x1 0x20
            launchtemplate TEMPL_0x8593a1c 0x82 0x1 0x40
            launchtemplate TEMPL_0x8593a1c 0x82 0x1 0x60
            launchtemplate TEMPL_0x8593a1c 0x82 0x1 0x80
            launchtemplate TEMPL_0x8593a1c 0x82 0x1 0xa0
            launchtemplate TEMPL_0x8593a1c 0x82 0x1 0xc0
            launchtemplate TEMPL_0x8593a1c 0x82 0x1 0xe0
            loadparticle 0x272e
            loadparticle 0x2721
            playsound2 0xb1 0x3f
            launchtemplate TEMPL_0x8592e30 0x82 0x4 0x8 0x8 0x1 0x0
            pause 0x2
            launchtemplate TEMPL_0x8592e30 0x82 0x4 0xfff8 0xfff8 0x1 0x0
            pause 0x2
            launchtemplate TEMPL_0x8592e30 0x82 0x4 0x8 0xfff8 0x1 0x0
            pause 0x2
            launchtemplate TEMPL_0x8592e30 0x82 0x4 0xfff8 0x8 0x1 0x0
            waitanimation
            playsound2 0xb1 0x3f
            launchtemplate TEMPL_0x8592e30 0x82 0x4 0x8 0x8 0x1 0x0
            pause 0x2
            launchtemplate TEMPL_0x8592e30 0x82 0x4 0xfff8 0xfff8 0x1 0x0
            pause 0x2
            launchtemplate TEMPL_0x8592e30 0x82 0x4 0x8 0xfff8 0x1 0x0
            pause 0x2
            launchtemplate TEMPL_0x8592e30 0x82 0x4 0xfff8 0x8 0x1 0x0
            waitanimation
            endanimation


            STONE_EDGE



            Spoiler:
            STONE_EDGE_ANIM:
            loadparticle 0x275a
            playsound2 0xea 0x3f
            pause 0x8
            call UNK_0x82ccc50
            pause 0xf
            call UNK_0x82ccbff
            pause 0x32
            loadparticle 0x274a
            loadBG1 BG_SEISMICTOSS_SKUUPPERCUT
            waitforBG
            playsound2 0xee 0xc0
            launchtask 0x810dabd 0x5 0x1 0x37
            waitfortransparentBG
            setblends 0x80c
            pokespritetoBG side_target
            launchtemplate TEMPL_0x85972d8 0x2 0x4 0x7 0x1 0xb 0x1
            launchtemplate TEMPL_0x8596b04 0x82 0x4 0xfffb 0x1 0xfffb 0x1
            playsound2 0x83 0x3f
            pause 0x2
            launchtemplate TEMPL_0x8596b04 0x82 0x4 0x5 0x0 0x6 0x1
            playsound2 0x83 0x3f
            pause 0x2
            launchtemplate TEMPL_0x8596b04 0x82 0x4 0x13 0x1 0xa 0x1
            playsound2 0x83 0x3f
            pause 0x2
            launchtemplate TEMPL_0x8596b04 0x82 0x4 0xffe9 0x2 0xfff6 0x1
            playsound2 0x83 0x3f
            launchtask AnimTask_move_bank 0x2 0x5 bank_target 0x0 0x5 0x32 0x1
            launchtask AnimTask_move_bank 0x2 0x5 target_partner 0x0 0x5 0x32 0x1
            pause 0x2
            call UNK_0x82cc083
            call UNK_0x82cc083
            unsetscrollingBG
            launchtask 0x80d5485 0x2 0x5 0x1 0x0 0x3 0x6 0x1
            waitanimation
            pokespritefromBG side_target
            resetblends
            endanimation


            STEALTH_ROCK



            Spoiler:
            STEALTH_ROCK_ANIM:
            loadparticle 0x280a
            loadparticle 0x274a
            launchtemplate TEMPL_0x8596c58 0x82 0x5 0x14 0xc 0x40 0x72 0x0
            pause 0x8
            playsound2 0xd6 0x3f
            pause 0x8
            launchtemplate TEMPL_0x8596c58 0x82 0x5 0xffec 0xc 0x40 0x62 0x0
            pause 0x8
            playsound2 0xd6 0x3f
            pause 0x8
            waitanimation
            endanimation


            CHATTER



            Spoiler:
            CHATTER_ANIM:
            loadparticle 0x27f1
            loadparticle 0x27db
            loadBG1 BG_BUG_ON_OPPONENT
            waitforBG
            launchtask AnimTask_scroll_background 0x5 0x4 0xf700 0x0 0x1 0xffff
            pokespritetoBG side_target
            launchtask 0x8106d91 0x2 0x1 0x0
            launchtemplate TEMPL_0x8593898 0x3 0x6 0x0 0x0 0x0 0x0 0x1f 0x8
            playsound2 0xf1 0xc0
            launchtemplate TEMPL_0x8593bb8 0x2 0x4 0x0 0x1d 0xfff4 0x0
            launchtemplate TEMPL_0x8593bb8 0x2 0x4 0x0 0xfff4 0xffe3 0x1
            pause 0x10
            launchtask 0x8106d91 0x2 0x1 0x0
            launchtemplate TEMPL_0x8593898 0x3 0x6 0x0 0x0 0x0 0x0 0x1f 0x8
            playsound2 0xf1 0xc0
            launchtemplate TEMPL_0x8593bb8 0x2 0x4 0x0 0xc 0xffe3 0x1
            launchtemplate TEMPL_0x8593bb8 0x2 0x4 0x0 0xffe3 0xfff4 0x0
            pause 0x10
            launchtask 0x8106d91 0x2 0x1 0x0
            launchtemplate TEMPL_0x8593898 0x3 0x6 0x0 0x0 0x0 0x0 0x1f 0x8
            playsound2 0xf1 0xc0
            launchtemplate TEMPL_0x8593bb8 0x2 0x4 0x0 0x18 0xffe8 0x1
            launchtemplate TEMPL_0x8593bb8 0x2 0x4 0x0 0xffe8 0xffe8 0x0
            call UNSET_SCROLLING_BG
            waitanimation
            pokespritefromBG side_target
            endanimation


            DOUBLE_HIT



            Spoiler:
            DOUBLE_HIT_ANIM:
            loadparticle 0x2797
            pokespritetoBG bank_target
            setblends 0x80c
            launchtemplate TEMPL_0x857fe28 0x2 0x2 0x4 0x4
            pause 0x6
            launchtemplate TEMPL_0x8597358 0x2 0x4 0x0 0x0 0x1 0x2
            launchtask AnimTask_move_bank 0x2 0x5 bank_target 0x3 0x0 0x6 0x1
            playsound2 0x8b 0x3f
            pause 0x8
            waitanimation
            launchtemplate TEMPL_0x857fe28 0x2 0x2 0x4 0x4
            pause 0x6
            launchtemplate TEMPL_0x8597358 0x2 0x4 0x0 0x0 0x1 0x2
            launchtask AnimTask_move_bank 0x2 0x5 bank_target 0x3 0x0 0x6 0x1
            playsound2 0x8b 0x3f
            pause 0x8
            waitanimation
            pokespritefromBG bank_target
            resetblends
            endanimation


            ROAR_OF_TIME



            Spoiler:
            ROAR_OF_TIME_ANIM:
            loadparticle 0x281b
            loadparticle 0x2797
            loadBG1 BG_COSMIC
            waitforBG
            launchtask AnimTask_scroll_background 0x2 0x4 0x0 0x80 0x0 0xffff
            waitfortransparentBG
            pokespritetoBG bank_attacker
            setblends 0x80c
            playsound2 0xc9 0xc0
            launchtemplate TEMPL_0x8596898 0x29 0x4 0x0 0x0 0x0 0x0
            pause 0x14
            launchtask 0x8116665 0x5 0x5 0x5 0x2 0x0 0x10 0xffff
            launchtask AnimTask_pal_fade_particle 0x5 0x5 0x281b 0x2 0x0 0x10 0xffff
            waitanimation
            launchtask AnimTask_pal_fade_particle 0x5 0x5 0x2797 0x0 0xc 0xc 0x5c00
            waitanimation
            launchtemplate TEMPL_0x85973a0 0x83 0x2 0x1 0x2
            launchtask 0x8159211 0x5 0x2 0xd7 0x3f
            pause 0x3
            launchtemplate TEMPL_0x85973a0 0x83 0x2 0x1 0x2
            launchtask 0x8159211 0x5 0x2 0xd7 0x3f
            pause 0x3
            launchtemplate TEMPL_0x85973a0 0x83 0x2 0x1 0x2
            launchtask 0x8159211 0x5 0x2 0xd7 0x3f
            pause 0x3
            launchtemplate TEMPL_0x85973a0 0x83 0x2 0x1 0x2
            launchtask 0x8159211 0x5 0x2 0xd7 0x3f
            pause 0x3
            launchtemplate TEMPL_0x85973a0 0x83 0x2 0x1 0x2
            launchtask 0x8159211 0x5 0x2 0xd7 0x3f
            pause 0x3
            launchtemplate TEMPL_0x85973a0 0x83 0x2 0x1 0x2
            launchtask 0x8159211 0x5 0x2 0xd7 0x3f
            waitanimation
            launchtask 0x8116665 0x5 0x5 0x5 0x2 0x10 0x0 0xffff
            launchtask AnimTask_screen_shake 0x5 0x3 0x1 0x5 0xe
            waitanimation
            pokespritefromBG bank_attacker
            resetblends
            call UNSET_SCROLLING_BG
            endanimation


            SPACIAL_REND



            Spoiler:
            SPACIAL_REND_ANIM:
            loadBG1 BG_COSMIC
            waitforBG
            launchtask AnimTask_scroll_background 0x2 0x4 0x0 0x80 0x0 0xffff
            waitfortransparentBG
            loadparticle 0x281b
            loadparticle 0x2797
            setblends 0x80c
            playsound2 0xc9 0xc0
            launchtemplate TEMPL_0x8596898 0x29 0x4 0x0 0x0 0x0 0x0
            pause 0x14
            loadparticle 0x27d6
            launchtemplate TEMPL_0x8597274 0x2 0x5 0x1 0x3 0x0 0x10 0x7fff
            waitanimation
            pause 0xa
            launchtask 0x815c0a5 0x5 0x0
            pause 0x9
            playsound2 0xc4 0xc0
            pause 0x9
            playsound2 0xc4 0x0
            pause 0x9
            playsound2 0xc4 0x3f
            pause 0x19
            launchtask 0x80d5485 0x2 0x5 0x1 0xa 0x0 0x14 0x1
            playsound2 0xb1 0x3f
            launchtemplate TEMPL_0x859371c 0x3 0x4 0x0 0x0 0x1 0x1
            pause 0x6
            playsound2 0xb1 0x3f
            launchtemplate TEMPL_0x859371c 0x3 0x4 0x18 0xffe8 0x1 0x1
            pause 0x6
            playsound2 0xb1 0x3f
            launchtemplate TEMPL_0x859371c 0x3 0x4 0xfff0 0x10 0x1 0x1
            pause 0x6
            playsound2 0xb1 0x3f
            launchtemplate TEMPL_0x859371c 0x3 0x4 0xffe8 0xfff4 0x1 0x1
            pause 0x6
            playsound2 0xb1 0x3f
            launchtemplate TEMPL_0x859371c 0x3 0x4 0x10 0x10 0x1 0x1
            waitanimation
            resetblends
            launchtemplate TEMPL_0x8597274 0x2 0x5 0x1 0x3 0x10 0x0 0x7fff
            waitanimation
            call UNSET_SCROLLING_BG
            endanimation


            CRUSH_GRIP



            Spoiler:
            CRUSH_GRIP_ANIM:
            loadparticle 0x27f9
            loadparticle 0x2797
            loadparticle 0x279f
            playsoundpanchange 0xd0 0xc0 0x3f 0x3 0x0
            loadBG1 BG_BUG_ON_OPPONENT
            waitforBG
            launchtask AnimTask_scroll_background 0x5 0x4 0xf700 0x0 0x1 0xffff
            launchtemplate TEMPL_0x85ce8dc 0x83 0x5 0xffd0 0xffc0 0x48 0x20 0x1e
            pause 0xa
            launchtemplate TEMPL_0x85ce8dc 0x83 0x5 0xff90 0xffc0 0x8 0x20 0x1e
            pause 0x28
            launchtemplate TEMPL_0x8595f14 0x83 0x4 0x0 0x0 0x0 0x1e
            launchtemplate TEMPL_0x85ce8dc 0x83 0x5 0xffb0 0xffc0 0x28 0x20 0x1e
            pause 0x14
            playsound2 0x7b 0x3f
            launchtemplate TEMPL_0x8597358 0x83 0x4 0x0 0x0 0x1 0x1
            launchtask 0x80d52d1 0x2 0x5 0x1 0x5 0x0 0x14 0x1
            call UNSET_SCROLLING_BG
            pause 0xa
            waitanimation
            endanimation


            MAGMA_STORM



            Spoiler:
            MAGMA_STORM_ANIM:
            call SOLARBEAM_CHOOSE_BG
            loadparticle 0x272d
            playsound2 0x96 0x3f
            launchtask AnimTask_move_bank 0x5 0x5 bank_target 0x0 0x2 0x2f 0x1
            launchtask AnimTask_pal_fade_complex 0x2 0x6 PAL_DEF 0x2 0x2 0x0 0xc 0x1cb6
            call FIRE_SPIN_TRAP_PARTICLES
            call FIRE_SPIN_TRAP_PARTICLES
            launchtask AnimTask_pal_fade_complex 0x2 0x6 PAL_DEF 0x2 0x2 0x0 0xc 0x1cb6
            call FIRE_SPIN_TRAP_PARTICLES
            call FIRE_SPIN_TRAP_PARTICLES
            launchtask AnimTask_pal_fade_complex 0x2 0x6 PAL_DEF 0x2 0x2 0x0 0xc 0x1cb6
            call FIRE_SPIN_TRAP_PARTICLES
            waitanimation
            call SOLARBEAM_LOAD_DEAFULT_BG
            waitanimation
            endanimation


            DARK_VOID



            Spoiler:
            DARK_VOID_ANIM:
            loadparticle 0x27cc
            loadBG1 BG_COSMIC
            waitforBG
            launchtask AnimTask_scroll_background 0x2 0x4 0x0 0x80 0x0 0xffff
            waitfortransparentBG
            playsound2 0xbd 0xc0
            launchtask 0x811489d 0x5 0x2 0x1 0x0
            launchtask 0x81123c5 0x5 0x2 0x0 0x30
            playsound2 0xc4 0xc0
            pause 0x30
            launchtask 0x80d5485 0x2 0x5 0x0 0x2 0x0 0x18 0x1
            launchtask 0x8116665 0x2 0x5 0x6 0x1 0x0 0xc 0x0000
            pause 0x18
            launchtask 0x8116665 0x2 0x5 0x6 0x1 0xc 0x0 0x0000
            playsound2 0x79 0x3f
            launchtask 0x811489d 0x5 0x2 0x1 0x1
            call UNSET_SCROLLING_BG
            endanimation


            SEED_FLARE



            Spoiler:
            SEED_FLARE_ANIM:
            call SOLARBEAM_CHOOSE_BG
            loadparticle 0x27e9
            playsound2 0x98 0xc0
            launchtask 0x80d6065 0x5 0x5 0xfff9 0xfff9 0xb 0x0 0x0
            waitanimation
            pause 0x1e
            launchtask 0x80a7b99 0x5 0x5 0x0 0x33ed 0xc 0x5 0x1
            pause 0x4
            launchtask 0x80d6065 0x5 0x5 0xfff9 0xfff9 0xb 0x0 0x0
            playsound2 0xd9 0xc0
            launchtemplate TEMPL_0x8593a04 0x2 0x2 0x1a 0x0
            launchtemplate TEMPL_0x8593a04 0x2 0x2 0x1a 0x2a
            launchtemplate TEMPL_0x8593a04 0x2 0x2 0x1a 0x54
            launchtemplate TEMPL_0x8593a04 0x2 0x2 0x1a 0x7e
            launchtemplate TEMPL_0x8593a04 0x2 0x2 0x1a 0xa8
            launchtemplate TEMPL_0x8593a04 0x2 0x2 0x1a 0xd2
            pause 0x34
            setarg 0x7 0xffff
            playsound2 0xcf 0xc0
            launchtask 0x80d6065 0x5 0x5 0xfff9 0xfff9 0xb 0x0 0x0
            launchtemplate TEMPL_0x8593a1c 0x82 0x1 0x0
            launchtemplate TEMPL_0x8593a1c 0x82 0x1 0x20
            launchtemplate TEMPL_0x8593a1c 0x82 0x1 0x40
            launchtemplate TEMPL_0x8593a1c 0x82 0x1 0x60
            launchtemplate TEMPL_0x8593a1c 0x82 0x1 0x80
            launchtemplate TEMPL_0x8593a1c 0x82 0x1 0xa0
            launchtemplate TEMPL_0x8593a1c 0x82 0x1 0xc0
            launchtemplate TEMPL_0x8593a1c 0x82 0x1 0xe0
            call SOLARBEAM_LOAD_DEAFULT_BG
            endanimation


            SHADOW_FORCE



            Spoiler:
            SHADOW_FORCE_ANIM:
            loadparticle 0x27ac
            loadparticle 0x2797
            choosetwoturnanim SHADOW_FORCE_PREP SHADOW_FORCE_ATTACK
            SHADOW_FORCE_WAIT_END:
            waitanimation
            endanimation
            SHADOW_FORCE_PREP:
            playsound2 0xbe 0xc0
            launchtemplate TEMPL_0x8597274 0x2 0x5 0x1 0x3 0x0 0x10 0x0
            launchtask 0x811489d 0x5 0x2 0x4 0x0
            launchtask 0x811489d 0x5 0x2 0x5 0x0
            launchtask 0x811489d 0x5 0x2 0x6 0x0
            launchtask 0x811489d 0x5 0x2 0x7 0x0
            launchtask 0x80d5831 0x2 0x5 0x0 0x12 0x6 0x1 0x3
            launchtask 0x81136e9 0x2 0x1 0x1
            pause 0x50
            launchtemplate TEMPL_0x8597274 0x2 0x5 0x1 0x3 0x10 0x0 0x0
            launchtask 0x811489d 0x5 0x2 0x4 0x1
            launchtask 0x811489d 0x5 0x2 0x5 0x1
            launchtask 0x811489d 0x5 0x2 0x6 0x1
            launchtask 0x811489d 0x5 0x2 0x7 0x1
            waitanimation
            pokespritefromBG bank_attacker
            makebankinvisible 0x0
            pause 0x1
            goto SHADOW_FORCE_WAIT_END
            SHADOW_FORCE_ATTACK:
            pokespritetoBG bank_attacker
            leftbankBG_over_partnerBG bank_attacker
            playsound2 0xbd 0xc0
            loadBG1 BG_COSMIC
            waitforBG
            launchtask AnimTask_scroll_background 0x2 0x4 0x0 0x80 0x0 0xffff
            waitfortransparentBG
            pause 0xa
            playsound2 0xc0 0xc0
            launchtask 0x811188d 0x5 0x1 0x55
            pause 0x46
            launchtask 0x80d52d1 0x2 0x5 0x1 0x2 0x0 0xc 0x1
            launchtask AnimTask_pal_fade_complex 0x2 0x6 PAL_DEF 0x0 0x2 0x0 0xd 0x0
            waitanimation
            pokespritefromBG bank_attacker
            pause 0x1
            call UNSET_SCROLLING_BG
            waitfortransparentBG
            goto SHADOW_FORCE_WAIT_END


            well it finish 4 gen moves animations, i finishing 5 gen now, i public it soon.

            download all code in attachment.
            Are these movements already inserted in the last update? or do I have to insert them? in that case, directly as I would in an easy way?
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              #831    
            Old November 4th, 2017 (1:26 AM).
            Auros's Avatar
            Auros Auros is offline
               
              Join Date: Sep 2015
              Gender: Male
              Posts: 83
              Quote:
              Originally Posted by LoroTheParrot View Post
              Thank you!!! I'm able to modify now. I have two more questions.
              1 - What line should I edit to modify the offset location?
              2 - offset location is where my rom is? maybe it's sound a little dumb but i'm still learning english and some things confuse me.

              Thanks again for the attention!
              You have to edit these line:
              "ROM_NAME = "BPEE0.gba" #the name of your rom
              OFFSET_TO_PUT = 0x01000000"

              First expand your ROM to 32 mb with XSE, then just follow the istructions to apply the engine (they're really easy to follow).
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                #832    
              Old November 8th, 2017 (5:40 AM).
              Panda Face Panda Face is offline
                 
                Join Date: Jan 2017
                Gender: Female
                Posts: 107
                Where is the offset of the weather effect? I want to add hail in the battle which the Advance map used steady snowing or three snow flakes, so where is the new offset of sandstorm, sunny and rainy effect? I cannot find the new offset. In Emerald which without Dizzy Egg's engine, the hail in the battle is working, but use the same code in Dizzy Egg's engine, it is not working.
                __________________

                Pokemon The Strongest Pure White v5.0
                Community Link: https://www.pokecommunity.com/showthread.php?p=9569056#post9569056
                Download Link: https://pan.baidu.com/s/1gftktyj
                Download Password: usf5
                Introduction:
                There is a very high mountain, it exists too many unknown animals and plants. That mountain always happen the different natural damage such as T-storm, Tornado, Typhoon, Tsunami, Eruption, Blizzard, Earthquake, Forest fire blast and etc. None of people can be brave to climb this mountain. Nowdays, a boy wants to try it, he says he can completely to climb it by himself, he wants to show each region's girl, he is a most brave boy, he expects these girls like him, because these girls skin is bright snow white, he is very very like these girls, so he wants to be a friend with these girls at least. Then the story will begin at here...
                Reply With Quote
                  #833    
                Old November 8th, 2017 (7:30 PM).
                BluRose BluRose is offline
                blu rass
                   
                  Join Date: Apr 2014
                  Location: hyakkoku city
                  Age: 16
                  Gender: Male
                  Nature: Timid
                  Posts: 721
                  Quote:
                  Originally Posted by Panda Face View Post
                  Where is the offset of the weather effect? I want to add hail in the battle which the Advance map used steady snowing or three snow flakes, so where is the new offset of sandstorm, sunny and rainy effect? I cannot find the new offset. In Emerald which without Dizzy Egg's engine, the hail in the battle is working, but use the same code in Dizzy Egg's engine, it is not working.
                  hi
                  battle_system_part2.c has load_weather_from_overworld()
                  in it, there's a section
                  Code:
                          switch(ow_weather)
                          {
                          case 3:
                          case 5:
                          case 13:
                              if(!battle_weather.flags.downpour && !battle_weather.flags.rain && !battle_weather.flags.permament_rain)
                              {
                                  battle_weather.int_bw = (weather_permament_rain | weather_rain);
                                  battle_scripting.AnimInfo1 = 0xA;
                                  is_weather_loaded = true;
                              }
                              break;
                          case 8:
                              if(!battle_weather.flags.permament_sandstorm && !battle_weather.flags.sandstorm)
                              {
                                  battle_weather.int_bw = (weather_permament_sandstorm | weather_sandstorm);
                                  battle_scripting.AnimInfo1 = 0xC;
                                  is_weather_loaded = true;
                              }
                              break;
                          case 12:
                              if(!battle_weather.flags.permament_sun && !battle_weather.flags.sun)
                              {
                                  battle_weather.int_bw = (weather_permament_sun | weather_sun);
                                  battle_scripting.AnimInfo1 = 0xB;
                                  is_weather_loaded = true;
                              }
                              break;
                  change that to
                  Code:
                          switch(ow_weather)
                          {
                          case 3:
                          case 5:
                          case 13:
                              if(!battle_weather.flags.downpour && !battle_weather.flags.rain && !battle_weather.flags.permament_rain)
                              {
                                  battle_weather.int_bw = (weather_permament_rain | weather_rain);
                                  battle_scripting.AnimInfo1 = 0xA;
                                  is_weather_loaded = true;
                              }
                              break;
                          case 4: //delete this line if you don't want the ash weather from the route before fallarbor to be hail
                          case 7:
                              if(!battle_weather.flags.hail)
                              {
                                  battle_weather.int_bw = weather_hail;
                                  battle_scripting.AnimInfo1 = 0xD;
                                  is_weather_loaded = true
                              }
                              break;
                          case 8:
                              if(!battle_weather.flags.permament_sandstorm && !battle_weather.flags.sandstorm)
                              {
                                  battle_weather.int_bw = (weather_permament_sandstorm | weather_sandstorm);
                                  battle_scripting.AnimInfo1 = 0xC;
                                  is_weather_loaded = true;
                              }
                              break;
                          case 12:
                              if(!battle_weather.flags.permament_sun && !battle_weather.flags.sun)
                              {
                                  battle_weather.int_bw = (weather_permament_sun | weather_sun);
                                  battle_scripting.AnimInfo1 = 0xB;
                                  is_weather_loaded = true;
                              }
                              break;
                  and then rebuild and then pretty hail <3
                  i think you still have to put the F3 00 at the addresses from my post in the weather hacking thread
                  um
                  so yeah hit me up if this doesn't work
                  __________________
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                    #834    
                  Old November 9th, 2017 (4:41 PM). Edited November 9th, 2017 by Leandro Zam.
                  Leandro Zam Leandro Zam is offline
                  Brasileiro
                     
                    Join Date: Mar 2010
                    Gender: Male
                    Posts: 11
                    Good Night, I'm new to this HackROm thing, I'm having difficulties, but I do not know if it's in the Patch application, or with the Roms.ini generation. Can someone help me there? Thanks in advance.



                    Reply With Quote
                      #835    
                    Old November 10th, 2017 (7:10 AM).
                    Panda Face Panda Face is offline
                       
                      Join Date: Jan 2017
                      Gender: Female
                      Posts: 107
                      Quote:
                      Originally Posted by BluRose View Post
                      hi
                      battle_system_part2.c has load_weather_from_overworld()
                      in it, there's a section
                      Code:
                              switch(ow_weather)
                              {
                              case 3:
                              case 5:
                              case 13:
                                  if(!battle_weather.flags.downpour && !battle_weather.flags.rain && !battle_weather.flags.permament_rain)
                                  {
                                      battle_weather.int_bw = (weather_permament_rain | weather_rain);
                                      battle_scripting.AnimInfo1 = 0xA;
                                      is_weather_loaded = true;
                                  }
                                  break;
                              case 8:
                                  if(!battle_weather.flags.permament_sandstorm && !battle_weather.flags.sandstorm)
                                  {
                                      battle_weather.int_bw = (weather_permament_sandstorm | weather_sandstorm);
                                      battle_scripting.AnimInfo1 = 0xC;
                                      is_weather_loaded = true;
                                  }
                                  break;
                              case 12:
                                  if(!battle_weather.flags.permament_sun && !battle_weather.flags.sun)
                                  {
                                      battle_weather.int_bw = (weather_permament_sun | weather_sun);
                                      battle_scripting.AnimInfo1 = 0xB;
                                      is_weather_loaded = true;
                                  }
                                  break;
                      change that to
                      Code:
                              switch(ow_weather)
                              {
                              case 3:
                              case 5:
                              case 13:
                                  if(!battle_weather.flags.downpour && !battle_weather.flags.rain && !battle_weather.flags.permament_rain)
                                  {
                                      battle_weather.int_bw = (weather_permament_rain | weather_rain);
                                      battle_scripting.AnimInfo1 = 0xA;
                                      is_weather_loaded = true;
                                  }
                                  break;
                              case 4: //delete this line if you don't want the ash weather from the route before fallarbor to be hail
                              case 7:
                                  if(!battle_weather.flags.hail)
                                  {
                                      battle_weather.int_bw = weather_hail;
                                      battle_scripting.AnimInfo1 = 0xD;
                                      is_weather_loaded = true
                                  }
                                  break;
                              case 8:
                                  if(!battle_weather.flags.permament_sandstorm && !battle_weather.flags.sandstorm)
                                  {
                                      battle_weather.int_bw = (weather_permament_sandstorm | weather_sandstorm);
                                      battle_scripting.AnimInfo1 = 0xC;
                                      is_weather_loaded = true;
                                  }
                                  break;
                              case 12:
                                  if(!battle_weather.flags.permament_sun && !battle_weather.flags.sun)
                                  {
                                      battle_weather.int_bw = (weather_permament_sun | weather_sun);
                                      battle_scripting.AnimInfo1 = 0xB;
                                      is_weather_loaded = true;
                                  }
                                  break;
                      and then rebuild and then pretty hail <3
                      i think you still have to put the F3 00 at the addresses from my post in the weather hacking thread
                      um
                      so yeah hit me up if this doesn't work
                      Can you change it into compress form? And put that hex to which offset?
                      __________________

                      Pokemon The Strongest Pure White v5.0
                      Community Link: https://www.pokecommunity.com/showthread.php?p=9569056#post9569056
                      Download Link: https://pan.baidu.com/s/1gftktyj
                      Download Password: usf5
                      Introduction:
                      There is a very high mountain, it exists too many unknown animals and plants. That mountain always happen the different natural damage such as T-storm, Tornado, Typhoon, Tsunami, Eruption, Blizzard, Earthquake, Forest fire blast and etc. None of people can be brave to climb this mountain. Nowdays, a boy wants to try it, he says he can completely to climb it by himself, he wants to show each region's girl, he is a most brave boy, he expects these girls like him, because these girls skin is bright snow white, he is very very like these girls, so he wants to be a friend with these girls at least. Then the story will begin at here...
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                        #836    
                      Old November 10th, 2017 (7:52 AM).
                      Taの境界's Avatar
                      Taの境界 Taの境界 is offline
                         
                        Join Date: Jan 2015
                        Nature: Adamant
                        Posts: 11
                        Quote:
                        Originally Posted by Panda Face View Post
                        Can you change it into compress form? And put that hex to which offset?
                        I suggest you do it yourself, there is no point of asking offset when the thing is said "dynamic".
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                          #837    
                        Old November 10th, 2017 (9:57 AM).
                        BluRose BluRose is offline
                        blu rass
                           
                          Join Date: Apr 2014
                          Location: hyakkoku city
                          Age: 16
                          Gender: Male
                          Nature: Timid
                          Posts: 721
                          not to mention the process is clearly enunciated for you and it being dynamic will change the offset for every single individual rom; tracking it down is not worth the time
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                            #838    
                          Old November 10th, 2017 (5:49 PM).
                          Panda Face Panda Face is offline
                             
                            Join Date: Jan 2017
                            Gender: Female
                            Posts: 107
                            Quote:
                            Originally Posted by BluRose View Post
                            not to mention the process is clearly enunciated for you and it being dynamic will change the offset for every single individual rom; tracking it down is not worth the time
                            I need the compressed form, then I can use winged to find out where is the offset. Can you send both of these code? Before hack and after hacked. Thanks a lot.
                            __________________

                            Pokemon The Strongest Pure White v5.0
                            Community Link: https://www.pokecommunity.com/showthread.php?p=9569056#post9569056
                            Download Link: https://pan.baidu.com/s/1gftktyj
                            Download Password: usf5
                            Introduction:
                            There is a very high mountain, it exists too many unknown animals and plants. That mountain always happen the different natural damage such as T-storm, Tornado, Typhoon, Tsunami, Eruption, Blizzard, Earthquake, Forest fire blast and etc. None of people can be brave to climb this mountain. Nowdays, a boy wants to try it, he says he can completely to climb it by himself, he wants to show each region's girl, he is a most brave boy, he expects these girls like him, because these girls skin is bright snow white, he is very very like these girls, so he wants to be a friend with these girls at least. Then the story will begin at here...
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                              #839    
                            Old 4 Weeks Ago (8:07 PM).
                            BluRose BluRose is offline
                            blu rass
                               
                              Join Date: Apr 2014
                              Location: hyakkoku city
                              Age: 16
                              Gender: Male
                              Nature: Timid
                              Posts: 721
                              Quote:
                              Originally Posted by Panda Face View Post
                              I need the compressed form, then I can use winged to find out where is the offset. Can you send both of these code? Before hack and after hacked. Thanks a lot.
                              curious; have you ever built this engine previously on a vanilla emerald rom or otherwise? like at all gotten it to work?
                              __________________
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                                #840    
                              Old 4 Weeks Ago (6:04 AM).
                              Panda Face Panda Face is offline
                                 
                                Join Date: Jan 2017
                                Gender: Female
                                Posts: 107
                                Quote:
                                Originally Posted by BluRose View Post
                                curious; have you ever built this engine previously on a vanilla emerald rom or otherwise? like at all gotten it to work?
                                Can you find out the weather code (winhex form) from theta emerald ex? Then I can use CT2 to search that code in other Rom.
                                __________________

                                Pokemon The Strongest Pure White v5.0
                                Community Link: https://www.pokecommunity.com/showthread.php?p=9569056#post9569056
                                Download Link: https://pan.baidu.com/s/1gftktyj
                                Download Password: usf5
                                Introduction:
                                There is a very high mountain, it exists too many unknown animals and plants. That mountain always happen the different natural damage such as T-storm, Tornado, Typhoon, Tsunami, Eruption, Blizzard, Earthquake, Forest fire blast and etc. None of people can be brave to climb this mountain. Nowdays, a boy wants to try it, he says he can completely to climb it by himself, he wants to show each region's girl, he is a most brave boy, he expects these girls like him, because these girls skin is bright snow white, he is very very like these girls, so he wants to be a friend with these girls at least. Then the story will begin at here...
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                                  #841    
                                Old 4 Weeks Ago (1:34 AM).
                                Taの境界's Avatar
                                Taの境界 Taの境界 is offline
                                   
                                  Join Date: Jan 2015
                                  Nature: Adamant
                                  Posts: 11
                                  Quote:
                                  Originally Posted by Panda Face View Post
                                  Can you find out the weather code (winhex form) from theta emerald ex? Then I can use CT2 to search that code in other Rom.
                                  I assumed you means compiled binary code, idk how cools the weather code from theta emerald ex
                                  works, you mention the name of the hack itself, so you should referring the author of it.

                                  I dont want to point out that is how inappropriate to copy codes from other hack into yours, but honestly blindly copying codes to your rom is never a wise move, you dont know what you are doing or how the things work and you are losing respect from others.

                                  Again I suggest you to do the things yourself, if you dont know how to, find and learn the mechanism, tutorial thread exists for reason. If you still having some sort of problem, find the right place to ask. You can even talk to me with your native language if you struggling with those help.
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                                    #842    
                                  Old 4 Weeks Ago (5:51 AM).
                                  BluRose BluRose is offline
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                                    Quote:
                                    Originally Posted by Panda Face View Post
                                    Can you find out the weather code (winhex form) from theta emerald ex? Then I can use CT2 to search that code in other Rom.
                                    in addition to what tara said, it would be significantly easier for me and extremely beneficial for you to learn to rebuild the battle engine in theta emerald ex with the code i have given
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                                      #843    
                                    Old 4 Weeks Ago (10:19 AM).
                                    Selebion's Avatar
                                    Selebion Selebion is offline
                                       
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                                      Quote:
                                      Originally Posted by DizzyEgg View Post
                                      UPDATE
                                      Someone asked me to add two more features to the engine and those are:
                                      - GenVI ExpShare
                                      - Double Wild Battles

                                      Open up your config.h file and edit it to your will. Each define has a comment, so you shouldn't have too much troubles with it.

                                      Now, I made double wild battles happen only on certain tiles and created a table for it.
                                      It goes like this:
                                      - tile number
                                      - percent chance

                                      You can edit it either via hex editor or directly in the double_wild_battles.c file. The table is called "double_grass_tiles".

                                      Note it's not aligned and a tile number is a halfword. So editing it in hex would look like this for a normal grass tile with 5 percent chance:
                                      0D 00 05
                                      To add more to the table you'd do
                                      0D 00 05 0E 00 05 0F 00 05, etc.

                                      You can only add as much entries as you define via "DOUBLE_WILD_TILES" and not more! So if you set that define to 5 you can have up to 5 entries.
                                      Hi! Two questions regarding double wild battles, first, can you enable them in caves by adding the cave tiles or does that work differently? Secondly, can you change the tiles that are enabled for them after applying the patch using a hex editor? Thanks.
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                                        #844    
                                      Old 4 Weeks Ago (6:03 PM). Edited 4 Weeks Ago by igorfs10.
                                      igorfs10's Avatar
                                      igorfs10 igorfs10 is offline
                                         
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                                        Quote:
                                        Originally Posted by Selebion View Post
                                        Hi! Two questions regarding double wild battles, first, can you enable them in caves by adding the cave tiles or does that work differently? Secondly, can you change the tiles that are enabled for them after applying the patch using a hex editor? Thanks.
                                        1 - Yes, you can activate in every walking tile that have wild battle. It doesn't work with surf.
                                        2 - You can change but can't expand the amount of tiles you put in config file.

                                        In this line you can change the amount of tiles
                                        https://github.com/KDSKardabox/Pokemon-Emerald-Battle-Engine-Upgrade/blob/3fbf9bf9650f32d873363a45d851e8c1fedf96a6/src/config.h#L29

                                        And this line you put the tile and percentage
                                        https://github.com/KDSKardabox/Pokemon-Emerald-Battle-Engine-Upgrade/blob/3fbf9bf9650f32d873363a45d851e8c1fedf96a6/src/double_wild_battles.c#L19


                                        If you want, ive made this with almost or every tile that has wild battle, including cave,sand and New Mauville. All with 20%.
                                        98 Tiles
                                        Overwrite {0xD, 70} in wild double battle with
                                        Spoiler:
                                        {0xD, 20}, {0x15, 20}, {0x25, 20}, {0x185, 20}, {0x186, 20}, {0x201, 20}, {0x209, 20}, {0x210, 20}, {0x211, 20}, {0x212, 20}, {0x229, 20}, {0x234, 20}, {0x237, 20}, {0x248, 20}, {0x249, 20}, {0x250, 20}, {0x251, 20}, {0x252, 20}, {0x255, 20}, {0x256, 20}, {0x257, 20}, {0x258, 20}, {0x259, 20}, {0x270, 20}, {0x271, 20}, {0x272, 20}, {0x282, 20}, {0x283, 20}, {0x285, 20}, {0x298, 20}, {0x299, 20}, {0x18D, 20}, {0x18E, 20}, {0x19E, 20}, {0x1C6, 20}, {0x1C7, 20}, {0x20A, 20}, {0x22F, 20}, {0x23D, 20}, {0x23E, 20}, {0x23F, 20}, {0x24A, 20}, {0x25A, 20}, {0x27D, 20}, {0x27E, 20}, {0x27F, 20}, {0x28A, 20}, {0x28B, 20}, {0x28D, 20}, {0x28E, 20}, {0x29A, 20}, {0x29B, 20}, {0x29C, 20}, {0x29D, 20}, {0x29E, 20}, {0x2A0, 20}, {0x2A1, 20}, {0x2A2, 20}, {0x2A8, 20}, {0x2A9, 20}, {0x2AA, 20}, {0x2BB, 20}, {0x2BC, 20}, {0x2BD, 20}, {0x2BE, 20}, {0x2BF, 20}, {0x2C3, 20}, {0x2C4, 20}, {0x2C5, 20}, {0x2C6, 20}, {0x2C7, 20}, {0x2CE, 20}, {0x2CF, 20}, {0x2E6, 20}, {0x2E7, 20}, {0x2E8, 20}, {0x2E9, 20}, {0x2EE, 20}, {0x308, 20}, {0x310, 20}, {0x311, 20}, {0x312, 20}, {0x313, 20}, {0x31B, 20}, {0x333, 20}, {0x379, 20}, {0x381, 20}, {0x383, 20}, {0x385, 20}, {0x387, 20}, {0x38C, 20}, {0x38E, 20}, {0x38F, 20}, {0x3A2, 20}, {0x3A3, 20}, {0x3A4, 20}, {0x3D0, 20}, {0x202, 20}
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                                          #845    
                                        Old 3 Weeks Ago (2:24 AM).
                                        Saiklex Saiklex is offline
                                           
                                          Join Date: Nov 2017
                                          Posts: 10
                                          Quote:
                                          Originally Posted by igorfs10 View Post
                                          1 - Yes, you can activate in every walking tile that have wild battle. It doesn't work with surf.
                                          2 - You can change but can't expand the amount of tiles you put in config file.

                                          In this line you can change the amount of tiles
                                          https://github.com/KDSKardabox/Pokemon-Emerald-Battle-Engine-Upgrade/blob/3fbf9bf9650f32d873363a45d851e8c1fedf96a6/src/config.h#L29

                                          And this line you put the tile and percentage
                                          https://github.com/KDSKardabox/Pokemon-Emerald-Battle-Engine-Upgrade/blob/3fbf9bf9650f32d873363a45d851e8c1fedf96a6/src/double_wild_battles.c#L19


                                          If you want, ive made this with almost or every tile that has wild battle, including cave,sand and New Mauville. All with 20%.
                                          98 Tiles
                                          Overwrite {0xD, 70} in wild double battle with
                                          Spoiler:
                                          {0xD, 20}, {0x15, 20}, {0x25, 20}, {0x185, 20}, {0x186, 20}, {0x201, 20}, {0x209, 20}, {0x210, 20}, {0x211, 20}, {0x212, 20}, {0x229, 20}, {0x234, 20}, {0x237, 20}, {0x248, 20}, {0x249, 20}, {0x250, 20}, {0x251, 20}, {0x252, 20}, {0x255, 20}, {0x256, 20}, {0x257, 20}, {0x258, 20}, {0x259, 20}, {0x270, 20}, {0x271, 20}, {0x272, 20}, {0x282, 20}, {0x283, 20}, {0x285, 20}, {0x298, 20}, {0x299, 20}, {0x18D, 20}, {0x18E, 20}, {0x19E, 20}, {0x1C6, 20}, {0x1C7, 20}, {0x20A, 20}, {0x22F, 20}, {0x23D, 20}, {0x23E, 20}, {0x23F, 20}, {0x24A, 20}, {0x25A, 20}, {0x27D, 20}, {0x27E, 20}, {0x27F, 20}, {0x28A, 20}, {0x28B, 20}, {0x28D, 20}, {0x28E, 20}, {0x29A, 20}, {0x29B, 20}, {0x29C, 20}, {0x29D, 20}, {0x29E, 20}, {0x2A0, 20}, {0x2A1, 20}, {0x2A2, 20}, {0x2A8, 20}, {0x2A9, 20}, {0x2AA, 20}, {0x2BB, 20}, {0x2BC, 20}, {0x2BD, 20}, {0x2BE, 20}, {0x2BF, 20}, {0x2C3, 20}, {0x2C4, 20}, {0x2C5, 20}, {0x2C6, 20}, {0x2C7, 20}, {0x2CE, 20}, {0x2CF, 20}, {0x2E6, 20}, {0x2E7, 20}, {0x2E8, 20}, {0x2E9, 20}, {0x2EE, 20}, {0x308, 20}, {0x310, 20}, {0x311, 20}, {0x312, 20}, {0x313, 20}, {0x31B, 20}, {0x333, 20}, {0x379, 20}, {0x381, 20}, {0x383, 20}, {0x385, 20}, {0x387, 20}, {0x38C, 20}, {0x38E, 20}, {0x38F, 20}, {0x3A2, 20}, {0x3A3, 20}, {0x3A4, 20}, {0x3D0, 20}, {0x202, 20}
                                          You are a saint! Thanks so much, works perfectly! (I'm the original requester but I accidentally used an ancient account...)
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                                            #846    
                                          Old 1 Week Ago (3:13 AM).
                                          SilencerRolf's Avatar
                                          SilencerRolf SilencerRolf is online now
                                             
                                            Join Date: Sep 2013
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                                            I was wondering if the Battle Engine comes with support for more than 511 moves. I assumed it did when it added in moves from Gens 4 - 6.
                                            I'm thinking I may have screwed up somewhere.
                                            Do I need to clear the old movetables in the make.py file for this to work?
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                                              #847    
                                            Old 1 Week Ago (8:46 AM).
                                            igorfs10's Avatar
                                            igorfs10 igorfs10 is offline
                                               
                                              Join Date: Dec 2015
                                              Location: Brazil
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                                              Quote:
                                              Originally Posted by SilencerRolf View Post
                                              I was wondering if the Battle Engine comes with support for more than 511 moves. I assumed it did when it added in moves from Gens 4 - 6.
                                              I'm thinking I may have screwed up somewhere.
                                              Do I need to clear the old movetables in the make.py file for this to work?
                                              You need to do the INI step and use Pokemon game editor.
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                                                #848    
                                              Old 5 Days Ago (4:15 AM).
                                              Yashi_Production Yashi_Production is offline
                                                 
                                                Join Date: Feb 2017
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                                                Please. Help me to install battle engine upgrade with python or if you have the test.gba, test.ini and PGE already configure, send them to me by email. Because I would like to do a very good rom hack from emerald but it does not work despite several attempts.
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                                                  #849    
                                                Old 5 Days Ago (9:19 AM).
                                                Ronildo Ronildo is offline
                                                   
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                                                  Quote:
                                                  Originally Posted by Leandro Zam View Post
                                                  Good Night, I'm new to this HackROm thing, I'm having difficulties, but I do not know if it's in the Patch application, or with the Roms.ini generation. Can someone help me there? Thanks in advance.



                                                  help plss
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