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  • Hey, I'm reading JPAN's THUMB Tutorial, but I'm having a problem to understand something here

    .align 2
    .thumb
    Make_address: push{r1-r3,lr}
    lsl r0, r0, #0x20 @this is how I clean registers
    add r0, r0, #0x08
    lsl r1, r0, #0x8 @this will make the 0x8 we placed become a 0x800
    lsr r0, r0, #0x4 @this also cleans the register because 0x8 is 1000b
    add r2, r0, 0x0 @cleans r2. purely for educational purposes
    add r1, r0, #0x80 @r1 now has 0x880
    lsl r1, r1, #0x10 @r1 was pushed left 0x08800000
    and r0,r2 @not needed, but educational. X And 0 = 0. another way @to clean variables
    lsr r0,r1,#0x0 @places r0 in r1, another way I use to move them around
    Pop{r1-r3}
    Pop {pc}

    Why does "lsl r1, r0, #0x8" results 0x800?
    Why does "lsr r0,r1,#0x0" places r0 in r1? Shouldn't it places r1 in r0?
    I guess it's a typo because "add r2, r0, 0x0" should be "add r2, r0, #0x0"?
    Ok. I can cgange name to POKEMON RUBY TUTORIAL. Becouse i test my method in Pokemon Ruby US and it work with footprint failure. I test on Ruby in any aspect of rom from battles, graphic to Battle Tower. All working good. Even Unown formes changing. Only one corrupion in the rom is on Footprints of some pokemon which is easy to repoint.
    Well, you know I'm new, don't you? there's so few asm tutorials, so i hope you can explain to me clearly, where to find this slightly different code, also there are 2 offsets in the Item Manager, which one should I use? Sorry if it's too much
    You give me sure that this forum monderators do not want help hackers. Ok. You do not allow my tutorial. Ok. I share my method by my own way.
    Oh come on... Without little glitches on Footprints sections i do not have other problems with using my expanding method. Footprints is not really needed in Pokedex screen.
    Only overwrites is on Footprints section after using my Method. Not so important thing wich is easy to repoint. I do tutorial, but it wait for accept from admin.
    Thanks for getting back to me! I found Jambo's tutorial and did the hex editing, so cheers for pointing me in the right direction.


    Cool, I'll keep an eye out for your new tool then! Hope it turns out the way you want it.


    ~AM
    I think that I found the loader, and I don't need much more to create a routine that load 256 colors. The problem is the second point, I have to research the tiles of the sprite (sorry I don't know how tell it xD) because in Fire red I supose that one tile have half byte to access the color of their pallete, but to access 256 different colors each tile of the OW need one byte, and I don't have idea about this. You knoq where can I find some information about it?
    Hey, I hope you don't mind me VMing you about this as I'm sure you're busy, but you seem very helpful and like the best person to ask.


    I'm having a small issue with evolutions. How do I edit the hex codes to enable pre-National dex evolution? I saw a tutorial on it before but I can't find it... will I need a hex editing tool?


    Also concerning Eevee, I've added Leafeon and Glaceon with a little help but obviously game-Eevee can only have 5 evolutions. I was going to make a new 'eevee' in one of the unused slots, and only make it available through givepokemon (following your advice about the otherwise possible pokedex glitch), but how would I find its hex number?


    Sorry for the essay I just wrote you, haha, and thank you for reading.


    ~AM
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