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Conversation Between karatekid552 and ArthurWaine
Showing Visitor Messages 1 to 10 of 19
  1. karatekid552
    16th April 2014 11:20 PM
    karatekid552
    The best tip I can give you is to think of ASM in terms of what it really is: what the processor handles to get things done. This is why it is so difficult. People don't think of computers as being as simple as they are. On all honesty, ASM is just simple math. That is all it is. It is applying the simple math to make big things happen that is the tricky part. But once you understand what you are really working with, it gets easier.
  2. ArthurWaine
    16th April 2014 08:20 PM
    ArthurWaine
    Just to let you know that I'm still on it, but like I said: I had zero knowledge of ASM (beyond basic comprehension) before getting started with this. I've been swamped with other things, unfortunately, and it will be a while before I'm understanding his source code because I'm having to teach myself some basic ASM first, too. I'm working on it, though. Any tips for good sites, tutorials, etc, beyond what you give in your own tutorial? I've read yours, Hackmew's and Shinyquagsire's, and I've been trying to imprint JPAN's document into my mind as well (that one has been the most helpfull so far, really), but any more tips etc would of course be appreciated.
  3. karatekid552
    6th April 2014 05:34 PM
    karatekid552
    Hmmm, this is a bit wierd. I think our best bet is to find exactly when the game is told what palette slot to use for what image. I can almost guarantee that it is in JPAN's source. Do you have it? It is in with the hack under Source Code->Character Hack->BackSprite.txt or something like that.
  4. ArthurWaine
    6th April 2014 12:54 PM
    ArthurWaine
    Actually, from what I've seen, the OP uses slot 1 for his pokemon. Also, I just noticed that some of the battle HUD uses slot 6 as well, just in case that might be important for anything.
  5. karatekid552
    6th April 2014 10:36 AM
    karatekid552
    They can't use the same slot then. Which makes it my guess that the player uses slot 0 for himself and his pokemon, then the OP uses slot 6 for himself and his pokemon. Now the issue becomes: when is this fact written?
  6. ArthurWaine
    6th April 2014 08:18 AM
    ArthurWaine
    The opponent trainer? That uses slot 6.
  7. karatekid552
    5th April 2014 09:11 PM
    karatekid552
    No they aren't. What slot is the OP supposed to be using?
  8. ArthurWaine
    4th April 2014 03:29 PM
    ArthurWaine
    Ah, I see. Looking closely at the way the game originally loads these sprites/palettes, it seems that it's loading slotting the player into slot 6 during the throwing animation so that it can load the player's pokemon's sprite into slot 0. However, you should be able to use 0 for both, I suppose, as I don't think they are ever on the screen at the same time.
  9. karatekid552
    4th April 2014 01:36 PM
    karatekid552
    No, the images are simply using the wrong palette. That is the issue. Somewhere it writes to the palette bank that the image should use 6 instead of 1.
  10. ArthurWaine
    4th April 2014 10:52 AM
    ArthurWaine
    I just spent some time applying JPAN's tool to a clean firered, and inserting my sprites in table, and I got the exact same results: without your fix, the game writes the player's palette to both slot 1 and 6 at the start of battle, so the opponent's palette is glitched. When I do apply the fix from the thread, it does not write the player's palette to slot 6, but this means that the throwing animation will use the opponent's palette, instead. My guess would be that the way JPAN wrote the routine just isn't entirely functional, as it looks like it simply writes to palette 6 too early.

    Also, I'm using version 1.1 from this thread: http://www.pokecommunity.com/showthread.php?t=194241

    Edit: just to stress it again: the player's palette shows up fine when I do not apply the fix (which means the opponent's palette is screwed up), but the throwing animation doesn't use the proper palette if I do apply the fix.

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