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Re: Respuesta: FR | [Finalized][C+ASM] A EV-IV Display Screen
If I get more I will surely post them here, but that may only happen in summer vacation lol
Thx! If you want to use C for hack, it will be better to learn data and ASM first.
(Now I understand your question. )
For me, I haven't researched the overworld system yet, so I can only guess the reason why it won't work. I haven't used NSE for OWs up till now, so I will explain things in data. The offset of the real data is 0x3A3BB0, and for each OW it has 0x24 bytes. (To...
Actually I don't really understand your question.... If you meant how to resize an OW, I think most overworld editors has options to change the OW size, so that you don't need to know the structure of the OW data.
If you want to handle the data:
IIRR, the OW data has entries for width and...
Re: Respuesta: FR | [Finalized][C+ASM] A EV-IV Display Screen
I don't use FBI's template now, so I can't control the relative offsets of the functions, which is temporarily judged by the compiler. So every time I find the function to call on my own and this time it's at +0x79. I also want to...
Re: Respuesta: FR | [Finalized][C+ASM] A EV-IV Display Screen
Thanks!
It's very simple to mainly write it in C, as I have researched some useful functions in-game XD
The new version is here (no difference, but codes will be automatically inserted into the ROM):
FIRERED:
https://github.com/jiangzhengwenjz/EV-IV-Screen
EMERALD:
https://github.com/jiangzhengwenjz/EV-IV-Screen-EM
Read Readme.md to know how to compile.
Quick Preview:
OLD POST:
Hope you like it!
Re: Respuesta: [ASM] Some new movement bytes (including a patch)
You can just change the sequence of pointers at the beginning of the routine(under the label table_expansion), because it simply expands the movement table.
Re: Respuesta: Re: Respuesta: Re: Respuesta: Re: Respuesta: [ASM] Wild Double Battle in BPRE
No, it only work in the specific tileset, as you can see in advance map.
Re: Respuesta: Re: Respuesta: [ASM] Wild Double Battle in BPRE
Then I'm not sure... I know there's a wild battle type in FR, but not knowing that the original game uses it. Then I guess EM may also have this bug.
Re: Respuesta: Re: Respuesta: [ASM] Wild Double Battle in BPRE
Apparently we can because it's basically checking the tileset, but Jambo51 didn't do it so I didn't include those parts.
Haha, the mega evolution and dex expansion are already available for FR, so I don't have to do them except that I want to learn something from them xDD
I'm currently looking at some graphic functions, and I may release something after the examination this week lol