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MrDollSteak
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    I also actually don't know :p. Intimidate was also using two pointers so i decided to this for safety.
    You might want to look at the emerald IDB in my signature. Shinyquagsire recently found a tool that lets you import function names from another IDB, so we did it with knizz's on my Emerald IDB.
    I can't remember what was broken with it, so I can't fix it. I'll probably end up redoing it sometime after Megas. I can give you the source for what I have at the moment if you want it.
    It's just basically a glorified move animation - the player's sprite doesn't appear. Right now the hard part is getting the sprite to update after changing the species, which will require some ASM. I'm not really familiar with animation scripts so I'm not really sure where to start :/
    Hey man, long time.
    I started on making a mega evolution implementation and I was wondering if you would be keen on making an animation for the transformations. Right now it's a switch out animation, but I can make it run any animation script. Almost everything else works, there are just a few more glitches that we need to iron out.
    Let me know if you're interested.
    Let me know if you come up with a fix, I'd prefer not to wait until whenever the next release is :)
    http://i.imgur.com/5Xbf9bP.png

    Sorry, I don't keep a list or anything. I've just stumbled across a lot of them while working on my hack. Off the top of my head, the move relearner script isn't fully decapitalized, same thing with the move tutor in the Dept. Store (who teaches counter). It's probably the same with other move tutors, haven't checked though.
    I think you already know this, but there's a bit of a graphical bug with the move relearner in your base. Just wondering if you have any idea how to fix it (just removing it would get rid of whatever you've added, right?)

    Also there's a LOT of text that isn't decapitalized. I noticed most of this just by editing FR scripts.
    Sorry :(
    In your ASM routine, found here. We use 0x8000, right?

    What value do we use?
    0x1?
    What I mean by that is:

    setvar 0x8000 0x1?

    Do we use 0x1?
    Hmm... even I have inserted a new in a fresh rom, the error still occurs though. If you have time, would you mind checking out my routines and offsets use? If you have said my error doesn't occurs yours, well, help me out dude:
    Spoiler:
    Yow! I have expanded and used Jambo's move expansion to make 512 further moves to be used. But then when any of my Pokemon levels up in any levels higher than 3, it learns the very first move from its list (example: I have Charizard set Flare Blitz as Level 1 and the very first at its moveset list. My Charizard is now Level 78 and it doesn't have Flare Blitz learned. But when it levels up to 79, there's an option to learn Flare Blitz. Again, I have raised it up to 80 and that wants to learn Flare Blitz appears once again). Do you know how to fix this? Noted that I used Jambo's first and third routines, Doesnt's second routine, and Chaos' byte fix which all of them I have translated them to Emerald.
    Will you also include byte fixes in the Ability Resource Thread like your FireRed Rombase's problem before for having failure of weather abilities, sand force?
    By the way, there's a bug in my expansion of pokemon emerald. Could you perhaps help me with solving it?
    Ok. I've touched on that a little. Time to grind. Thanks for your help. What script do you suggest should be the first that I should try?
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