Skeetendo

’Cause all games were better on the GBC

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#1 2011-09-10 06:18:55

Miksy91
Member
Registered: 2010-10-16
Post 519/2,305

Modifying the blackout routine

This shouldn't be too hard to do as Tauwasser clearly explained in Scripting Compendium:


"During regular gameplay the map for blackout return is determined as follows (during warp on any map):

New map needs to have permission byte 01 or 02.
Old map needs to have permission byte 03, 04, 07 or 06.
New map must use tileset 06.

--> Old map is set to be blackout return map.
This reflects the warp to a Pokémon Center."

So basically, what I want to do is to make a certain place where you'd end up although the "new map" woudn't use tileset 06.
I'm not used to assembly yet (or actually, have never done assembly hacking) but the routine doesn't seem that complicated.

Part of the assembly of blackout routine looks like this:

asmu.jpg


I was wondering, what should I do to make this work ?

Last edited by Miksy91 (2011-09-10 06:19:39)

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#2 2011-09-10 19:20:00

Mateo
Member
From: The Sims 4
Registered: 2009-11-25
Post 966/3,456

Re: Modifying the blackout routine

This would be rather handy to have. I wanted to do this in the past, so that the PCC from Japanese Crystal could return using a different tileset than normal pokemon centers, but I ended up just getting around it by fitting all the tiles into one tileset. I don't know assembly yet so I can't be too much help right now. I should really learn it at some point though.

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#3 2011-09-11 12:06:54

Sawakita
Administrator
Registered: 2010-10-16
Post 208/364

Re: Modifying the blackout routine

So, Miksy91, what have you done so far?
You could show us your ASM plan or at least a pseudo-code for that, and we try to help you fix the bugs. Or you could show the disassembled routine with the sub-branches you want to modify, so we can get an idea of how to accomplish the hack. But if you only tell us what you want to do, without any concrete work on it, it might be hard, for us, to help you.

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#4 2011-09-11 12:29:49

Miksy91
Member
Registered: 2010-10-16
Post 523/2,305

Re: Modifying the blackout routine

Sawakita wrote:

So, Miksy91, what have you done so far?
You could show us your ASM plan or at least a pseudo-code for that, and we try to help you fix the bugs. Or you could show the disassembled routine with the sub-branches you want to modify, so we can get an idea of how to accomplish the hack. But if you only tell us what you want to do, without any concrete work on it, it might be hard, for us, to help you.

To tell the truth, I've done basically nothing to manage to do this.
I checked that there is a pointer to $23CD so I was wondering if I could modify the code so that it "calls" a subscript which would contain all of those "compare" codes including "cp a xx" in which xx would be the another tileset that would work (although that's not even close to what it should contain because all of the commands aren't related to each other).
I can't manage to do this at my current knowledge of GB asm though - haven't had time to study it that much due to army.
I may try to modify this sometime later though, I was planning to have flying data for a random area in a tall building that player will end up in dark future.

Last edited by Miksy91 (2011-09-11 12:31:53)

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