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MrDollSteak
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  • K, thx for the tips, and yes, you're right. I've seen it through a disassembler once before, but couldn't edit any of the code, much less understand the numbers... Battle scripting ws actually on my to-do list. That and scripting.
    Ok! So I would find them by looking into damage calculation/whatever the ability is related to. Now I understand how abilities work, thx much! Where is damage calculation carried out? How would I read and/or edit that data?
    So, if I'm using Rayquaza and there is weather going on, the routine checks for Airlock. If the check rings true, the routine and goes to a branch in the routine where weather has no beneficial or negative effects? Just to see if I understand you completely.
    Ok. I understand. Even if I knew where they were, I'd have to find them in the routines that cover them... I think I'll let that be for a while.
    Hi, I'm literally up to 0xBF0000 in my free space searching so it's only a matter of days before I start entering the 0xC00000 area. If I forget to repoint my data I will be ocupying your space for future releases so may I ask:

    What major bugs are present in the latest FR base?

    Or is it worth me waiting until the next release?
    Any updates on the abilities and sugi sprite for this april? XD I'm not forcing you but I'm just wondering. Actually, the abilities thread do make me forget about the emerald rombase.
    I'm sorry. I know what I want, but am inexperienced and so, am unable to communicate it. If they're located throughout the rom, then where are they? How would one go about creating abilities using assembly code? I'm aware hex can contain scripts in certain locales of the game, as well as Assembly routines. I was thinking somewhere along those lines regarding abilities.

    Edit: Wait! Are they hard-coded? If so, that'd make sense, as they'd have no location.. How close am I with that line of thought?
    Well, would you happen to know the offsets and the byte length of the asm code? It seems like nobody's willing to share any info...
    Hello, Mr.DollSteak! Pleasure meeting you for the first time! If you aren't too busy, I'd like to ask you where the asm codes that controls abilities are located.
    I realise you must get asked a lot but when can we expect your Emerald Rom base? In the next few months, By the end of the year, even longer? It's just so I can manage my time as I've a few big projects I'm working on atm.

    Secondly, I don't suppose you could outline what you intend to include? I know plans change and some things could have to be excluded, any information or intentions would be extremely useful to know, thank you.
    Ooh. Ouch. University doesn't sound fun. Well, good luck with whatever it is you're doing! (I mostly wanted them since I wanted an ability that boosts cutting moves by 1.2% but I can't really replace Iron Fist or Reckless. Oh well.)

    So there needs to be 30 other abilities you implement before those two will work? O.o Meh, it's fine. Can't wait for the next update (especially because fixed Magic Bounce will be all of my yes)!
    Hopefully I'm not annoying you with this, but could you maybe add the routines for Iron Fist/Mega Launcher in the Ability Resource Thread? They would be super, super helpful since a lot of "custom" abilities could just be boosting a certain move table by either 1.2% or 1.5%.

    Also, do you plan on using KDS's Magic Bounce and switch-in ability system when you next update the ROMbase? No hurry on that either, since I know you're probably busy and fixing all the reported bugs will be a daunting task.
    You got something like steam or skype? I haven't been in the pokeromhack scene forever and I remembered you for some reason.
    Hey, you said that G3HS corrupts the ROM with extensions. Will it cause bugs if I expand my Pokemon to 500?
    Alright, was just telling you. I assume I can just use the default offsets in the FR ini for soundbasedmoves?
    I think the G3T ini for your base is a bit out of date, it's missing a couple of things like the offset for "SoundBasedMoves". Just letting you know if you're planning on updating
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