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’Cause all games were better on the GBC

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#76 2013-03-07 04:39:35

RED
Member
From: Japan
Registered: 2012-09-03
Post 184/521

Re: Pokemon Hoenn League(Beta 1.0 Released)

Pokemaniac wrote:

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.


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#77 2013-03-07 04:42:32

Pokemaniac
Banned
From: Usa,florida
Registered: 2013-03-07
Post 10/17

Re: Pokemon Hoenn League(Beta 1.0 Released)

You told you are from phillepness or malyasia


Who knows what is it maybe bomb maybe gift

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#78 2013-03-07 10:15:04

jonelhernandez
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Registered: 2013-02-04
Post 3/16

Re: Pokemon Hoenn League(Beta 1.0 Released)

How is the progress of this hack?
Hope it will be finished soon.


It's more fun in the Philippines!:-)

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#79 2013-03-07 14:25:29

RED
Member
From: Japan
Registered: 2012-09-03
Post 188/521

Re: Pokemon Hoenn League(Beta 1.0 Released)

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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#80 2013-03-07 15:14:53

Miksy91
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Registered: 2010-10-16
Post 1,557/2,348

Re: Pokemon Hoenn League(Beta 1.0 Released)

RED wrote:

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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#81 2013-03-07 15:45:02

RED
Member
From: Japan
Registered: 2012-09-03
Post 190/521

Re: Pokemon Hoenn League(Beta 1.0 Released)

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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#82 2013-03-07 16:32:24

Miksy91
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Registered: 2010-10-16
Post 1,558/2,348

Re: Pokemon Hoenn League(Beta 1.0 Released)

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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#83 2013-03-07 21:52:19

RED
Member
From: Japan
Registered: 2012-09-03
Post 191/521

Re: Pokemon Hoenn League(Beta 1.0 Released)

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.


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#84 2013-03-08 02:03:37

RED
Member
From: Japan
Registered: 2012-09-03
Post 192/521

Re: Pokemon Hoenn League(Beta 1.0 Released)

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


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#85 2013-03-08 03:29:10

comet
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Registered: 2012-04-09
Post 158/679

Re: Pokemon Hoenn League(Beta 1.0 Released)

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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#86 2013-03-08 04:52:17

RED
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From: Japan
Registered: 2012-09-03
Post 193/521

Re: Pokemon Hoenn League(Beta 1.0 Released)

comet wrote:

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?


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#87 2013-03-08 04:56:08

comet
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Registered: 2012-04-09
Post 159/679

Re: Pokemon Hoenn League(Beta 1.0 Released)

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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#88 2013-03-08 04:56:35

RED
Member
From: Japan
Registered: 2012-09-03
Post 194/521

Re: Pokemon Hoenn League(Beta 1.0 Released)

wdwadwa.png

I got this as the example. :)


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#89 2013-03-08 04:57:53

RED
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From: Japan
Registered: 2012-09-03
Post 195/521

Re: Pokemon Hoenn League(Beta 1.0 Released)

I thinks I should try it when I got home later.


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#90 2013-03-08 06:50:34

Miksy91
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Registered: 2010-10-16
Post 1,559/2,348

Re: Pokemon Hoenn League(Beta 1.0 Released)

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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#91 2013-03-08 06:59:36

comet
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Registered: 2012-04-09
Post 160/679

Re: Pokemon Hoenn League(Beta 1.0 Released)

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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#92 2013-03-08 12:31:41

emaj30
Member
From: Indigo Plateau
Registered: 2012-12-29
Post 340/463
Website

Re: Pokemon Hoenn League(Beta 1.0 Released)

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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#93 2013-03-08 13:12:19

RED
Member
From: Japan
Registered: 2012-09-03
Post 196/521

Re: Pokemon Hoenn League(Beta 1.0 Released)

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


わたし の なまえ わ レン レン  でづ

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#94 2013-03-08 14:09:23

emaj30
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From: Indigo Plateau
Registered: 2012-12-29
Post 345/463
Website

Re: Pokemon Hoenn League(Beta 1.0 Released)

I see, it's up to you then.

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#95 2013-03-08 21:57:36

FireSlasher
Member
From: massachusetss
Registered: 2011-06-24
Post 142/178
Website

Re: Pokemon Hoenn League(Beta 1.0 Released)

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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#96 2013-03-08 22:52:34

Bike
Member
From: Chile
Registered: 2012-10-31
Post 12/72

Re: Pokemon Hoenn League(Beta 1.0 Released)

RED wrote:

Too much zoom in the sprites, looks very weird. Can you fix it?

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#97 2013-03-08 23:28:56

RED
Member
From: Japan
Registered: 2012-09-03
Post 197/521

Re: Pokemon Hoenn League(Beta 1.0 Released)

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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#98 2013-03-11 01:38:13

TheYena
Member
From: Route 110, Hoenn
Registered: 2012-07-03
Post 53/125
Website

Re: Pokemon Hoenn League(Beta 1.0 Released)

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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#99 2013-03-12 03:07:45

amvz08
Member
From: Philippines
Registered: 2011-06-27
Post 520/600

Re: Pokemon Hoenn League(Beta 1.0 Released)

hmm,why dont you use pr0f. Bitch i mean pr0f. Birch in intro? :p


Trust me, I'm an Engineer

>>>Pinoy ka ba? Pasok ka dito<<<

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#100 2013-03-12 03:23:01

RED
Member
From: Japan
Registered: 2012-09-03
Post 207/521

Re: Pokemon Hoenn League(Beta 1.0 Released)

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.


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