exedissolve
Straight-edge
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- Seen Aug 3, 2013
Is thereca place I can download indexed gen 4 & 5 sprites for firered?
Is thereca place I can download indexed gen 4 & 5 sprites for firered?
Does anyone know how I can change the pokemon professor oak shows in his introduction (the nidoran f) in FR?
Does anyone know how I can change the pokemon professor oak shows in his introduction (the nidoran f) in FR?
Hi again, I'd like to know how many full size maps fit in FireRed? I plan on creating 3 seperate Islands, with 5-6 Cities each and over 50 Routes. Is this possible? If not, is there a possibility to increase the size of the Rom?
Thanks for all answers :)
Would it be possible to add a 4th world map to FR?
It doesn't seem possible, or else someone would already have done it.
I've been looking everywhere, but I don't see any specific guidance so I wanted to settle it once and for all. What exactly is the lowest flag number you can use assuming I'm using the Hacked engine by JPAN?
I've run into a problem with Walking Scripts on JPAN's hacked engine. As long as a Walking Script is functioning, repel will never wear off. Presumably, this is because (according to JPAN's guide) the Walking Script code blocks low-leveled walking events from occurring. This problem also prevents wild encounters, but JPAN got around it by making a couple of specials that call the random water/grass battle generators from the Walking Script to make it work.
So my question is, is there any way I can call the repel check (or whatever it is) from my walking script? It seems possible in some way or another, but does anybody have any idea about how to do it?
Does anybody know how to skip the credits in FR using ASM or Byte Editing? I want to skip it without a press of a button or anything, just skip it.
karatekid552 said:My thoughts are you could run the ASM routine which checks for repel steps left using the callasm command in the script. Though, you would need to have a little bit of ASM knowledge to find that routine and call it and make sure it returns to your script when it is done.
Me and FBI branched this routine a while back to make Pokémon gain HP every step, though, for the life of me, I can't remember where it was, sorry.
I hoped this might be possible, but unfortunately I don't have any knowledge of ASM. However, I did find this page by JPAN that has some information on repel...but I'm not really sure of what to make of the information. Might this be the routine I would be looking for?
karatekid552 said:Edit: yeah, I found the routine, but I neglected to write down where it goes.... Damn.
Well, if you didn't write down where it goes, how might I go about finding it? I really have no clue how to pinpoint an ASM routine :\
Thanks for your help!
karatekid552 said:I can explain it, but if you don't know ASM, it will be really tough.
1) Use Max repel. The open up the create cheat function in VBA and use that to pinpoint the location of the step counter which will decrease (255, 254, 253....) with each step. Just give it a quick youtube, it is fairly simple to use.
2) Set a breakpoint on read of that location. This will be the point at which the game says, "Hmm, he has 25 steps left, continue..." And then later, "Oh! 0 steps left, play message." If you can work backwards from here by following the routine back, you will eventually find where it begins. However, if you can't read ASM, you won't know where that point is.:p
My best advice: if you are serious about hacking, hit up both HackMew's and shinyquagsire's ASM tutorials. From there, read JPAN's documentation and start experimenting. It is a lot, I know, but it is deffinately worth it.
Here is some useful stuff (Darthatron, FBI, and I all use it, probobly more people too):
Instruction reference: https://ece.uwaterloo.ca/~ece222/ARM...manual-pt3.pdf
JPAN's doc: https://www.pokecommunity.com/attachm...7&d=1247104157