Kawaii Shoujo Duskull
The Cutest Duskull
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- Posts
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- Seen Sep 10, 2023
Ah I see. Thanks for pointing that out, it could be pretty helpful. ^^
//---------------
#dynamic 0x800000
#org @main
callasm 0x806F411 //this is the Pokédex routine offset from the START menu table
end
I found the Emerald equivalents of the routines detailed in this post from earlier in the thread at 0x6E7CC and 0x1B6D14 respectively. It's not too difficult to extrapolate from there to the changes to disable HMs being undeletable.I found something that bugs a lot of people, the fact HM moves cannot be deleted, can be easily erased on Fire Red.
Just a quick little thing I just discovered about music editing with Sappy. Not sure if this has been covered before (probably), but felt like posting it in case anyone else ran into the same problem.
If you have a .s file where one or more of the tracks sounds all "wavy" (not quite sure how to describe it, but where the notes bend all the time instead of just playing normally), here's how to fix it:
- look at the track details of each track of your song in Sappy
- if the last number (should be an indigo color in sappy 2006) is anything other than 0, that is what is causing the bending
- open the .s file in notepad and navigate to the data for that track
- at the beginning of the track's data, you should see things like VOICE, VOL, PAN, etc.
- the one that controls the bending is MOD
- simply remove the line with the MOD byte and save the .s file
That removes the weird bending.
Not sure if this is even news but hope this helps someone. :P
Doing it straight from Anvil sounds really handy! I didn't think to do that because I could never actually hear the modulations when listening through Anvil, only when opening in Sappy.You can also remove modulations from the actual midi with Anvil Studio's event editor. If you do it that way, the modulations won't appear again in case you have to remake your S file. But S files are useful for finding how many modulations are in each track if you use notepad and the search feature :D
Doing it straight from Anvil sounds really handy! I didn't think to do that because I could never actually hear the modulations when listening through Anvil, only when opening in Sappy.
datacrystal.romhacking.net/wiki/Pok%C3%A9mon_3rd_Generation
The function is located at 08006F8C in Fire Red. I have it formatted as such in my personal .h I've used:Hey there, i need the offset of the generateOAM function + its parameter.
u32 createSprite(int *template, int *XPos, int *YPos, int *i)
Thank you for your help.
I'm a German, and i don't know for sure wether i understood the template. Is this simply a pointer to the oam's animation data? And what if the object has'nt any animation. Will the obj disappear after displaying all frames listed in the template?
And in what registers i have to transfer ( i don't know how to say this, sorry) each param?
- Viz0r
Isnt there any way creating OAM without using a entry in the template table? i mean the Overworlds are sureley not genereted due to this table, arent they?