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This a thread featuring a small portion of my code in 2016. They're not able to be compiled because they're directly grabbed from my old project. If you want to try yourself, make sure that you have enough ASM & C knowledge!
The main idea is still trying to introduce some related knowledge to...
Re: Pokemon Ancient - ¡BETA 4 LIBERADA!
Sometimes what's impressive is not that you did some incredible stuff, but kept devoted to the project for a long period of time. Great work man
Bad egg means that the checksum of pokemon is not passed, and it's not supposed to appear when you're playing a game. typically the appearance of bad egg is because ppl don't know how to assign free RAM space for new flags and variables and then the pokemon RAM/box RAM data gets interfered.
Re: Respuesta: Re: FR | [En proceso] [ASM] Show OAM
Handling data directly from memory, is always not recommended. (The game always use DMA transfer, buffer, etc. lol) Basically, what we need to do is just to find built-in functions to accomplish our goal. You can find some really useful OAM...
Re: Respuesta: Pokémon Triángulo Origen | Road Beta final
Hello ReoNeky. Your hack looks good and attractive. Would you mind telling me the progress of beta 5? Does it has elite 4? Or it's only with several gyms?
Re: Respuesta: [ASM] Evolution via Callasm in FR
I don't know precisely what you mean as you spoke in Spanish, but if you want to deal with slots and species, you can just modify the routine to check if the specified pokemon is in the player's party to make it work for you. I, personally, have...
Re: [FR] Creando una introducción personalizada
Well done, I've corrected my post. I haven't included a ReadMe file yet, as the repo was created for archive purpose several months ago instead of sharing. (The reason is that it's soooooo ugly- -, and the semi-manufactured project is not useful...
Re: [FR] Creando una introducción personalizada
My repo should be useful:
https://github.com/jiangzhengwenjz/HeartGold_anime
It's a demake of heartgold intro.
What you need is devkitARM, armips, make, a 'build' folder and bpre0.gba in a 'base' folder.
It's a semi-manufactured project, so...
Re: C Pokemon Modelo!
Oh really? I haven't seen it. I can't imagine how there can be a template including armips (because we should write the makefile).
idk how to create a template for armips, as you should write the makefile on your own.
BTW I want to share my armips for linux amd64 here...
Re: Respuesta: Re: Respuesta: FR | [Finalized][C+ASM] A EV-IV Display Screen
I can't really understand your question... If you switch from pokemon to pokemon, it will always show the EVs of the selected pokemon.
Re: Respuesta: FR | [Finalized][C+ASM] A EV-IV Display Screen
I've improved the firered version a bit, and the emerald version is released!
Thanks. I think the EVs should be working properly, what do you mean by "dynamic values"?
Re: Respuesta: Re: Respuesta: Re: Respuesta: [ASM] Some new movement bytes (including a patch)
It works just like the normal applymovement so we can define the sequence of movement bytes absolutely.