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  • Ooooh I get you! So now I ask why the palettes are compressed if we rarely repeat.

    My first guess is that because the image has been compressed (to remove repeated data) then the palette must also be LZ77 to be compatible with the image.

    Actually that's my only guess, I was hoping LZ77 palettes didn't show on the palette viewer on VBA but they do.

    So if a palette has only 3 colours does this mean we only need to display the header and then 3 bytes for a colour? Or must all 16 slots be filled still?
    I have a question for you: how do you make data smaller without losing any of it? Think about this for a long time and then open the spoiler for the answer when you think you have it.

    Spoiler:
    Avoid it for as long as possible, but I haven't had issues with expanding. Just be careful and check your rom right after doing it to make sure it is still working.
    It's a square1 actually. Same with the clink that goes with everything. That's why you can't press start as soon as you run into a wall, you won't hear it.
    Yeah I did. Change the bytes at 0x0720ca to 01 1C 11 E0 to allow cries above 512 to play. Credits to Doesnt for finding that out.
    It's good.:)

    The hacking suite is the most epic tool ever made.:p You will see it soon enough.

    C is written in assembly. Python is written in C. So, by the law of syllogism, ASM can do exponentional functions.:p It will just take some work. I can tell you, however, that lsl takes the value of the register and the multiplies it by 2^[number provided].
    Meh's going great as I gave the ideas to shinyquagsire and interdpth on the irc. Plus I've been able to add pokemon making a grand total of 493 in my hacks. Just need cries above 512 0x(200) and the pokedex.
    I think it's a good idea, but I can't use my PC. So it'll have to wait. I think I can use solely gen 4 and up instruments and fill it quickly.
    It doesn't interfere in my patch, I just don't want it there. My patch is focusing primarily on battle-related things, eg. new moves, new movesets, abilities, and the fairy type. The decapitalisation is mainly there just because that's how I made the moves. I'm not really interested in improved graphics or tables, or other ASM routines. Those can be easily added by people when making their own hacks.
    You would set a break on read of that text. So, find the text "LR" in A-Text, then, using ctrl+b, set a break: [08XXXXXX]?. For breaks, there are different symbols you can use.

    ! = any write that changes data there.
    !! = any write at all.
    ? = any read (ie loading of data)
    !!? = any read or write.
    Etc
    I don't always get the same address:p. It changes when save blocks are loaded and such. Trust me, it changes. It is the address/pointer @ 0300500C which is also written [0300500C].

    The loop is the Main loop of the game. If you have ever written code in C, you are ending up here:

    Int Main(){
    Game
    }

    That is the loop you are getting.

    What are you trying to break on??? You can't just break on a screen. Most of the code there is the main loop keeping the screen loaded.
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