• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

Recent content by Artemis64

  1. A

    Graphics: Updated Attack Particle Sprites

    Hi everyone, It's been a while since I've been on this site, and I have to say, the progress in ROM hacking is amazing! I'm not sure if I'll get back into it - I'm a tad busy at the moment - but still very exciting nonetheless. I've had a few people PM me requesting some of my attack sprites...
  2. A

    FireRed hack: Pokémon Unbound [COMPLETED]

    I just got back into ROM hacking, and I have to say, I love how far it's come (embodied by this hack!) Just out of curiosity - are the flame particles in this ROM the ones I uploaded here? https://www.pokecommunity.com/showthread.php?p=8612264#post8612264...
  3. A

    [PATCH] [FR] SQ's DNS!!!

    Out of curiousity, could this be ported to Emerald? I know Shiny Quagsire seems to have started on the Emerald port but didn't seem to finish it according ot his GitHub code page.
  4. A

    Quick Research & Development Thread

    So you know the animations for end-of-turn events or animations that aren't exactly move animations (e.g. poisoned, sleeping, burn, Leech Seed absorb, Future Sight attack etc)? In Emerald, they're stored in a table at the end of the regular move animations table (so it starts at 2C92F8), which I...
  5. A

    [EM] Battle Engine Upgrade (On Halt, Will undergo reboot!)

    Btw, I redid a couple of the sprites in Pokemon Emerald to look more like their Gen IV counterparts, would you like to use them? Here they are if you would: Updated Particles: Fly Sprite: Flame Particles: Rock Particles: Stat Changes (note: for this one you'll have to either insert the new...
  6. A

    [EM] Battle Engine Upgrade (On Halt, Will undergo reboot!)

    Judgement: Magnet Bomb: Smack Down:
  7. A

    Code: Move Resource Thread

    Hi guys! Haven't been ROM hacking for a while, but here's some stuff I made: Move animations: Magnet Bomb: Smack Down: [/SPOILER] Updated Particles: Flame Particles: Rock Particles: Stat Changes (note: for this one you'll have to either insert the new palette to all of the stat change...
  8. A

    Research: [UNFINISHED] Emerald Animations: Codes and Offsets Database

    Here's something I've done before: As for the structure of the animation tables, here's what I know: There are 2 index tables, which I call the front animation index and back animation index tables, that basically are a bunch of numbers, one per mon, that control which animation plays. The...
  9. A

    Patch: [EM] Safe, fast and dynamic Pokemon Expansion

    Great work on this and all of your other projects DizzyEgg, glad to see how far Emerald hacking has progressed. Does this expansion also expand the Pokemon animation tables, or does it disable animations altogether?
  10. A

    [EM] Battle Engine Upgrade (On Halt, Will undergo reboot!)

    Could you please post a list of incomplete move animations/descriptions/effects etc so others can help work on them? Or are all the move animations/effects based off the ones in the resource threads?
  11. A

    Graphics: Sugimori Palettes: The DS-style 64x64 Pokémon Sprite Resource

    Here are some 2-frame sprites for Gen IV and Gen VI: Chespin: Fennekin: Amaura: Aurorus: Kricketune: Mantyke: Note that the recoloring might not be accurate to the Sugimori palettes.
  12. A

    Help Thread: Map Rating/Review Thread

    The treehouse near the bottom of the map in the middle (with the really long entrance) looks odd -why does the entrance stretch all the way across? Shouldn't it only be one small entrance on the left and one on the right? Also, what is the point of having the map extend that long? The gym is at...
  13. A

    Quick Research & Development Thread

    To do the same in Emerald, place 0xFC at 0x6DC48 and 0x6DC4E. To elaborate for the people who don't understand what this is about, it is setting the limiters for the maximum number of EVs a Pokémon can have per stat. Because only four EVs translate into a single stat point, having 255 EVs per...
  14. A

    Code: Move Resource Thread

    That's a battle platform (arena, background, etc.) for grassy battles that I created.
  15. A

    Development: Weather hacking

    The removal of the darkening during snowfall appears to break other weathers that include the darkening effect (e.g. regular rainfall). Also, the maximum number of snowflakes (the byte at 0x7BE56 [FireRed]/0xACFB6 [Emerald]) that can be onscreen is 0x36 (54)
Back
Top