ROM Hacking Need a helping hand? You can get help on any ROM Hacking-related problems or questions you have here.

TrollandToad.com
Closed Thread
 
Thread Tools
  #19426    
Old August 25th, 2011 (11:00 AM).
zerosu1tconnor zerosu1tconnor is offline
     
    Join Date: Aug 2011
    Gender: Male
    Posts: 2
    How can I change the names of pokemon trainers in pokemon black and white? Also is there a way to add a new area (like a house) into the game?

    Relevant Advertising!

      #19427    
    Old August 25th, 2011 (11:42 AM).
    threekoolcats threekoolcats is offline
       
      Join Date: Aug 2011
      Gender: Male
      Posts: 2
      Quote:
      Originally Posted by threekoolcats View Post
      How do I completely remove Oak's intro at the beginning of FireRed? I just want a prompt for player name at the beginning, without a prompt for the rival's name.
      Does anyone know this? thank you
        #19428    
      Old August 25th, 2011 (5:19 PM).
      Darkdata's Avatar
      Darkdata Darkdata is offline
      15 year old me was an idiot.
         
        Join Date: Aug 2005
        Nature: Calm
        Posts: 137
        Just curious if anyone has figured out how you're position on a route affects the world map position?

        For those who can't remember: When you travel along a route, the world map updates your position.

        I was wondering if anyone has found a way to change how the routes affect world map position. (Not location, Advance Map allows you to edit that table.)

        Thanks.
          #19429    
        Old August 25th, 2011 (7:24 PM).
        Rainbow's Avatar
        Rainbow Rainbow is offline
        • Moderator
        • Platinum Tier
        • GTGet-Together Event Management
        • PokéCommunity Daily
        • Discord Moderoid
        • Developer
         
        Join Date: May 2010
        Age: 18
        Gender: Female
        Nature: Quirky
        Posts: 5,735
        Quote:
        Originally Posted by threekoolcats View Post
        How do I completely remove Oak's intro at the beginning of FireRed? I just want a prompt for player name at the beginning, without a prompt for the rival's name.
        It's possible to use ASM to change or remove the intro. If you play Pokemon Sienna by Manipulation, you'll noticed that they took the prompt for the rival's name out of the intro and inserted it later in the game.
          #19430    
        Old August 25th, 2011 (7:52 PM). Edited August 25th, 2011 by darkprince909.
        darkprince909 darkprince909 is offline
           
          Join Date: May 2008
          Gender:
          Posts: 79
          Alright, I've got a quick question for hacking the grass on Fire Red. I plan to have the normal grass for grassy routes, and snow-covered grass for snowy routes. I already have the snowy grass fixed so that it plays the tall grass animation, but I did that several months ago (took a bit of a hiatus from hacking, and forgot a lot of what I had learned >.<), and i can't find the tutorial that showed me how to change the grass. I'm just wondering if someone could point me in the right direction, and also tell me if it's possible to change which palette the tall grass animation refers to, without messing up the normal grass animation? If I can do that, I can just change the animation to what I need it to be (that is, if I can remember how to get to the grass animations...)

          Many thanks to anyone who can help!!!
            #19431    
          Old August 25th, 2011 (10:37 PM).
          Missingyep Missingyep is offline
             
            Join Date: Jul 2010
            Posts: 275
            Quote:
            Originally Posted by darkprince909 View Post
            -snip-
            I think there's actually a new tool out now that does what you're asking.
              #19432    
            Old August 25th, 2011 (11:03 PM).
            DrFuji's Avatar
            DrFuji DrFuji is offline
            Heiki Hecchara‌‌
            • Crystal Tier
             
            Join Date: Sep 2009
            Location: Downia-upside
            Age: 24
            Gender: Male
            Nature: Jolly
            Posts: 1,328
            Quote:
            Originally Posted by dudedude1 View Post
            Sorry To ask so many questions

            1. How do you create new field moves (Surf, Cut, Whirlpool, etc.)?

            2. How can you make it that Pokemon exceed level 100?
            1. Basic field moves where you interact with an OW (Cut, Rock Smash etc) can be replicated pretty easily by looking at their scripts through a script editor such as XSE. Other field moves (Fly, Surf, Flash, Teleport, Softboiled etc) are very difficult to edit without screwing up the ROM. For those kinds of moves you would definitely need to know ASM in order to edit, let alone create an entirely new field move.

            2. There is no way that I know of.

            Quote:
            Originally Posted by darkprince909 View Post
            Alright, I've got a quick question for hacking the grass on Fire Red. I plan to have the normal grass for grassy routes, and snow-covered grass for snowy routes. I already have the snowy grass fixed so that it plays the tall grass animation, but I did that several months ago (took a bit of a hiatus from hacking, and forgot a lot of what I had learned >.<), and i can't find the tutorial that showed me how to change the grass. I'm just wondering if someone could point me in the right direction, and also tell me if it's possible to change which palette the tall grass animation refers to, without messing up the normal grass animation? If I can do that, I can just change the animation to what I need it to be (that is, if I can remember how to get to the grass animations...)

            Many thanks to anyone who can help!!!
            Here is the tutorial that shows you how to change the grass animation. I'm not sure about changing the pallet though.

            Quote:
            Originally Posted by DavidJCobb View Post
            I think there's actually a new tool out now that does what you're asking.
            Unfortunately that tool doesn't change the tall grass animation. It is only for tiles that are moving constantly and aren't influenced by any interaction you have with them, like the flowers and the ocean waves :P
            __________________
              #19433    
            Old August 26th, 2011 (2:11 AM). Edited August 26th, 2011 by darkprince909.
            darkprince909 darkprince909 is offline
               
              Join Date: May 2008
              Gender:
              Posts: 79
              @DavidJCobb: I actually found that tool a few months ago. Very useful. I've already added a new shallow water animation to my hack, and have plans for other animations I'd like to add. If anyone cares to see it, it's here: http://www.youtube.com/watch?v=7FP16yRnFxI

              @DrFuji: Ah, I remember that tutorial now. That's the one I was looking for earlier. Yeah, I don't see anything mentioning splitting the palette for different colors of grass... Hmm... maybe if we found the offset under the tall grass's animation that called up what palette it uses, we could change it to reference a different one without messing up other grass tiles... Unfortunately, I am pretty inexperienced with a HEX editor. I can follow simple stuff and make changes if it's laid out bare in front of me, but I don't know yet how to actually look for what needs to be changed and then change it to what I need. If someone knows what I'm looking for, I guess send me a PM or something

              Edit: P.S. DrFuji: I took a look at a beta for Lilac not too long ago. I didn't get too far, cuz another game got my attention (*cough* Chrono Cross *cough*), but I really liked what I saw. Keep up the good work. And if you have time, could you maybe take a look at what I've got for my project so far? It's on serebii right now, I probably won't bring it over here until my team and I can get it closer to a beta release, but here's the link if you're interested. http://beta.serebiiforums.com/showthread.php?t=505339 The first few pages are mostly fakemon sprites, some good, some not so good. We're still working on that, but a few pages in I started posting a few maps, too.
                #19434    
              Old August 26th, 2011 (2:36 AM).
              jabberjabber8's Avatar
              jabberjabber8 jabberjabber8 is offline
              ../\..
                 
                Join Date: Mar 2011
                Location: England
                Gender: Male
                Nature: Rash
                Posts: 213
                having issues with warps in A-map, in A-map i have checked every warp works again and again and again and there defiantly all in the right place. But in game when i try to enter the building the screen goes black and the rom freezes.

                Any ideas?
                __________________


                Rumble rock is back, expect a BETA soon.
                  #19435    
                Old August 26th, 2011 (2:41 AM).
                Truality Truality is offline
                Left for good
                   
                  Join Date: Aug 2011
                  Gender: Male
                  Posts: 1,007
                  Quote:
                  Originally Posted by jabberjabber8 View Post
                  having issues with warps in A-map, in A-map i have checked every warp works again and again and again and there defiantly all in the right place. But in game when i try to enter the building the screen goes black and the rom freezes.

                  Any ideas?
                  Is the map that you get wrapped to an interior (e.g a pokemart)? If yes, have you significantly altered the dimensions (height, length) of that map? If yes again, that's your problem. Interiors for some reason cannot take much size, and the screen goes black when you wrap to such a map-which has been changed a lot in size.
                  __________________
                  This is my December . . .
                    #19436    
                  Old August 26th, 2011 (4:22 AM).
                  jabberjabber8's Avatar
                  jabberjabber8 jabberjabber8 is offline
                  ../\..
                     
                    Join Date: Mar 2011
                    Location: England
                    Gender: Male
                    Nature: Rash
                    Posts: 213
                    example: on original fired red rom at the end of route 2 is a building which then leads to viridian forest and at the end of the forest there is another identical building.
                    I have changed the first buildings dimensions and not the second, however both buildings have the same problem.
                    __________________


                    Rumble rock is back, expect a BETA soon.
                      #19437    
                    Old August 26th, 2011 (12:31 PM).
                    darkprince909 darkprince909 is offline
                       
                      Join Date: May 2008
                      Gender:
                      Posts: 79
                      Now that you mention that bit, I know what youre talking about. I ran into this problem before. Im not sure what causes it, or how to fix it exactly, but it seems that some buildings are just linked in such a way that any changes made to one map will be reflected in the other linked map, and sometimes it may cause that room to glitch up like that. it should be alright if you just rebuild the room from scratch, or just copy and paste the whole thing over from a different house if you hold Ctrl and click and drag over the blocks you want to copy. its a pain when youre trying to make individual looking houses, but thems the breaks.

                      thats all i got on that. maybe someone else can help you more than i can
                        #19438    
                      Old August 26th, 2011 (12:49 PM).
                      Missingyep Missingyep is offline
                         
                        Join Date: Jul 2010
                        Posts: 275
                        Quote:
                        Originally Posted by darkprince909 View Post
                        Now that you mention that bit, I know what youre talking about. I ran into this problem before. Im not sure what causes it, or how to fix it exactly, but it seems that some buildings are just linked in such a way that any changes made to one map will be reflected in the other linked map, and sometimes it may cause that room to glitch up like that. it should be alright if you just rebuild the room from scratch, or just copy and paste the whole thing over from a different house if you hold Ctrl and click and drag over the blocks you want to copy. its a pain when youre trying to make individual looking houses, but thems the breaks.

                        thats all i got on that. maybe someone else can help you more than i can
                        It happens because both of the maps' headers point to the same footer. Effectively, the same terrain and movement permissions are reused by both maps.

                        To fix it, you would need to use AMap's "Professional Header View" to repoint the map footer to free space. (Actually, it would probably take more than that... You'd have to create new copies of the map footer and everything it points to, and then make one of the maps use the new copy.)
                          #19439    
                        Old August 26th, 2011 (3:04 PM).
                        Blaze the Cat's Avatar
                        Blaze the Cat Blaze the Cat is offline
                        Life hurts, and so do I
                           
                          Join Date: Aug 2011
                          Age: 21
                          Gender: Female
                          Nature: Timid
                          Posts: 237
                          im a hacking noob that needs a team for hacking emerald. how do teams work anyway
                            #19440    
                          Old August 26th, 2011 (3:13 PM).
                          shinyabsol1's Avatar
                          shinyabsol1 shinyabsol1 is offline
                          Pokemon DarkJasper!?
                             
                            Join Date: Aug 2010
                            Gender: Male
                            Nature: Calm
                            Posts: 330
                            Quote:
                            Originally Posted by Dratizard
                            im a hacking noob that needs a team for hacking emerald. how do teams work anyway
                            Go to the Team Discussions section and read the rules...
                              #19441    
                            Old August 26th, 2011 (8:03 PM).
                            Cold Ivory's Avatar
                            Cold Ivory Cold Ivory is offline
                               
                              Join Date: Mar 2011
                              Gender: Male
                              Nature: Mild
                              Posts: 30
                              Let's say I wanted to have a script which would run differently depending on whether one of the player's pokemon was above or below a certain level.
                              Is it possible to check if, say, the first pokemon in the PC's party was above level 20 (any level above 20)? Or can checks only be run for specifics levels?
                                #19442    
                              Old August 26th, 2011 (8:55 PM). Edited August 26th, 2011 by fengshen.
                              fengshen fengshen is offline
                              fengshen113
                                 
                                Join Date: Mar 2011
                                Gender: Male
                                Posts: 9
                                Quote:
                                Originally Posted by Sawakita View Post
                                If you mean creating a new effect or modifying an existing one (for example increase the chance of burn from 9% to 50%) then you'll need to reverse and rewrite some parts of code, as I said in my previous post, using ASM.
                                I don't know asm scripting, but I hope to modify some existing effects of moves. I have attempted to look for the location of the code but failed.

                                Let's say how I intended to find out the code of Pay Day's effect. As the effect of Pay Day is related to the user's level (the amount of money gained = user's level x 2 x number of uses), I guessed the script should include the location of the user's level.

                                For Pokemon Red the value of level is stored at [$D022], so I should be able to find out the script by testing each 2-byte value that is 22D0 in the rom. Say, if I modify a value from 22D0 to 23D0 and something unusual happens after using Pay Day, then probably I find the correct address.

                                However, the effect of Pay Day doesn't change even though I have tested all 22D0 in the rom. Is my hypothesis wrong?

                                I find asm is too complicated for me>
                                  #19443    
                                Old August 26th, 2011 (9:50 PM). Edited August 26th, 2011 by Darkdata.
                                Darkdata's Avatar
                                Darkdata Darkdata is offline
                                15 year old me was an idiot.
                                   
                                  Join Date: Aug 2005
                                  Nature: Calm
                                  Posts: 137
                                  So, on the Town Map Item (in FireRed) when you move along a route, your position changes as well. Has anyone found out how your position on a route affects your position on the Town Map item?

                                  I would really like to know, as I have routes on my World Map that go horizontal instead of Vertical, and some that are shorter than the original routes, and since I changed my World Map the player position on it is off the route trails.
                                  __________________
                                  Jul | Homepage
                                    #19444    
                                  Old August 26th, 2011 (10:33 PM).
                                  Darthatron's Avatar
                                  Darthatron Darthatron is offline
                                  巨大なトロール。
                                  • Silver Tier
                                   
                                  Join Date: Jan 2006
                                  Location: Melbourne, Australia
                                  Age: 26
                                  Gender: Male
                                  Nature: Modest
                                  Posts: 1,152
                                  Quote:
                                  Originally Posted by Darkdata View Post
                                  So, on the Town Map Item (in FireRed) when you move along a route, your position changes as well. Has anyone found out how your position on a route affects your position on the Town Map item?

                                  I would really like to know, as I have routes on my World Map that go horizontal instead of Vertical, and some that are shorter than the original routes, and since I changed my World Map the player position on it is off the route trails.
                                  http://sfc.pokefans.net/lesson.php?id=18&lang=en
                                  __________________
                                  あなた は しきしゃ です
                                  わたし は ばか です
                                    #19445    
                                  Old August 26th, 2011 (11:50 PM).
                                  Darkdata's Avatar
                                  Darkdata Darkdata is offline
                                  15 year old me was an idiot.
                                     
                                    Join Date: Aug 2005
                                    Nature: Calm
                                    Posts: 137
                                    That's not it. Or, it does not cover what I was asking. I've updated the positions of each route/town x/y already.

                                    On the Town Map, as you travel along a route, your position on the Town Map is offset by your position on the route. (Say the new route 1 is at 5,5: When you first start on the route, you are at 4,5, then 5,5, then 6,5 as you travel along it.)

                                    I want to change how this works because my routes do not follow the original lengths/layouts of the original games.

                                    (And before you say what I'm asking is there; It's not. Yes I did read it, it's what I used when I was first hacking the map.)
                                    __________________
                                    Jul | Homepage
                                      #19446    
                                    Old August 27th, 2011 (12:42 AM).
                                    Darthatron's Avatar
                                    Darthatron Darthatron is offline
                                    巨大なトロール。
                                    • Silver Tier
                                     
                                    Join Date: Jan 2006
                                    Location: Melbourne, Australia
                                    Age: 26
                                    Gender: Male
                                    Nature: Modest
                                    Posts: 1,152
                                    It is there. In this section:
                                    Quote:
                                    Looks still confusing. =\
                                    But I have an idea. (What a luck ) Do you remember the "invalid_input" part of the ASM function? Since it always returns "C5" for "invalid", we can obviously consider the "C5" as "blank". So let's replace the "C5" by " ".



                                    AWESOME!!111
                                    I think, everything is clear if you just have a look to the picture. The first part of the mapbase is used for the routes and cities while the second one represents the little blue points on the worldmap. I'm confident that you're able to change the mapbase like you want. Just think off a "virtual byte map" if you're working on it. That makes the thing easier for you.

                                    After changing everything, an other problem appears: The cities don't change their position. Indeed they're blinking if the cursor is at the new location, but the sprite remains on the old position. To solve that issue, we need VBASDL-H again.

                                    Put a breakpoint on read to any city and select it. E.g. I choose the byte representing Pallet Town at 0x083f2586. The game breaks.

                                    Code:
                                    Breakpoint (on read) address 083f2586 byte:58
                                    R00=00000058 R04=00000000 R08=00000000 R12=00000040
                                    R01=083f2586 R05=00000000 R09=00000000 R13=03007de0
                                    R02=00000000 R06=030030e4 R10=00000000 R14=080c33b3
                                    R03=083f2490 R07=030030f0 R11=00000000 R15=080c41ca
                                    CPSR=0000003f (......T Mode: 1f)
                                    080c41c8  e003 b $080c41d2
                                    Let's investigate how the 0x58 is interpreted. 0x80c41c8 is in the routine we analyzed before. (of course...)
                                    Type "n" until you reach the "bx" opcode. (Note: "bx rX" stands for "branch exchange" and switches the values of PC (=R15) and rX)
                                    Code:
                                    R00=00000058 R04=020399e4 R08=00000000 R12=00000040
                                    R01=080c33b3 R05=00000000 R09=00000000 R13=03007dec
                                    R02=00000000 R06=030030e4 R10=00000000 R14=080c33b3
                                    R03=083f2490 R07=030030f0 R11=00000000 R15=080c41d8
                                    CPSR=0000003f (......T Mode: 1f)
                                    080c41d6  4708 bx r1
                                    debugger> n
                                    R00=00000058 R04=020399e4 R08=00000000 R12=00000040
                                    R01=080c33b3 R05=00000000 R09=00000000 R13=03007dec
                                    R02=00000000 R06=030030e4 R10=00000000 R14=080c33b3
                                    R03=083f2490 R07=030030f0 R11=00000000 R15=080c33b4
                                    CPSR=0000003f (......T Mode: 1f)
                                    080c33b2  6821 ldr r1, [r4, #0x0]
                                    The CPU returns to 0x080c33b2. Type "dt 080c33ae" in VBASDL-H to disassemble the thumb routine.
                                    Code:
                                    080c33ae  f000 bl $080c4164
                                    080c33b2  6821 ldr r1, [r4, #0x0]
                                    080c33b4  0600 lsl r0, r0, #0x18
                                    080c33b6  0e00 lsr r0, r0, #0x18
                                    080c33b8  8288 strh r0, [r1, #0x14]
                                    080c33ba  f000 bl $080c35dc
                                    080c33be  6821 ldr r1, [r4, #0x0]
                                    080c33c0  0600 lsl r0, r0, #0x18
                                    080c33c2  0e00 lsr r0, r0, #0x18
                                    080c33c4  82c8 strh r0, [r1, #0x16]
                                    080c33c6  f7fd bl $080c0e20
                                    080c33ca  0600 lsl r0, r0, #0x18
                                    080c33cc  0e00 lsr r0, r0, #0x18
                                    080c33ce  6821 ldr r1, [r4, #0x0]
                                    080c33d0  2302 mov r3, #0x2
                                    080c33d2  5eca ldsh r2, [r1, r3]
                                    080c33d4  2500 mov r5, #0x0
                                    080c33d6  5f4b ldsh r3, [r1, r5]
                                    080c33d8  2101 mov r1, #0x1
                                    080c33da  f000 bl $080c4164
                                    080c33de  0600 lsl r0, r0, #0x18
                                    080c33e0  0e00 lsr r0, r0, #0x18
                                    080c33e2  f000 bl $080c3878
                                    080c33e6  6821 ldr r1, [r4, #0x0]
                                    080c33e8  0600 lsl r0, r0, #0x18
                                    080c33ea  0e00 lsr r0, r0, #0x18
                                    ...etc
                                    __________________
                                    あなた は しきしゃ です
                                    わたし は ばか です
                                      #19447    
                                    Old August 27th, 2011 (1:05 AM).
                                    Darkdata's Avatar
                                    Darkdata Darkdata is offline
                                    15 year old me was an idiot.
                                       
                                      Join Date: Aug 2005
                                      Nature: Calm
                                      Posts: 137
                                      Darthatron, dear. You're not listening to what I am saying.

                                      I've updated the x/y cursor positions for each town and route to the new locations on my map. I open up the map in "Long Port" (My first town, in a whole new position on the world map) and the cursor will appear in the proper position. I've done the same for all routes and other cites.

                                      Now, listen carefully because having to explain myself more than once makes me cranky, and your content replies making it seem like my problem is solved are making it less likely for my real question to be answered.

                                      I HAVE UPDATED the x/y positions for each area. When I enter a route there is an offset placed on that position as you move along the route.

                                      Take "Route 1" for example. As you move along the route in game, the world map will update your position along it. In the case of route one in FireRed, you start off Y-1 from the set x/y positions, and as you move north, the map will update your position to Y, then Y+1. I want to find out how the offsets as you move along a route work, so I can update my routes.

                                      In my case, my Route 1 is horizontal, and I want to be able to adjust how traveling along it adjusts the town map offsets based on the X/Y positions I have set already.

                                      I may not have been clear the first time, that was my mistake. This post is crystal. Do not repeat the same information about the x/y cursor table again or I might just have to repeat myself that "I'VE UPDATED THOSE VALUES."
                                      __________________
                                      Jul | Homepage
                                        #19448    
                                      Old August 27th, 2011 (12:41 PM). Edited August 27th, 2011 by CrazyShooter.
                                      CrazyShooter's Avatar
                                      CrazyShooter CrazyShooter is offline
                                         
                                        Join Date: Apr 2011
                                        Location: Tartarus; come visit me some time! :)
                                        Gender: Male
                                        Posts: 58
                                        Could someone please explain me what level scripts are? Can you show me an exaple?
                                        __________________


                                        BLASPHEMY!
                                          #19449    
                                        Old August 27th, 2011 (1:17 PM).
                                        Kevin's Avatar
                                        Kevin Kevin is offline
                                        kevin del rey
                                        • Silver Tier
                                         
                                        Join Date: Jul 2010
                                        Location: Virginia
                                        Age: 18
                                        Gender: Male
                                        Posts: 2,689
                                        Quote:
                                        Originally Posted by CrazyShooter View Post
                                        Could someone please explain me what level scripts are? Can you show me an exaple?
                                        I dunno if this is the exact definition but it automatically starts a script when you enter a map. Example:

                                        Code:
                                        #dynamic 0xoffset
                                        
                                        #org @start
                                        applymovement 0x1 @move
                                        waitmovement 0x0
                                        msgbox @1 msg_normal
                                        setvar 0x7000 0x1
                                        release
                                        end
                                        
                                        #org @1
                                        = Could you come here?
                                        
                                        #org @move
                                        #raw 0x62
                                        #raw 0xFE
                                        More information on how to make one is right here.
                                        __________________
                                          #19450    
                                        Old August 27th, 2011 (3:15 PM).
                                        Missingyep Missingyep is offline
                                           
                                          Join Date: Jul 2010
                                          Posts: 275
                                          Quote:
                                          Originally Posted by Darkdata View Post
                                          Darthatron, dear. You're not listening to what I am saying.

                                          I've updated the x/y cursor positions for each town and route to the new locations on my map. I open up the map in "Long Port" (My first town, in a whole new position on the world map) and the cursor will appear in the proper position. I've done the same for all routes and other cites.

                                          Now, listen carefully because having to explain myself more than once makes me cranky, and your content replies making it seem like my problem is solved are making it less likely for my real question to be answered.

                                          I HAVE UPDATED the x/y positions for each area. When I enter a route there is an offset placed on that position as you move along the route.

                                          Take "Route 1" for example. As you move along the route in game, the world map will update your position along it. In the case of route one in FireRed, you start off Y-1 from the set x/y positions, and as you move north, the map will update your position to Y, then Y+1. I want to find out how the offsets as you move along a route work, so I can update my routes.

                                          In my case, my Route 1 is horizontal, and I want to be able to adjust how traveling along it adjusts the town map offsets based on the X/Y positions I have set already.

                                          I may not have been clear the first time, that was my mistake. This post is crystal. Do not repeat the same information about the x/y cursor table again or I might just have to repeat myself that "I'VE UPDATED THOSE VALUES."
                                          Found some information here, but I don't know if it'll be useful for you. Check the contents of the spoiler labeled "World Map Movement Bytes".
                                          Closed Thread

                                          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 4:14 AM.