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karatekid552 karatekid552
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karatekid552 karatekid552 is offline

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Visitor Messages

Showing Visitor Messages 1 to 10 of 127
  1. Foxz
    26th July 2014 01:53 AM
    Foxz
    Hey there dude! Hope you had a great day!
    I'm here to see if you can help me please.
    You see, I'm using the G3HS in my hack, and I wonder if you could explain to me how to add the new pokemons at pokedex.
  2. Cruztown
    9th May 2014 12:17 AM
    Cruztown
    Happy Birthday! Hope its a good one!
  3. Team Fail
    8th May 2014 02:05 PM
    Team Fail
    Happy birthday!
  4. 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.
  5. 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.
  6. ArthurWaine
    6th April 2014 08:18 AM
    ArthurWaine
    The opponent trainer? That uses slot 6.
  7. 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.
  8. 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.
  9. ArthurWaine
    4th April 2014 09:20 AM
    ArthurWaine
    I'm just curious, what did you use to test your routine with? Because I've tried applying it to my hack again (taking a version before I originally changed this), and it acted exactly the same. However, after some fooling around with the Oam viewer, I've got a clear idea of what is happening in the game when it's trying to load all these sprites:

    The unaltered routine has the palette for the first frame of the animation in slot 0, and immediately upon battle start loads the palette of at least the 2nd frame into slot 6, although that frame is not visible yet. However, the game loads the opposing trainer's palette from slot 6 as well; that's why things are going wrong here. I've checked it with the original firered, and that's exactly how it's supposed to go: the game loads the player in slot 0, and the opponent in slot 6. Then the opponent summons his pokemon, which has its palette put into slot 1, and then the animation for the player can use slot 6 (the opponent's sprite has left the screen). However, it seems that in JPAN's original routine the player's animation wrote itself onto slot 6 immediately, so that opponent's palette is overwritten. In your changed routine it does not write itself to slot 6 at all, so that fixes the opponent changing, but because the game is still looking at palette 6 for the throwing animation, the animation will now show up with the wrong palette.

    Just to note, the part of the routine that you posted in the thread did show up in the ROM properly, and I replaced the two bytes after that part (which were 0B DF) with C0 46.
  10. ArthurWaine
    3rd April 2014 07:53 PM
    ArthurWaine
    Well, I checked it again, but I'm sure I did that right. The weird thing is, I did not have this problem before applying the fix from the thread. So it would seem the table is set up right, at least. To clarify, it's not that the sprite is scrambling the colors in the palette, it's using an entirely different set of colours (while slot 1 still has the proper palette loaded).

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6th May 2016
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27th March 2014
09:39 AM - Kakarot1212 mentioned karatekid552 in post Pokémon Gen III Rom Hacking Suite
...s just simple. karatekid552 , i think you should...
30th January 2014
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[css-div="padding:2em 0;backgroun...
8th October 2013
11:46 PM - karatekid552 mentioned Shiny Quagsire in post How did you begin hacking?
... I logged in, I saw Shiny Quagsire, Jambo51, Linkan...
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...gsire, Jambo51, Linkandzelda, and @Darthatron all...
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...r the comment! :) @karatekid552 - Yea It has been a ...
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Quotes

9th May 2014
11:26 AM - Ewery1 quoted karatekid552 in post Pokémon Gen III Rom Hacking Suite
Moves are planned when I make the...
6th May 2014
02:45 AM - karatekid552 quoted Ewery1 in post Pokémon Gen III Rom Hacking Suite
I had an idea, that I think...
19th April 2014
03:52 PM - CuteDeadloxGirl quoted karatekid552 in post [HackPack] Pokémon Gen 3 Tool Pack (XSE, A-Trainer, A-Map + tons more)
That is a downloader error. Whate...
16th April 2014
11:18 PM - karatekid552 quoted tttom64 in post Pokémon Gen III Rom Hacking Suite
I found that I could edit th...
09:14 PM - tttom64 quoted karatekid552 in post Pokémon Gen III Rom Hacking Suite
The Unowns are only there for spr...
12:30 PM - karatekid552 quoted tttom64 in post Pokémon Gen III Rom Hacking Suite
I can't seem to expand the P...
14th April 2014
12:14 AM - karatekid552 quoted Ewery1 in post Pokémon Gen III Rom Hacking Suite
Alright, I have a question....
6th April 2014
12:09 AM - karatekid552 quoted Ketsuban in post Pokémon Gen III Rom Hacking Suite
I mentioned this on Reddit, b...
4th April 2014
12:43 AM - karatekid552 quoted raven in post Pokémon Gen III Rom Hacking Suite
kk,i have a suggestion,wha...
12:37 AM - Kakarot1212 quoted karatekid552 in post Pokémon Gen III Rom Hacking Suite
This version doesn't auto-select ...
3rd April 2014
09:52 PM - raven quoted karatekid552 in post Pokémon Gen III Rom Hacking Suite
This version doesn't auto-select ...
2nd April 2014
11:58 PM - karatekid552 quoted raven in post Pokémon Gen III Rom Hacking Suite
i tried adding turtwig,i i...
30th March 2014
11:52 PM - karatekid552 quoted Kakarot1212 in post Pokémon Gen III Rom Hacking Suite
EVERYTHING IS ON THE DOCUMENTATI...
22nd March 2014
03:24 PM - karatekid552 quoted Ewery1 in post Pokémon Gen III Rom Hacking Suite
Well the update feature thi...
16th March 2014
07:46 PM - karatekid552 quoted Xansus in post Pokémon Gen III Rom Hacking Suite
I was wondering how could i...
03:40 PM - Syndrome quoted karatekid552 in post Pokémon Gen III Rom Hacking Suite
The script will work just fine, b...
02:35 PM - karatekid552 quoted Syndrome in post Pokémon Gen III Rom Hacking Suite
I want to make a script, wher...
15th March 2014
11:39 PM - karatekid552 quoted Ewery1 in post Pokémon Gen III Rom Hacking Suite
Oh, should I import them as...
13th March 2014
07:21 PM - karatekid552 quoted Haolong in post 5 Attacks per Pokemon
thx karatekid for your respo...
12th March 2014
12:14 AM - Ewery1 quoted karatekid552 in post Pokémon Gen III Rom Hacking Suite
Well, you can input the first 386...

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