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  • Sure man. I also got permission to use those from the original creators over at duviantart. Thanks it help a lot.
    Oh mmk. I expected so. Could you send over the Kalos icons though? (I cant seem to find the 32 x 64 icons anywhere)
    I would love to get the icons and sprites of the Kalos Pokemon. Also, you wouldnt happen to have the ORAS megas sprited, would you? I know they are very new, but I hope to include them into my hack, mainly Sceptile and Swampert.

    Also, some of the shinies are really cool, even though they arent actual (Shiny mega Lucario <3 what you did with it)
    Hey there. I hope you don't mind me using the closed thread you made of the gen 6 sprites. They all look amazing and I hope to implement them into my game. I will give credit where credit is due, just thought I'd ask you first.
    No. I don't know how to do that. :/
    Where in blazes did you get the idea that I know how to do that? I believe that feature requires massive ASM knowledge, and unfortunately, I don't know how to ASM hack.
    nice.
    I dont know if we would do a gogoat riding in the hack.
    looks good.
    Nice sounds good.
    np i know everyone has there own stuff to do as well.
    And i think i messaged u on skype. justing saying my username here.
    Also i didnt update the sprite list yet so the sprite list of our shadow pokemon is here. Also its outdated but the shadow list isnt.
    Dang i cant poat the link but its catalog link at the bottom of the thread in the team disscussion.
    Thanks man. for now my pm box will be full until i clean it when i get home 2night so i dont delete them. Np ill add u in the credits 2night.
    Hi! Sorry, we have too many players already.

    You can't just start posting in a thread - you need to be accepted into a roleplay first. Profile messaging is not usually how signing up for a roleplay works. Please read through the Roleplay Corner rules and look around established threads in the Roleplay Lounge to see how signing up normally is done.
    Is there a chance u can also send me the Volcanion and Hoopa stuff as well. I'm doing my hack and the team members who are inserting the pokemon need the stuff for Volcanion and Hoopa.
    Did you download the advance map that I linked in the post? If not then that'd be the issue.
    It took me to answer that question, because when I started using ASM do not know almost nothing of what I was doing! Today, I can say whatever I do ... So, let's get to entereça:

    I do not find any way to create a final animation for the Pokemon in battle, because:

    ----------------------------------------------------------------------------------------------------------------------
    - From the assembly le a 'FDFFXXXX ", it will loop the frames until you encounter the amount deposited in XXXX, and stop reading the last frame read. This is usable for a "snap at any given time";

    - When the game finds a command like "FEFFXXXX" he will create frames to the end, and create a loop. He will never stop reading, this is why I could not use this command;

    - A "FFFFXXXX" command will finish reading the last frame read.

    ----------------------------------------------------------------------------------------------------------------------

    As we have seen, so that an animation can be read, the sisteme battle will expect this reading, which is why a single byte FEFF0000 not solve our problem!
    When tired of repontear offset 0x082349BC (I'll never forget those offsets ...), I repoint upon a memory bank! I even ran the offset memory that had reponteado in case 0x02FF7D00 - I did not encounter any problems when using this offset-I wrote then:

    00000A00 01000A00 FEFF0000

    As always, the game proceeded not from the moment he read FEFF ...
    Enta Cossou my finger and I wrote over one FF FE, and the game continued!
    I did the opposite and there was no problems!

    All that was left to do was to make the game do it for me!
    I found pointers for each assembly Battle message!
    enough I write something like:

    mov r0, # 0xFF
    strb r0, [r1, # 0x0]

    Done!
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