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Old June 15th, 2016 (1:40 PM).
Keogh Keogh is offline
 
Join Date: May 2016
Gender: Male
Posts: 2
I have been following the guides here and have made tms reusable and some other stuff like the b2w2 repel however i cant seem to make the number that shows how many of the same tm I have disappear.

I try and compile this script :

.text
.align 2
.thumb
.thumb_func

main:
cmp r5, #0x0
bne end
ldr r3, =(0x8131EFE +1)
bx r3

end:
mov r0, r7
mov r1, #0x8
mov r2, r4
ldr r6, =(0x81335B0 +1)
bl link
ldr r3, =(0x8131EFE +1)
bx r3

link:
bx r6

.align 2

pokecommunity.com/showpost.php?p=8933435&postcount=730

from that link however when I put my offset it xse says "unkown keyword at line 3 .text) furthermore I try using his compiled version and inserting it into free space and that doesnt work either (i had a similar problem with the bw repel guide and i found out that his compiled version was placed at offset 800000 and by placing mine their it would work) but i dont know where the compiled version was placed or have any way to find out because i dont really know how all this works.

Can someone help explain to me what i need to do to make the quintities of tms i have invisable? ty
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Old June 15th, 2016 (2:27 PM).
Vendily's Avatar
Vendily Vendily is offline
 
Join Date: Aug 2015
Nature: Calm
Posts: 1,604
Quote:
Originally Posted by Keogh View Post
Getting your attention
For ASM, you need to use a special program called an assembler.
I'll just attach a copy of the one I use because it's faster.
You'll need to compile the ASM with that. It will give you a .bin file, which you open with a hex-editor and paste in the ROM
But, the link you have gives you a compiled version:
Code:
00 2D 01 D1 05 4B 18 47 38 1C 08 21 22 1C 04 4E 00 F0 02 F8 01 4B 18 47 30 47 C0 46 FF 1E 13 08 B1 35 13 08
Put that in any freespace with a hex editor and record the offset. (I'll use 0x800000 as an example)
Now the instructions say to go to 0x131EF4 and type this in:
Code:
00 48 00 47 XX XX XX 08
Where XX XX XX is the reverse hex +1. This is essential to know when putting in ASM. The +1 tells the game the type of ASM we are using, but that's not important. Using the example of 0x800000, I will add 1 to the offset (0x800001), break it into three chunks of 2 bytes (80 00 01) and switch the first and last chunks (01 00 80). So 01 00 80 is what I will replace XX XX XX with, but you might have a different offset.

I assumed you've done the other byte changes.

Feel free to ask questions if you don't understand.
Attached Files
File Type: zip THUMB_Editor_and_Assembler.zip‎ (6.41 MB, 2 views) (Save to Dropbox)
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Old June 16th, 2016 (3:43 AM).
Keogh Keogh is offline
 
Join Date: May 2016
Gender: Male
Posts: 2
First of all thank you so much with your help i got it to work! Now secondly thank you so much for the thumb editor program thing it really helped me understand and make sense of a lot of the tutorials around here that i didnt understand but now i sort of do.

It seems that i was doing two things wrong the first being that i wasnt adding the +1 and the second being in my haste i didnt read the fact that i had to change another byte after repointing the script to where i placed it in the rom. Man thank you so much for the quick and detailed response I truly appreciate it and am greatful for not only the help but the knowledge i gained as well. Cheers!
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