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  • Nếu đặt lên bàn cân so sánh Mercedes E300 và Mercedes E200, bạn sẽ thấy không có nhiều khác biệt lắm tới ngoại hình. Nhưng phần động cơ và nội thất lại có điểm khác biệt khá là rõ ràng. Mercedes E300 2017 đã được nhà sản xuất trang bị động cơ với công suất mạnh hơn gấp nhiều lần so với dòng Mercedes E200. Với động cơ 2.0 lít 4 xi lanh tăng áp lực lên 241 mã lực. Bên cạnh đó, xe còn kèm theo hộp số 9 cấp tự động 9G Tronic với lẫy chuyển số nằm trên vô năng. Đặc biệt, khả năng tiêu hao nhiêu liệu của dòng xe này cũng khá là đặc biệt chỉ khoảng 9,1 lít/ 100km đường hỗn hợp. http://mercedesbenz-hanoi.vn/
    Dude can u send me Pokemon Fire Red hacked engine 1.0 please cause i want to start hacking but i need to use that room
    HI Mr. JPAN, can you give me the Firered Hacked Engine V1.0 file ? because the link in your post is only give attachment.php
    sorry if i bother you.
    Thank you :D
    Hey bro, i have one question if you know done. I extend the trainer sprite table and sprite pallete table (FIRE RED), but the game crash when it appear, you know where is the offset the change of break limiters ?
    another problem that we, your rom base user, had encountered, I can't even get how to change the overworld's sprite of NPC
    hello mate ^_^
    I just want to ask how to port in FR the EV Reducing berries?
    I didnt used your hacked engine.. sorry for that, I read your thread when I was in the middle part of my hacked rom
    Hi awesome work with the Hacked Engine, I was wondering if you could help with a glitch that occurs after using the hack tool to add overworlds please. After installing if the player uses surf and gets in a battle, after the battle the Hero's sprite is messed up, however after you exit the water its fine until after a grass battle where it glitches up again
    Hey I was wondering if you could help me with an idea. I want to make a double battle in firered kind of like the one that you have in emerald with Steven. Could you help me with that? Sorry about asking you in here. I am sure that you have a lot of questions like that. Anyways thanks for the help.
    Hey JPAN. Just here to say in the name of all this community that we wait your comeback anxiously. And thank you for all your works. Go for it!
    Also, go for the battle script documentation! :D

    Good Luck!
    ~Sonic1
    Hey, Could you help me with your engine?
    I want to insert the change backsprite routine in my rom, but I don't know how to do it.
    Please, Can you help me? :D

    PS: Sorry, I am spanish and my english isn't very good... xD
    I should ask you this:
    I'm working on a newer OW editor for NSE 2.X, but I'm missing some info on a couple pointers and bytes in the OW header.

    Here's what I know/ask:

    There are 32 bytes that make up a sprite, or at least its properties.

    Bytes 0-1 are the starter bytes (0xFF and 0xFF)
    Byte 2 is the palette index
    Byte 3 is ALWAYS 0x11 Why?
    Bytes 4-5 have something to do with OW type or size, any idea?
    Bytes 6-7 are the frame size
    Bytes 8-11 are size Width and Height
    Bytes 12-15 have something to do with palette loading, any ideas? These have to be adjusted to reflect palette changes, but I don't know why.
    Bytes 16-19 are the first pointer, to what? what is the loaded info doing?
    Bytes 20-23 are the second pointer, again to what and why?
    Bytes 24-27 are a pointer that has something to do with animation, again what's at this pointer and what is it doing?
    Bytes 28-31 are the third pointer, pointing to the pointers to frames in the frame list.

    Is there a table of the number of frames for each OW...
    -or is it just a matter of what movements are applied to said OW during a script?

    How are animations stored? Where is the data that shows what frames to load for each movement?
    (In NSE [classic] I stored all the "anim-pointers" and would allow you to change the OW pointer, but I don't know WHAT its pointing to)

    I really hope you can help, I don't want to have to revert to the same nasty code that was in NSE [Classic] (lots of guessing),
    and I want to make a super-powerful OW editor that anyone can use...

    -Thanks in advance
    Hey, I've used your emgine, but not quite good enough yet to understand...well, any of it :L. I was wondering how you would you the uncompressed pucture thing in a script to show a pokemon.
    Didn't you make a patch that cleaned out all of the Nintendo scripts that was a base for your Hacked Engine patch?

    Is it still floating out there in the great unknown? :c
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