Resultados de búsqueda

  1. jiangzhengwenjz

    [Duda] Direcciones de las variables de FR

    Offsets: (Basically you can find the offsets yourself by using setvar in a script and VBA to search the value you've set to the var) (Otherwise you can use the function located at 0x806E454 to get the RAM location of a variable. It uses var number in r0 and returns the offset in r0)
  2. jiangzhengwenjz

    [Rutina] [ASM] Wild Double Battle in BPRE

    Re: Respuesta: [ASM] Wild Double Battle in BPRE This is imitating the Gen V style double wild battle so you should defeat one of them. :D
  3. jiangzhengwenjz

    [Rutina] [ASM] Wild Double Battle in BPRE

    Re: Respuesta: [ASM] Wild Double Battle in BPRE Thanks for your supporting! ;)
  4. jiangzhengwenjz

    [Rutina] [ASM] Wild Double Battle in BPRE

    Re: Respuesta: [ASM] Wild Double Battle in BPRE I'm glad if it can help you xD
  5. jiangzhengwenjz

    [Rutina] [ASM] Wild Double Battle in BPRE

    Here's a new version of double wild battle: https://github.com/jiangzhengwenjz/Double_wild_battle All information is included in ReadMe.txt After inserting the first routine, there will be a table in this format: 0A 00 05 00 0B 00 05 00 0C 00 05 00...... (The table is in the first routine and...
  6. jiangzhengwenjz

    Terra Firma | Cancelado -

    Re: Respuesta: Terra Firma | Actualización: 1 Septiembre 2015 I love the style of your tiles. Please keep working on it and I look forward to the next beta release!
  7. jiangzhengwenjz

    [Esmeralda] Problema con portada

    Your X length of tilemap should be 32 (256/8) instead of 30 or other values in NTME.
  8. jiangzhengwenjz

    The routine written by LSA will automatically delete the item you've used and call the...

    The routine written by LSA will automatically delete the item you've used and call the "task_delete" & "bag exiter" function, so you will only write a script for it. If you want to use flags or vars, feel free to go :)
  9. jiangzhengwenjz

    I don't consider it a good idea. If you want to create a normal item, why not make its usage...

    I don't consider it a good idea. If you want to create a normal item, why not make its usage function run a script? LSA & JPAN has already done that so you can just do it by using LSA's complete item editor even you do not know ASM. I think using a "special item" will be better than using an...
  10. jiangzhengwenjz

    It may work, but expanding TMs are not simpler that HMs... A man has done that and I think you...

    It may work, but expanding TMs are not simpler that HMs... A man has done that and I think you will be interested in his post (click)
  11. jiangzhengwenjz

    OK, now I totally know what you're saying. xD Yes, you're right. You can create some custom HMs...

    OK, now I totally know what you're saying. xD Yes, you're right. You can create some custom HMs in this way if you know some ASM and script. However, as there're only two empty slots after "HM08", it will be very annoying to create more HMs Because the game use some complex way to do the system...
  12. jiangzhengwenjz

    [Rutina] [ASM] The implementation of ROCK CLIMB in BPRE

    Re: Respuesta: Re: Respuesta: [ASM] The implementation of ROCK CLIMB in BPRE What is "MO"? Does it stand for "movements"? If that's true, I have said something about it in the previous reply to Rata :)
  13. jiangzhengwenjz

    [Rutina] [ASM] The implementation of ROCK CLIMB in BPRE

    Re: Respuesta: [ASM] The implementation of ROCK CLIMB in BPRE Oops, I don't get some of your words because I use google translation xD If you're speaking of the ROCK CLIMB triggered by talking to the rock, I can say that an ASM function created in the main thread can automatically check the...
  14. jiangzhengwenjz

    A piece of cake xD

    A piece of cake xD
  15. jiangzhengwenjz

    Thanks, doing these things is not difficult, though I've wasted some time as the RAM structure...

    Thanks, doing these things is not difficult, though I've wasted some time as the RAM structure in Emerald is different from Firered xD
  16. jiangzhengwenjz

    [ASM] FR | VS Bars

    Respuesta: FR | ASM | VS Bars antes de una batalla This is a port to Pokemon Emerald USA (BPEE). I don't hack Emerald but my friend jirachiwishmaker requested the code, so I will share it. 1. Make these byte changes: 0x147C6A - 00 00 00 00 (disable the palette mixing) 0xB13FD - 78 (for...
  17. jiangzhengwenjz

    [FR] Fallo con la inserción de la portada

    Re: Respuesta: [FR] Fallo con la inserción de la portada Use some transparent blocks to fill the (32 - 30) * 20 empty part, simply make sure that your tilemap is in the size of 32 * 20. (Actually these blocks won't be shown on the screen, but you should fill them)
  18. jiangzhengwenjz

    [FR] Fallo con la inserción de la portada

    Re: Respuesta: [FR] Fallo con la inserción de la portada Your X length of tilemap should be 32 (256/8) in NTME.
  19. jiangzhengwenjz

    I've updated the thread and added some explanations to the thread (especially for the theory of...

    I've updated the thread and added some explanations to the thread (especially for the theory of bitfield) this morning (in our timezone, UTF + 8) and I hope that it will help you and other people understand it more easily.
  20. jiangzhengwenjz

    yes

    yes
Arriba