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MrDollSteak
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  • How did you adjust the text limit of ability names in your FR rombase? I noticed that Mega Launcher fits. Teach me dude. :)
    Oh I already know about those, they're in your post too. I tried looking around the limiter byte for habitats, I'm not sure exactly what I'm looking for though. Just changing every instance of 96 didn't have any effect.
    Ah, that makes sense.

    Could you point me towards Jambo's post with the limiters? Can't find anything in his Pokedex hacking thread.
    On this thread right? Just looked through the whole thing and I couldn't find anything. Also, why is it that some limiters are 0x97 and some are 96? Is it just that a few of them are -1 for some reason?
    Hey, I was looking into expanding the kanto dex and I found these old posts of yours (1, 2). They were a big help, but there's one problem. There appears to be another limiter for when you capture a wild pokemon (the Pokedex screen doesn't pop up for anything past 151) . Did you happen to find any other offsets, or do any more research into it?
    I know you get asked that question pretty often but could you tell me a possible date of release another version of your rombase? I'm just wondering if it's a matter of a week or months. Also, you once told me that you're not going to overwrite the area 0x80000 - 0x900000 and everything up from 0x980000. I'm asking cos I added so much stuff that I'm a bit afraid I'll lose it, haha.
    Hey,
    Just had a quick question about your decap and attack rombase. Are any of the flags or vars touched at all? I know that none of the original scripts were touched, but then again scripts could've been added. Just want to know if any flags or vars were used in the making of your rombase. Thank You!
    Think that I would like to put it into the function that sets the protect flag. Like this, if protect is set then the Pokemon will double the attack. Because it is not a normal ability/item check, the registers will most likely not contain the stay values, nor will they store the value back. So I kinda need my own function to retrieve and store it.
    I meant storing the value in the attack stat. So I would first retrieve attack value, manipulate it, and store it back.
    And I am not talking about kings shield.
    Are you planning to finish your Gen VI sprite project now that Megas are possible? :P
    Hello. Sorry to bother you again. But I have a serious question regarding battle. I basically created some routines to retrieve attack value of the currently active mon and another one to store the new attack value there. Will it work when called in battle functions like the function which sets protect flag? Pardon me if I weren't clear.
    T
    Actually you can start now if you want. Because the system is working anyways.
    T
    Nope, for Intimidate and Frisk you can loop the script by using "addbyte <targetbank> 0x1" and "goto <pointer to reference to e1 command in the BS>" instead of the "return" command in the last line. The e1 command will branch out after all target iterations have been completed.
    Actually, I got switch-in working using the first table and first ASM only. Do not know in what specific situations the second pointer is required.
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