Contenido reciente de marios92

  1. M

    [Decomp-GBA] Como empezar en decomp?

    Oh, thanks! I forgot about Cygwin I see, its much slower than WLS... My CPU is 6 cores 3.70 GHz (with Turbo 4.60 GHz). Its good enough?
  2. M

    [Decomp-GBA] Como empezar en decomp?

    Wait, so i cant work with decomp in win8?
  3. M

    [pokefirered] Pokémon Terranova [Update 10/12/19]

    That's sound cool, alot to learn from his stuff, but... this mean he left the project?
  4. M

    [RH - Gráficos] Como lograr pokemones de 128x64px??

    I told you, i dont know; im looking forward to that feature too since Bug Master showed his works XD (he did splitted 4 frames and animated as well). I only know a bit of theory, about technical limits, but not of how actually make a code to do that. To make the point: Here what Bug did 5 years...
  5. M

    [RH - Gráficos] Como lograr pokemones de 128x64px??

    Differently from overworld, in Battle is needed much more than just write a code to handle 4 splitted sprites. Or we use 4 splitted sprites and make one battler at time on screen, or it would be cool to make only player mon backsprite with 2 sprites, to make the illusion of being close to screen...
  6. M

    [RH - Gráficos] Como lograr pokemones de 128x64px??

    I think shiny can be inserted, but im not sure... "but that "only one person know" has truly disappoint me D,: " What do you mean? You know someone else did this? :O But in Battle is different, right? We cant use script with loading sprites in 4 vars and coordinates to display 4 sprites...
  7. M

    [RH - Gráficos] Como lograr pokemones de 128x64px??

    As far as i know, you cant just insert sprites bigger than 64x64 directly, because its OAM limit of GBA. You have to write a custom function to allow more sprites "stitched" togheter to create the illusion of bigger sprites. (you have to face the hardware limit too: since in double battles...
  8. M

    [Otros] Animar Sprite Pokémon estilo BW.

    Great. That's sound strange, but its great. I dont remember his actions about Sapphire... Do you still talk/have any contacts with him??
  9. M

    [Otros] Animar Sprite Pokémon estilo BW.

    Its really that easy? I will try as soon as possible, thanks! How about Open and Close Bag in Battle or during Evolution Scene? No bugs?
  10. M

    [Fire Red] Pokemon Mugiwara (Act. 11/05/22)

    Obviously. I know everything about Bug Master works (my main inspiration to attempt in rom hacking) So that ASM really works? Because if you scrolling down a bit: https://www.pokecommunity.com/showthread.php?p=7928684#post7928684 (" When you restarted the game, the memory disappeared. ")
  11. M

    [Fire Red] Pokemon Mugiwara (Act. 11/05/22)

    Did you mind to tell me how to fully animate the sprites? (or you used Bug Master patch?)
  12. M

    [pokefirered] Pokémon Terranova [Update 10/12/19]

    This hack design is superb! Compu, could you write a tutorial about how to add a background to the Main menu? Like you did: https://i.ibb.co/fxXmWB4/Main-Menu.gif
  13. M

    [C] FR, E | Creando una introducción personalizada

    This is really detailed! Could you make similar tutorial for attack animations?
  14. M

    [pokeemerald] Combos de Captura/Batalla V 1.1

    I meant to inject some ASM on clean rom, and then use a decomp on that instead of clean rom, doing some C modding, and recompile in the end. But now i see its sound pretty stupid XD And i know, everybody says that modding in C is better than ASM, but i still found C too confusionary right...
  15. M

    [pokeemerald] Combos de Captura/Batalla V 1.1

    I know you cant add ASM routines (and binary hacking in general) after a decomp, but you can BEFORE? Or include some ASM routines during the decomp project development? I see in various repo project that there' some asm routines inside various folder.
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