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Oh..thats is the matter you should not have used japan which you are not from
But I want to use JAPAN as where I from.
わたし の なまえ わ レン レン でづ
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You told you are from phillepness or malyasia
Who knows what is it maybe bomb maybe gift
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How is the progress of this hack?
Hope it will be finished soon.
It's more fun in the Philippines!:-)
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I need some help from veteran advance hacker out there. I've been facing a problem on making pointer table for pallete, (though i know how to make one) but i think i need a new routine because whenever i call the table, it always call the pointer for table.
Here's what i did to call it.
Pallete code
21 xx yy 11 00 c2 01 08 00 cd 1a 31
then i changed it to call the table code.
Cd rr ss 11 00 c2 01 08 00 cd 1a 31
rr ss -pointer for the table code.
Table code have 21 xx yy so everytime i will call it. It's not loading the table pointer for pallete, instead it just used the pointer and write it as the pallete.
I hope i made myself clear.
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I hope i made myself clear.
Sorry but you didn't make things clear, at least not clear enough.
So what does the original routine do? And where is it located?
Also, it's way more convenient to be looking at an asm routine written in "readable form" instead of "byte form" (although it's pretty clear what 01, 11, 21 and CD stand for).
If you're looking for storing hl with the address of this new palette table, you normally use a code such as
ld hl, $table
call $XXYY <--- storing the used pointer value in reg a
add a,a
ld b, 00
ld c, a
add hl, bc
Last edited by Miksy91 (2013-03-07 15:16:02)
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Sorry if i don't even made myself clear because i just using a phone.
The original code was the pallete used for battle themes. So edited it and jump to
0x300C00
in this adress i made a new routine for the pallete will be use on which is
21 xx yy- pointer for palletes
11 00 C2 - where in ram will palletes will be put on.
01 08 00 - how many pallete will read
cd 1a 31
c9
so to make it have a different palletes for rival on themes i replaced 21 xx yy which is the pointer for the palletes and made it to cd xx yy to call the extended routine or let say to call the code for table pointer.
Because the pallete code used 21 xx yy and also the table used 21 xx yy to call the pointer, instead of reading the pointer table, it was just read it as the pallete , for example the pointer in table list is 4b 5b 73 5b ,it will just basically read it as the pallete and to jump where it is pointing.
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So you want to load hl with the palette table but if you're having a rival battle, load the palette depending on that battle?
If so, I'd personally write:
ld de, C200
ld bc, 0800
ld hl, $ram address
bit 0, [hl]
jr z @rival1
bit 1, [hl]
jr z @rival2
ld hl, $palette table
call 311A
ret
@rival1
res 0, [hl]
ld hl, $palette1
jp $311A
@rival2
res 1, [hl]
ld hl, $palette2
jp $311A
I feel like I'm missing something here, because this is probably not the answer you're looking for. But those bit 0 & bit1 are simply checking certain bits of "bit number ram". So use bit numbers for rival battles which are set before the palette tiles are loaded to $C200.
Then reset them right before loading the palettes so they will never interrupt with loading the palettes for all the other trainer battles.
Last edited by Miksy91 (2013-03-07 16:33:09)
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I think i didn't made myself clear again.
I'm not having a problem on pallete in battle.
The problem is that the pallete pointer in table are not working.
21 18 D1 - ram for trainer
21 xx yy - pointer to the pointers for pallete.
わたし の なまえ わ レン レン でづ
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Hey miksy i already fixed the problem. I used .
FA 18 D1 - tell what trainer class.
21 xx yy - pointer table for different pallete code
ef 79 c9
わたし の なまえ わ レン レン でづ
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by the looks of it you're using a hex editor to edit asm. you should try bgb. it uses mnemonics (and hex too if you're more comfortable that way) and lets you make changes in real time.
Last edited by comet (2013-03-08 03:31:34)
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by the looks of it you're using a hex editor to edit asm. you should try bgb. it uses mnemonics (and hex too if you're more comfortable that way) and lets you make changes in real time.
I don't know how to use bgb, does it save when I used a debugger?
わたし の なまえ わ レン レン でづ
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file -> save rom as... (ctrl-s) to keep changes you've made. you can use file -> load rom without reset... to pull in changes that you've made in another program while bgb was open (overwriting unsaved bgb changes).
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I thinks I should try it when I got home later.
わたし の なまえ わ レン レン でづ
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Okay, good to hear you got the problem fixed.
And comet is right, bgb is much more user-friendly tool for editing asm routines than a hex editor.
All programming languages are created so that the one using them doesn't have to know what is going to happen in the binary state. Same goes (mostly) with using bgb as the assembly editor. You don't have to know to write "21" for loading rp hl with a 2-byte value, you can just ld hl, $2-byte value.
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not really, it just gives names to opcodes and groups bytes together to make it easier to read. hardware knowledge is still valuable, including how the processor works on a transistor level.
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Uhm, I have a suggestion, can you make single vs text? It doesn't look pretty good with 2 vs at the same time, really. Maybe you can remove the other one and place the remaining somewhere in the middle.
P. S.
I didn't meant any harshness with my post, please don't think any negative thing with it:)
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If i will just used 1 vs text and put it on the middle, it will be unreadable, i mean the overworld sprite are all in the the center. Kung baga matatabunan lng yung V.s
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This looks really good, I am beyond pumped for it
I'm working on Sterling Silver: Cry of Celebi, if you have any questions, suggestions, or comments, feel free to email me
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http://img14.imageshack.us/img14/5773/wdwadwa.png
I got this as the example. :)
Too much zoom in the sprites, looks very weird. Can you fix it?
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I like the way how it is zoom, it is little weird if the size are same at the battle sprite.
わたし の なまえ わ レン レン でづ
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Oh my. This is looking better with each update. Keep up the good work.
You know the glitches that exist in the Pokémon games?
Only the ones named "MISSINGNO." are Missingno.
The others are not. They are their own glitches with their own names.
Sorry, it's a... thing that bugs me a little.
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hmm,why dont you use pr0f. Bitch i mean pr0f. Birch in intro? :p
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I think you didn't watched the video that i posted about the new intro, Prof. Bitch? :) are in the intro , you must watch it.
わたし の なまえ わ レン レン でづ
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