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So i'm planning on editing the function that supposedly activates when your pokemon's health goes to crítical, so your HP bar becomes red, and you start hearing beeps constantly. I think the ram address that controls whether the pokemon is on critical health or not is in $C1A6, but i need to find the function that uses this address. I tried looking in github's code of PokeCrystal, more specifically on /audio/engine.asm https://github.com/pret/pokecrystal/blo … engine.asm . But I couldn't find the function itself. It may be on another .asm, or i may be blind or havent searched enough; but i'd like the offset of that function. Please tell me it exists...
Also as a side note, I've seen in the cries of pokemon on the /audio/cries.asm file. And i see plenty of cries on that file that use commands like "noise" and "sound". I was wondering if its actually posible to insert new cries like you would insert a song, with an .asm from a MIDI using MIDI2GSC, or do cries use a diferent data structure? If so, is it still possible to create new cries from scratch?
Edit after looking further, I found the function that (I think) changes the value of $C1A6 depending of us being in "danger" (red health) or not: https://github.com/pret/pokecrystal/blo … .asm#L4856 , I also found the function that stops the beeping https://github.com/pret/pokecrystal/blo … .asm#L2345
Last edited by Pum (2015-10-26 01:46:41)
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