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Messages - ISSOtm

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1
Wiki Discussion / Re: Death
« on: November 16, 2017, 09:49:21 am »
Abwayax investigated, and apparently you were banned from the server previously. Try again.
2
You can set b and d by using pushing and popping cleverly. I agree it doesn't add much, but it still has potential if a large script is ever needed, such as a GUI memory editor (offgao's being the reference for this in Gen I)
3
Actually, the 6-Pokémon bootstrap (using Arbok instead of Kangaskhan) lets you have any Pokémon in slot 1, so your previous setup was perfectly fine.

By the way, always use the 6-Pokémon bootstrap. Nothing's more frustrating than your 233 HP Pidgey taking damage.
4
Try checking a bit before. Maybe some memory before DF00 is also unused.
If your editor's size is less than 256 bytes, that's better ('cause it could be copied using a 1-byte length loop, which is slightly easier to program)
5
For the large space, you should check, but IIRC the space at DF00-DF80 is left unused. 128 bytes is still a neat quantity, isn't it ?
6
Multimedia Discussion / Re: What song are you listening to right now?
« on: November 13, 2017, 12:05:06 am »
I have made this playlist of VGM music. And I'm listening all of it, non-stop.
Lucky channel slightly more than the rest :p
7
The mail might be stored in SRAM, but can't you make a setup that copies mail data into WRAM and executes it ?
For extra easiness, copy backwards.
Code: [Select]
ld de, MailDataEnd
ld hl, TempStorage
ld c, length
.loop
ld a, [de]
dec de
ld [hld], a
dec c
jr nz, .loop
inc hl
jp [hl]
8
No, it's actually very often that Europe releases have a slightly different memory layout than US releases. This is the case for all Pokémon games (at least until Gen IV), as well as other GB titles, which I'm not going to list because :p
9
The memory is shifted in UE releases. Not sure how exactly, though, but it's definitely shifted.
10
Emulation & ROM Hacking / Re: GBZ80 - Teleportation
« on: November 09, 2017, 06:14:07 pm »
You mean, that warps you to a given map once you use the item (but after closing the menu), right ?
11
Emulation & ROM Hacking / Re: GBZ80 - Teleportation
« on: November 09, 2017, 05:39:28 am »
What are you trying to do exactly, editing the warps in the current map ? All warps, or just one ?
12
General Discussion / Re: This place feels dead
« on: November 07, 2017, 06:48:50 am »
Why don't you come and chat more often on the Discord ? We'll make you feel better ! \o/
13
What the code does not do:
Load $?? Into $AD82, meaning the name on the stats page stays the same (AFAIK this affects nothing)
Writing to only one address instead of two will make the Pokémon an unstable hybrid. You should load to $AD62, because the generated hybrid could then be fixed by depositing it into the daycare and back

What's $AD62? Can't find it on the RAM map.

Edit: You're likely referring to $AD82. Do you mean to load it with or as opposed to $AD6D? If it's the forward, it may not be possible due to the heavy amount of SMC.
I was indeed referring to $AD82 ; writing to AD82 only produces a hybrid that can be stabilized, writing to both produce no hybrid.
14
What the code does not do:
Load $?? Into $AD82, meaning the name on the stats page stays the same (AFAIK this affects nothing)
Writing to only one address instead of two will make the Pokémon an unstable hybrid. You should load to $AD62, because the generated hybrid could then be fixed by depositing it into the Daycare then back.

Can't get it to work the adresss where pc box pokemon are stored is still all 0s when i unlock the sram and switch banks. Also doesn't the 3ds vc emulator not emulate sram locking if it doesn't why won't the memmory editor let me write to the sram.
I'm not sure about SRAM locking on VC, tbh, but you should follow the procedure anyways.
If you're getting all zeroes, make sure you do NOT go into the overworld or save in the middle of the procedure. The locking and bankswitching AND access must be done in one go.
15
The game has a list of objects that can be removed for each map. When you enter a new map, the previous list is overwritten with the new one.
The glitch occurs because performing the Mew Glitch forces the game to remove an entry not in the list, and as such it will remove the object which has the entry right after the new list ends.

To say it differently :

You go to one map with three objects, the list becomes :
ID A -> Object 3
ID B -> Object 1
ID C -> Object 4
END

You then go to one map with only one object :
ID D -> Object 8
END

You go to one map with only one object, and trigger Mew Glitch there.
ID E -> Object 5
END
The game will thus remove the last object loaded in the slot (list length + 1), thus it will remove object 1 in the map with three objects.
If the object was already removed, it will still be removed.

The point is, what matters are which maps you traverse before activating Mew Glitch, and which map you activate Mew Glitch in. For example, this means that doing the same steps twice will not disappear two objects, but only one (twice, but that doesn't matter).

So far, I don't think any comprehensive map has been made.
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