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Recently I expanded the number of mini sprites to 255 in Pokemon Gold.
I have the problem that the day care only load the first 128 minis, for the assignment of the minis on the maps (the first 128 are people, are the other 128 pokemon).
I think the solution to this might be in the GetMonSprite routine:
GetMonSprite: ; 14259
; Return carry if a monster sprite was loaded.
cp SPRITE_POKEMON
jr c, .Normal
cp SPRITE_DAYCARE_MON_1
jr z, .BreedMon1
cp SPRITE_DAYCARE_MON_2
jr z, .BreedMon2
cp SPRITE_VARS
jr nc, .Variable
jr .Icon
.Normal
and a
ret
.Icon
sub SPRITE_POKEMON
ld e, a
ld d, 0
ld hl, SpriteMons
add hl, de
ld a, [hl]
jr .Mon
.BreedMon1
ld a, [BreedMon1Species]
jr .Mon
.BreedMon2
ld a, [BreedMon2Species]
.Mon
ld e, a
and a
jr z, .asm_1429f
callba Function8e82b
ld l, 1
ld h, 0
scf
ret
.Variable
sub SPRITE_VARS
ld e, a
ld d, 0
ld hl, VariableSprites
add hl, de
ld a, [hl]
and a
jp nz, GetMonSprite
.asm_1429f
ld a, 1
ld l, 1
ld h, 0
and a
ret
Could help me to load all minis?
Last edited by Chamber_ (2014-05-13 01:29:34)
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Function8e82b: ; 8e82b
ld a, e
call ReadMonMenuIcon
ld l, a
ld h, 0
add hl, hl
ld de, IconPointers
add hl, de
ld a, [hli]
ld e, a
ld d, [hl]
ld b, BANK(Icons)
ld c, 8
ret
; 8e83f
Whatever bank selection you used for GetIcon you'll need to use here too.
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@comet: Yes, I updated this routine too (forgot mention it), bunt don't work.
Any other suggestion?
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Try this.
at &H14257 write:
FE FF (CP FFh) FF= maximum minisprite.
Last edited by RED (2014-05-17 11:24:46)
わたし の なまえ わ レン レン でづ
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