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Spherical Ice
April 22nd, 2013, 10:29 PM
Move Resource Thread [FR | EM | RS]
http://i.imgur.com/92F0147.gifhttp://imagizer.imageshack.us/a/img849/5756/t56.gifhttp://i.imgur.com/l7lOY81.gif

This thread is for the development, research and showcasing of new and updated moves for the Generation 3 games. Feel free to contribute and expand upon the work of others to develop moves as they appear in the latest generations of the official games. Before you get started, refer to the following threads for information about the procedure of creating these effects and animations, as well as how to insert them and create your own:

Effects
Adding New Moves To Gen 3 (http://www.pokecommunity.com/showthread.php?t=263479) by Jambo51
Adding New Moves And Creating New Move Effects (http://www.pokecommunity.com/showthread.php?t=290135) by itman
BSP Scripting Tutorial (http://www.pokecommunity.com/showthread.php?t=298933) by Jambo51
List of Gen. 1 - 3 moves with updated effects (http://www.pokecommunity.com/showthread.php?t=331414)
List of modified moves (http://bulbapedia.bulbagarden.net/wiki/List_of_modified_moves)

Animations
Creating New Battle Animations (http://www.pokecommunity.com/showthread.php?t=281520) by Chaos Rush
Adding New Custom Animation Backgrounds (http://www.pokecommunity.com/showthread.php?t=296865) by Shadowraze
Adding New Custom Particles (http://www.pokecommunity.com/showthread.php?t=308062) by MrDollSteak

EffectsGen. 4 - 6 Move EffectsAcupressure - [FR] (http://www.pokecommunity.com/showthread.php?p=8389688#8389688)
Aqua Ring
Assurance - [FR] (http://www.pokecommunity.com/showthread.php?p=8359947#8359947)
Brine - [FR] (http://www.pokecommunity.com/showthread.php?p=8361991#8361991)
Bug Bite
Captivate - [FR] (http://www.pokecommunity.com/showthread.php?p=8110690#8110690)
Charge Beam - [FR] (http://www.pokecommunity.com/showthread.php?p=8361409#8361409)
Close Combat - [EM 1] (http://www.pokecommunity.com/showthread.php?p=8257172#8257172) [EM 2] (http://www.pokecommunity.com/showthread.php?p=8361501#8361501) [FR 1] (http://www.pokecommunity.com/showthread.php?p=8257172#8257172) [FR 2] (http://www.pokecommunity.com/showthread.php?p=8257172#8257172) [FR 3] (http://www.pokecommunity.com/showthread.php?p=8359090#8359090) [FR 4]:00 01 5E 69 1D 08 00 00 02 03 04 05 06 07 09 0A 0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 12 40 00 2E 85 3E 02 02 D7 15 2E 85 3E 02 02 DA 15 28 47 69 1D 08

Created by pawell6
Crush Grip - [FR] (http://www.pokecommunity.com/showthread.php?p=8420728#8420728)
Defog
Embargo
Feint
Fire Fang - [EM] (http://www.pokecommunity.com/showthread.php?p=8411620#8411620) [FR] (http://www.pokecommunity.com/showthread.php?p=8416274#8416274)
Flare Blitz - [FR] (http://www.pokecommunity.com/showthread.php?p=8416381#8416381)
Fling
Gastro Acid
Gravity
Guard Swap - [FR] (http://www.pokecommunity.com/showthread.php?p=8361366#8361366)
Gyro Ball - [FR] (http://www.pokecommunity.com/showthread.php?p=8491444#8491444) [EM] (http://www.pokecommunity.com/showthread.php?p=8491444#8491444)
Hammer Arm - [FR] (http://www.pokecommunity.com/showthread.php?p=7636912#7636912) [EM] (http://www.pokecommunity.com/showthread.php?p=8059781#8059781)
Head Smash
Heal Block
Healing Wish
Heart Swap
Ice Fang - [RS] (http://www.pokecommunity.com/showthread.php?p=8391289#8391289) [FR] (http://www.pokecommunity.com/showthread.php?p=8416274#8416274)
Judgment
Last Resort
Lucky Chant
Lunar Dance
Magnet Rise
Me First
Metal Burst - [FR] (http://www.pokecommunity.com/showthread.php?p=8285216#8285216)
Miracle Eye - [FR] (http://www.pokecommunity.com/showthread.php?p=8428982#8428982)
Nasty Plot
Natural Gift
Payback
Pluck
Power Swap - [FR] (http://www.pokecommunity.com/showthread.php?p=8361366#8361366)
Power Trick
Psycho Shift - [FR] (http://www.pokecommunity.com/showthread.php?p=8197896#8197896)
Punishment - [FR] (http://www.pokecommunity.com/showthread.php?p=8360214#8360214)
Roost - [EM] (http://www.pokecommunity.com/showthread.php?p=8257115#8257115) [FR] (http://www.pokecommunity.com/showthread.php?p=8346888#8346888)
Shadow Force
Stealth Rock
Sucker Punch - [FR] (http://www.pokecommunity.com/showthread.php?p=8360214#8360214) [EM] (http://www.pokecommunity.com/showthread.php?p=8361373#8361373)
Switcheroo
Tailwind
Thunder Fang - [FR] (http://www.pokecommunity.com/showthread.php?p=8416274#8416274)
Toxic Spikes
Trick Room
Trump Card
U-turn - [FR 1] (http://www.pokecommunity.com/showthread.php?p=7638349#7638349) [FR 2] (http://www.pokecommunity.com/showthread.php?p=8428982#8428982) [FR 3]:
00 01 5E 69 1D 08 00 00 02 03 04 05 06 07 09 0A 0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 12 40 00 4F 81 47 69 1D 08 50 01 F2 7D 1D 08 E2 01 3A 51 01 02 58 01 4C 01 4D 01 73 01 10 03 00 4E 01 01 3A 52 01 28 4E 69 1D 08 28 47 69 1D 08

Created by itman (buggy)

Wake-Up Slap - [FR] (http://www.pokecommunity.com/showthread.php?p=8279991#8279991)
Worry Seed - [FR] (http://www.pokecommunity.com/showthread.php?p=7996705#7996705)
Wring Out - [FR] (http://www.pokecommunity.com/showthread.php?p=8420728#8420728)
Acid Spray - [FR] (http://www.pokecommunity.com/showthread.php?p=8361409#8361409)
Acrobatics - [EM] (http://www.pokecommunity.com/showthread.php?p=8441384#8441384)
After You
Ally Switch
Autotomize
Bestow
Chip Away
Circle Throw
Clear Smog - [FR]:
00 01 5E 69 1D 08 00 00 02 03 04 05 06 07 09 0A 0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 12 40 00 0A 8A 10 F9 00 12 40 00 28 4E 69 1D 08

Created by Pawell6
Coil - [FR] (http://www.pokecommunity.com/showthread.php?p=8361409#8361409)
Cotton Guard - [FR] (http://www.pokecommunity.com/showthread.php?p=8362401#8362401)
Dragon Tail - [FR] (http://www.pokecommunity.com/showthread.php?p=7638349#7638349)
Echoed Voice
Electro Ball - [FR] (http://www.pokecommunity.com/showthread.php?p=8491444#8491444) [EM] (http://www.pokecommunity.com/showthread.php?p=8491444#8491444)
Electroweb - [FR] (http://www.pokecommunity.com/showthread.php?p=7639270#7639270)
Entrainment
Fiery Dance - [FR 1] (http://www.pokecommunity.com/showthread.php?p=7639270#7639270) [FR 2] (http://www.pokecommunity.com/showthread.php?p=8361409#8361409)
Final Gambit - [FR] (http://www.pokecommunity.com/showthread.php?p=8420728#8420728)
Fire Pledge
Flame Burst - [FR] (http://www.pokecommunity.com/showthread.php?p=8043952#8043952)
Flame Charge - [FR 1] (http://www.pokecommunity.com/showthread.php?p=8361409#8361409) [FR 2] (http://www.pokecommunity.com/showthread.php?p=7639270#7639270) [RS] (http://www.pokecommunity.com/showthread.php?p=8476523#8476523)
Foul Play
Freeze Shock - [FR 1] (http://www.pokecommunity.com/showthread.php?p=8206506#8206506) [FR 2] (http://www.pokecommunity.com/showthread.php?p=8364758#8364758)
Frost Breath - [FR] (http://www.pokecommunity.com/showthread.php?p=7638349#7638349)
Fusion Bolt
Fusion Flare
Grass Pledge
Guard Split
Heal Pulse
Heat Crash
Heavy Slam - [FR] (http://www.pokecommunity.com/showthread.php?p=8369604#8369604)
Hex - [FR] (http://www.pokecommunity.com/showthread.php?p=8216176#8216176)
Hone Claws - [FR] (http://www.pokecommunity.com/showthread.php?p=8361409#8361409)
Hurricane
Ice Burn - [FR 1] (http://www.pokecommunity.com/showthread.php?p=8206506#8206506) [FR 2] (http://www.pokecommunity.com/showthread.php?p=8364758#8364758)
Incinerate - [FR] (http://www.pokecommunity.com/showthread.php?p=8451989#8451989)
Inferno
Magic Room
Power Split
Psyshock - [FR] (http://www.pokecommunity.com/showthread.php?p=7864802#7864802)
Psystrike - [FR] (http://www.pokecommunity.com/showthread.php?p=7864802#7864802)
Quash
Quick Guard
Quiver Dance - [FR] (http://www.pokecommunity.com/showthread.php?p=8361409#8361409) [EM] (http://www.pokecommunity.com/showthread.php?p=8362737#8362737)
Rage Powder
Reflect Type
Relic Song
Retaliate
Round
Sacred Sword
Scald - [FR] (http://www.pokecommunity.com/showthread.php?p=8451989#8451989)
Secret Sword - [FR] (http://www.pokecommunity.com/showthread.php?p=7864802#7864802)
Shell Smash - [FR] (http://www.pokecommunity.com/showthread.php?p=8361409#8361409) [EM] (http://www.pokecommunity.com/showthread.php?p=8362737#8362737)
Shift Gear - [FR 1] (http://www.pokecommunity.com/showthread.php?p=7639270#7639270) [FR 2] (http://www.pokecommunity.com/showthread.php?p=8361409#8361409)
Simple Beam
Sky Drop
Smack Down
Soak - [FR] (http://www.pokecommunity.com/showthread.php?p=8285216#8285216)
Stored Power - [FR] (http://www.pokecommunity.com/showthread.php?p=8360214#8360214)
Storm Throw
Synchronoise
Techno Blast
Telekinesis
V-Create - [FR] (http://www.pokecommunity.com/showthread.php?p=7639270#7639270)
Venoshock - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635)
Volt Switch - [FR 1] (http://www.pokecommunity.com/showthread.php?p=7638349#7638349) [FR 2] (http://www.pokecommunity.com/showthread.php?p=8428982#8428982) [FR 3]:
00 01 5E 69 1D 08 00 00 02 03 04 05 06 07 09 0A 0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 12 40 00 4F 81 47 69 1D 08 50 01 F2 7D 1D 08 E2 01 3A 51 01 02 58 01 4C 01 4D 01 73 01 10 03 00 4E 01 01 3A 52 01 28 4E 69 1D 08 28 47 69 1D 08

Created by itman (buggy)

Water Pledge
Wonder Room
Work Up - [FR 1] (http://www.pokecommunity.com/showthread.php?p=7639270#7639270) [FR 2] (http://www.pokecommunity.com/showthread.php?p=8362401#8362401)
Aromatic Mist
Belch
Celebrate
Confide
Crafty Shield
Eerie Impulse
Electric Terrain
Electrify
Fairy Lock
Fell Stinger
Flower Shield - [EM] (http://www.pokecommunity.com/showthread.php?p=8353875#8353875) [FR] (http://www.pokecommunity.com/showthread.php?p=8362401#8362401)
Flying Press
Forest's Curse
Freeze-Dry
Geomancy - [FR 1] (http://www.pokecommunity.com/showthread.php?p=8206506#8206506) [FR 2] (http://www.pokecommunity.com/showthread.php?p=8361409#8361409)
Grassy Terrain
Happy Hour
Hold Hands
Hyperspace Hole
Infestation
Ion Deluge
King's Shield
Magnetic Flux
Mat Block
Misty Terrain
Mystical Fire
Noble Roar
Oblivion Wing
Parabolic Charge
Parting Shot
Phantom Force
Powder
Rototiller - [FR] (http://www.pokecommunity.com/showthread.php?p=8362401#8362401)
Spiky Shield
Sticky Web
Thousand Arrows
Thousand Waves
Topsy-Turvy - [FR] (http://www.pokecommunity.com/showthread.php?p=8420728#8420728)
Trick-or-Treat
Venom Drench

Updated Gen. 1 - 3 Move EffectsGrowth - [FR 1] (http://www.pokecommunity.com/showthread.php?p=8110061#8110061) [FR 2] (http://www.pokecommunity.com/showthread.php?p=8362401#8362401) [EM] (http://www.pokecommunity.com/showthread.php?p=8110061#8110061)
Knock Off - [FR] (http://www.pokecommunity.com/showthread.php?p=8285216#8285216)
Blizzard - [FR] (http://www.pokecommunity.com/showthread.php?p=8216176#8216176)
Charge - [FR 1] (http://www.pokecommunity.com/showthread.php?p=8216176#8216176) [FR 2] (http://www.pokecommunity.com/showthread.php?p=8362401#8362401)
Toxic - [EM] (http://www.pokecommunity.com/showthread.php?p=8351633#8351633)
Taunt - [FR] (http://www.pokecommunity.com/showthread.php?p=8443473#8443473) [EM] (http://www.pokecommunity.com/showthread.php?p=8512479#8512479)
Encore - [FR] (http://www.pokecommunity.com/showthread.php?p=8443473#8443473) [EM] (http://www.pokecommunity.com/showthread.php?p=8512479#8512479)
Disable - [FR] (http://www.pokecommunity.com/showthread.php?p=8443473#8443473) [EM] (http://www.pokecommunity.com/showthread.php?p=8512479#8512479)
Jump Kick - [FR] (http://www.pokecommunity.com/showthread.php?p=8362802#8362802)
Hi Jump Kick - [FR] (http://www.pokecommunity.com/showthread.php?p=8362802#8362802)
Hidden Power - [FR] (http://www.pokecommunity.com/showthread.php?p=8493118#8493118) [EM] (http://www.pokecommunity.com/showthread.php?p=8493118#8493118)
Spite - [FR] (http://www.pokecommunity.com/showthread.php?p=8512479#8512479) [EM]
Facade - [URL=http://www.pokecommunity.com/showthread.php?p=8512479#8512479][FR] (http://www.pokecommunity.com/showthread.php?p=8512479#8512479)

Gen. 4 - 6 moves with pre-existing effectsAir Slash - Headbutt
Aqua Jet - Pound
Aqua Tail - Pound
Attack Order - Pound
Aura Sphere - Swift
Avalanche - Revenge
Brave Bird - Double-Edge
Bug Buzz - Pound
Bullet Punch - Pound
Copycat - Mirror Move
Cross Poison - Poison Tail
Dark Pulse - Headbutt
Dark Void - Sleep Powder
Defend Order - Cosmic Power
Discharge - Thunderbolt
Double Hit - Double Kick
Draco Meteor - Overheat
Dragon Pulse - Pound
Dragon Rush - Headbutt
Drain Punch - Giga Drain
Earth Power - Psychic
Energy Ball - Psychic
Flash Cannon - Psychic
Focus Blast - Psychic
Force Palm - Thunderbolt
Giga Impact - Hyper Beam
Grass Knot - Low Kick
Gunk Shot - Sludge Bomb
Heal Order - Recover
Ice Shard - Pound
Iron Head - Headbutt
Lava Plume - Flamethrower
Leaf Storm - Overheat
Magma Storm - Bind
Magnet Bomb - Swift
Mirror Shot - Octozooka
Mud Bomb - Octozooka
Night Slash - Slash
Ominous Wind - Ancientpower
Poison Jab - Sludge Bomb
Power Gem - Pound
Power Whip - Pound
Psycho Cut - Slash
Roar of Time - Hyper Beam
Rock Climb - Confusion
Rock Polish - Agility
Rock Wrecker - Hyper Beam
Seed Bomb - Pound
Seed Flare - Psychic
Shadow Claw - Slash
Spacial Rend - Slash
Stone Edge - Slash
Switcheroo - Trick
Vacuum Wave - Pound
Wood Hammer - Double-Edge
X-Scissor - Pound
Zen Headbutt - Headbutt
Blue Flare - Flamethrower
Bolt Strike - Thunderbolt
Bulldoze - Mud Shot
Drill Run - Slash
Dual Chop - Double Kick
Gear Grind - Double Kick
Glaciate - Mud Shot
Head Charge - Take Down
Heart Stamp - Headbutt
Horn Leech - Giga Drain
Icicle Crash - Headbutt
Leaf Tornado - Mud-Slap
Low Sweep - Mud Shot
Night Daze - Mud-Slap
Razor Shell - Crush Claw
Searing Shot - Flamethrower
Sludge Wave - Sludge Bomb
Snarl - Mist Ball
Steamroller - Stomp
Struggle Bug - Mist Ball
Tail Slap - Doubleslap
Wild Charge - Take Down
Parabolic Charge - Giga Drain
Petal Blizzard - Pound
Disarming Voice - Swift
Play Rough - Aurora Beam
Fairy Wind - Pound
Moonblast - Mist Ball
Boomburst - Pound
Diamond Storm - Steel Wing
Steam Eruption - Flamethrower
Water Shuriken - Doubleslap
Mystical Fire - Mist Ball
Dazzling Gleam - Pound
Baby-Doll Eyes - Growl
Nuzzle - Thunderbolt
Hold Back - False Swipe
Infestation - Bind
Power-Up Punch - Metal Claw
Land's Wrath - Pound
Light of Ruin - Double-Edge

AnimationsGen. 4 - 6 Move AnimationsAcupressure
Air Slash - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635) [RS] (http://www.pokecommunity.com/showthread.php?p=7642339#7642339) [EM] (http://www.pokecommunity.com/showthread.php?p=8411620#8411620)
Aqua Jet - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635) [EM] (http://www.pokecommunity.com/showthread.php?p=8411620#8411620)
Aqua Ring
Aqua Tail - [RS] (http://www.pokecommunity.com/showthread.php?p=7642339#7642339) [EM] (http://www.pokecommunity.com/showthread.php?p=8411620#8411620) [FR]:00 A4 27 00 AB 27 00 9D 27 0A 03 0C 0C 08 03 F9 89 09 08 05 05 00 00 00 00 02 00 17 00 01 00 04 05 19 87 00 C0 02 B0 5A 3E 08 02 04 0A 00 0A 00 19 00 00 00 04 04 19 87 00 C0 02 B0 5A 3E 08 02 04 F1 FF 00 00 19 00 00 00 04 04 19 87 00 C0 02 B0 5A 3E 08 02 04 14 00 0A 00 19 00 00 00 04 04 19 87 00 C0 02 B0 5A 3E 08 02 04 00 00 F6 FF 19 00 00 00 04 04 19 87 00 C0 02 B0 5A 3E 08 02 04 F6 FF 0F 00 19 00 00 00 04 04 19 87 00 C0 02 B0 5A 3E 08 02 04 19 00 14 00 19 00 00 00 04 04 19 87 00 C0 02 B0 5A 3E 08 02 04 EC FF 14 00 19 00 00 00 04 04 19 87 00 C0 02 B0 5A 3E 08 02 04 0C 00 00 00 19 00 00 00 05 00 25 28 00 97 27 02 54 4E 3D 08 02 02 04 00 06 00 04 04 19 73 00 3F 02 64 F7 3F 08 82 02 F0 FF F0 FF 04 08 02 3C 7B 3E 08 02 07 1F 00 05 00 01 00 FF 7F 0A 00 00 00 00 00 02 08 7C 3E 08 83 04 00 00 00 00 01 00 02 00 19 84 00 3F 02 9C 4E 3D 08 02 05 01 00 F4 FF 0A 00 00 00 03 00 02 84 4E 3D 08 02 03 00 00 00 00 05 00 04 03 03 D1 8C 09 08 02 05 01 00 00 00 03 00 06 00 01 00 04 05 02 84 4E 3D 08 02 03 01 00 00 00 06 00 04 0A 05 0B 03 0D 08

Created by MrDollSteak
Assurance - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635)
Attack Order
Aura Sphere - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635) [RS] (http://www.pokecommunity.com/showthread.php?p=7642339#7642339)
Avalanche - [FR] (http://www.pokecommunity.com/showthread.php?p=7637933#7637933) [RS] (http://www.pokecommunity.com/showthread.php?p=7642339#7642339) [EM] (http://www.pokecommunity.com/showthread.php?p=8413408#8413408)
Brave Bird - [FR] (http://www.pokecommunity.com/showthread.php?p=7642141#7642141) [RS] (http://www.pokecommunity.com/showthread.php?p=7642339#7642339)
Brine
Bug Bite - [FR] (http://www.pokecommunity.com/showthread.php?p=7641238#7641238)
Bug Buzz - [FR] (http://www.pokecommunity.com/showthread.php?p=7636912#7636912) [RS] (http://www.pokecommunity.com/showthread.php?p=7642339#7642339)
Bullet Punch - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635) [RS] (http://www.pokecommunity.com/showthread.php?p=7642339#7642339)
Captivate - [FR] (http://www.pokecommunity.com/showthread.php?p=8110690#8110690)
Charge Beam - [FR] (http://www.pokecommunity.com/showthread.php?p=7636912#7636912)
Chatter - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635)
Close Combat - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635) [RS] (http://www.pokecommunity.com/showthread.php?p=7642339#7642339) [EM] (http://www.pokecommunity.com/showthread.php?p=8411620#8411620)
Copycat
Cross Poison - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635)
Crush Grip
Dark Pulse - [FR] (http://www.pokecommunity.com/showthread.php?p=7637933#7637933) [RS] (http://www.pokecommunity.com/showthread.php?p=7642339#7642339)
Dark Void
Defend Order
Defog
Discharge - [FR] (http://www.pokecommunity.com/showthread.php?p=7636912#7636912) [EM] (http://www.pokecommunity.com/showthread.php?p=8413408#8413408)
Double Hit
Draco Meteor - [FR 1] (http://www.pokecommunity.com/showthread.php?p=7671785#7671785) [FR 2] (http://www.pokecommunity.com/showthread.php?p=7704623#7704623) [FR 3] (http://www.pokecommunity.com/showthread.php?p=8002321#8002321)
Dragon Pulse - [FR] (http://www.pokecommunity.com/showthread.php?p=7643279#7643279) [RS] (http://www.pokecommunity.com/showthread.php?p=8420855#8420855)
Dragon Rush
Drain Punch - [FR 1] (http://www.pokecommunity.com/showthread.php?p=7637933#7637933) [FR 2] (http://www.pokecommunity.com/showthread.php?p=7641390#7641390) [RS 1] (http://www.pokecommunity.com/showthread.php?p=7642339#7642339) [RS 2] (http://www.pokecommunity.com/showthread.php?p=8420855#8420855) [EM] (http://www.pokecommunity.com/showthread.php?p=8413408#8413408)
Earth Power - [FR] (http://www.pokecommunity.com/showthread.php?p=7636912#7636912) [RS] (http://www.pokecommunity.com/showthread.php?p=7642339#7642339) [EM] (http://www.pokecommunity.com/showthread.php?p=8413408#8413408)
Embargo
Energy Ball - [EM] (http://www.pokecommunity.com/showthread.php?p=8411620#8411620)[RS 1] (http://www.pokecommunity.com/showthread.php?p=7642339#7642339) [RS 2] (http://www.pokecommunity.com/showthread.php?p=8420855#8420855) [FR]:02 24 7B 3E 08 02 05 01 00 02 00 00 00 0D 00 AA 33 05 00 C0 27 00 B0 27 04 0F 1F 39 CF 0D 08 07 A1 00 C0 FF 3F 00 05 00 05 00 00 00 05 00 02 XX YY ZZ 08 82 03 10 00 10 00 08 00 05 19 98 00 3F 03 1D 8B 09 08 02 05 01 00 04 00 00 00 08 00 01 00 02 24 7B 3E 08 02 05 01 00 02 00 0D 00 00 00 AA 33 05 0B 03 0D 08

At offset ZZ YY XX

C0 27 B0 27 38 CA 3A 08 F0 1C 23 08 00 00 00 00 04 76 3E 08 3D 56 0B 08

Created by MrDollSteak
Feint
Fire Fang - [RS 1] (http://www.pokecommunity.com/showthread.php?p=7642339#7642339) [RS 2] (http://www.pokecommunity.com/showthread.php?p=8420855#8420855) [FR]:00 9B 27 00 97 27 0A 01 0C 0C 08 19 9A 00 3F 02 30 79 3E 08 02 06 00 00 E0 FF 00 00 00 00 33 03 0A 00 02 30 79 3E 08 02 06 00 00 20 00 04 00 00 00 CD FC 0A 00 04 0A 02 08 7C 3E 08 02 04 00 00 00 00 01 00 02 00 03 F9 89 09 08 05 05 01 00 00 00 04 00 07 00 01 00 05 0B 01 0D 04 01 00 9F 27 00 2D 27 00 97 27 0A 03 0C 0C 08 03 F9 A7 0B 08 0A 05 04 00 02 00 00 00 09 00 1F 00 0E 50 09 1D 08 04 04 19 8C 00 3F 05 03 F9 A7 0B 08 0A 05 04 00 00 00 09 00 00 00 1F 00 05 0B 03 0D 08

Created by romancandle
Flare Blitz
Flash Cannon - [FR 1] (http://www.pokecommunity.com/showthread.php?p=7638097#7638097) [FR 2] (http://www.pokecommunity.com/showthread.php?p=7641390#7641390)
Fling
Focus Blast - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635) [RS] (http://www.pokecommunity.com/showthread.php?p=7642339#7642339) [EM] (http://www.pokecommunity.com/showthread.php?p=8411620#8411620)
Force Palm - [FR] (http://www.pokecommunity.com/showthread.php?p=7641390#7641390)
Gastro Acid
Giga Impact - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635) [RS] (http://www.pokecommunity.com/showthread.php?p=7642339#7642339) [EM] (http://www.pokecommunity.com/showthread.php?p=8411620#8411620)
Grass Knot - [FR 1] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635) [FR 2] (http://www.pokecommunity.com/showthread.php?p=7642141#7642141)
Gravity
Guard Swap
Gunk Shot - [FR]:00 A5 27 00 A6 27 00 A4 27 00 A6 27 0A 03 28 01 0C 0C 08 03 F9 89 09 08 05 05 00 00 00 00 02 00 28 00 01 00 04 06 1B 9D 00 C0 3F 02 00 03 01 B1 0A 08 05 01 64 00 0E XX YY ZZ 08 0E XX YY ZZ 08 0E XX YY ZZ 08 03 F9 89 09 08 05 05 01 00 03 00 00 00 25 00 01 00 0E XX2 YY2 ZZ2 08 0E XX YY ZZ 08 0E XX YY ZZ 08 0E XX2 YY2 ZZ2 08 0E XX YY ZZ 08 0E XX YY ZZ 08 0E XX2 YY2 ZZ2 08 0E XX YY ZZ 08 0E XX YY ZZ 08 0E XX2 YY2 ZZ2 08 0E XX YY ZZ 08 0E XX YY ZZ 08 0E XX2 YY2 ZZ2 08 04 01 04 01 0E XX2 YY2 ZZ2 08 05 0B 03 0D 08 02 XX3 YY3 ZZ3 08 03 04 0A 00 0A 00 00 00 10 00 02 XX3 YY3 ZZ3 08 03 04 0A 00 0A 00 00 00 F0 FF 04 01 02 XX3 YY3 ZZ3 08 03 04 0A 00 0A 00 00 00 10 00 02 XX3 YY3 ZZ3 08 03 04 0A 00 0A 00 00 00 F0 FF 04 01 0F 02 XX4 YY4 ZZ4 08 04 04 00 00 0F 00 01 00 01 00 02 XX4 YY4 ZZ4 08 04 04 00 00 F1 FF 01 00 01 00 0F 00 18 28 00 19 28 00 59 27 03 F9 89 09 08

At offset ZZ YY XX

02 XX3 YY3 ZZ3 08 03 04 0A 00 0A 00 00 00 10 00 02 XX3 YY3 ZZ3 08 03 04 0A 00 0A 00 00 00 F0 FF 04 01 02 XX3 YY3 ZZ3 08 03 04 0A 00 0A 00 00 00 10 00 02 XX3 YY3 ZZ3 08 03 04 0A 00 0A 00 00 00 F0 FF 04 01 0F 02 XX4 YY4 ZZ4 08 04 04 00 00 0F 00 01 00 01 00 02 XX4 YY4 ZZ4 08 04 04 00 00 F1 FF 01 00 01 00 0F 00 18 28 00 19 28 00 59 27 03 F9 89 09 08

At offset ZZ2 YY2 XX2

02 XX4 YY4 ZZ4 08 04 04 00 00 0F 00 01 00 01 00 02 XX4 YY4 ZZ4 08 04 04 00 00 F1 FF 01 00 01 00 0F 00 18 28 00 19 28 00 59 27 03 F9 89 09 08 05 05 00 00 00 00 02 00 19 00 01 00 04 06 1B AF 00 C0 3F 01 00 03 01 B1 0A 08 05 01 64 00 0E B4 EB 1C 08 0E B4 EB 1C 08 0E B4 EB 1C 08 0E B4 EB 1C 08 0E B4 EB 1C 08 0E B4 EB 1C 08 03 F9 89 09 08

At offset ZZ3 YY3 XX3

A5 27 A6 27 F0 CA 3A 08 58 59 3E 08 00 00 00 00 FC 1C 23 08 25 B0 0A 08

At offset ZZ4 YY4 XX4

A4 27 A6 27 58 CB 3A 08 F0 1C 23 08 00 00 00 00 F8 7B 3E 08 61 A5 0B 08

Created by MrDollSteak
Gyro Ball
Hammer Arm - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635) [RS] (http://www.pokecommunity.com/showthread.php?p=7642339#7642339)
Head Smash - [FR 1] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635) [FR 2] (http://www.pokecommunity.com/showthread.php?p=7640252#7640252)
Heal Block
Heal Order
Healing Wish
Hart Swap
Ice Fang - [RS 1] (http://www.pokecommunity.com/showthread.php?p=7642339#7642339) [RS 2] (http://www.pokecommunity.com/showthread.php?p=8420855#8420855) [FR]:00 9B 27 00 97 27 0A 01 0C 0C 08 19 9A 00 3F 02 30 79 3E 08 02 06 00 00 E0 FF 00 00 00 00 33 03 0A 00 02 30 79 3E 08 02 06 00 00 20 00 04 00 00 00 CD FC 0A 00 04 0A 02 08 7C 3E 08 02 04 00 00 00 00 01 00 02 00 03 F9 89 09 08 05 05 01 00 00 00 04 00 07 00 01 00 05 0B 01 0D 04 01 00 9D 27 00 97 27 00 9F 27 0E 0A 54 1D 08 04 05 03 F9 A7 0B 08 0A 05 04 00 02 00 09 00 00 00 4C 7F 05 02 24 7B 3E 08 02 05 04 00 00 00 07 00 00 00 00 00 05 0B 03 0D 08

Created by romancandle
Ice Shard - [FR] (http://www.pokecommunity.com/showthread.php?p=7642141#7642141) [RS] (http://www.pokecommunity.com/showthread.php?p=7642339#7642339)
Iron Head - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635)
Judgment
Last Resort
Lava Plume - [FR] (http://www.pokecommunity.com/showthread.php?p=7639159#7639159)
Leaf Storm
Lucky Chant
Lunar Dance - [FR 1] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635) [FR 2] (http://www.pokecommunity.com/showthread.php?p=7640021#7640021)
Magma Storm
Magnet Bomb - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635)
Magnet Rise
Me First
Metal Burst - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635)
Miracle Eye
Mirror Shot
Mud Bomb - [FR] (http://www.pokecommunity.com/showthread.php?p=7639159#7639159)
Nasty Plot - [FR] (http://www.pokecommunity.com/showthread.php?p=7637933#7637933) [RS] (http://www.pokecommunity.com/showthread.php?p=7642339#7642339)
Natural Gift
Night Slash - [RS 1] (http://www.pokecommunity.com/showthread.php?p=7642339#7642339) [RS 2] (http://www.pokecommunity.com/showthread.php?p=8420855#8420855) [FR]:14 00 16 03 2D B8 0B 08 05 04 00 00 00 00 00 00 FF FF 00 C7 27 02 A4 35 3E 08 82 03 01 00 F8 FF 00 00 19 81 00 3F 04 04 02 A4 35 3E 08 82 03 01 00 08 00 00 00 03 1D 8B 09 08 02 05 01 00 04 00 00 00 12 00 01 00 19 81 00 3F 05 0E C7 59 1D 08 08

Created by Chaos Rush
Ominous Wind - [FR 1] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635) [FR 2] (http://www.pokecommunity.com/showthread.php?p=7640021#7640021) [FR 3] (http://www.pokecommunity.com/showthread.php?p=7651186#7651186) [FR 4] (http://www.pokecommunity.com/showthread.php?p=8444588#8444588)
Poison Jab - [FR 1] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635) [FR 2] (http://www.pokecommunity.com/showthread.php?p=7736159#7736159) [RS] (http://www.pokecommunity.com/showthread.php?p=7642339#7642339) [EM] (http://www.pokecommunity.com/showthread.php?p=8413408#8413408)
Payback - [FR] (http://www.pokecommunity.com/showthread.php?p=7639159#7639159)
Pluck
Power Gem - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635) [RS] (http://www.pokecommunity.com/showthread.php?p=7642339#7642339)
Power Swap
Power Trick
Power Whip - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635)
Psycho Cut - [EM] (http://www.pokecommunity.com/showthread.php?p=8413408#8413408) [FR]:14 03 16 03 2D B8 0B 08 05 04 00 00 00 00 00 00 FF FF 00 C7 27 02 A4 35 3E 08 82 03 01 00 F8 FF 00 00 19 81 00 3F 04 04 02 A4 35 3E 08 82 03 01 00 08 00 00 00 03 1D 8B 09 08 02 05 01 00 04 00 00 00 12 00 01 00 19 81 00 3F 05 0E C7 59 1D 08 08

Created by MrDollSteak
Psycho Shift
Punishment
Roar of Time - [FR] (http://www.pokecommunity.com/showthread.php?p=7636912#7636912)
Rock Climb - [FR] (http://www.pokecommunity.com/showthread.php?p=7641390#7641390) [EM] (http://www.pokecommunity.com/showthread.php?p=8411620#8411620)
Rock Polish - [FR] (http://www.pokecommunity.com/showthread.php?p=7636912#7636912) [RS] (http://www.pokecommunity.com/showthread.php?p=7642339#7642339)
Rock Wrecker - [FR] (http://www.pokecommunity.com/showthread.php?p=7638349#7638349)
Roost - [FR 1] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635) [FR 2] (http://www.pokecommunity.com/showthread.php?p=8346888#8346888) [RS] (http://www.pokecommunity.com/showthread.php?p=7642339#7642339) [EM] (http://www.pokecommunity.com/showthread.php?p=8258163#8258163)
Seed Bomb - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635) [RS 1] (http://www.pokecommunity.com/showthread.php?p=7642339#7642339) [RS 2] (http://www.pokecommunity.com/showthread.php?p=8420855#8420855)
Seed Flare
Shadow Claw - [RS] (http://www.pokecommunity.com/showthread.php?p=7642339#7642339) [FR]:14 02 16 03 2D B8 0B 08 05 04 00 00 00 00 00 00 FF FF 00 C7 27 02 A4 35 3E 08 82 03 01 00 F8 FF 00 00 19 81 00 3F 04 04 02 A4 35 3E 08 82 03 01 00 08 00 00 00 03 1D 8B 09 08 02 05 01 00 04 00 00 00 12 00 01 00 19 81 00 3F 05 0E C7 59 1D 08 08

Created by MrDollSteak
Shadow Force
Shadow Sneak - [FR]:00 97 27 0A 00 14 02 17 04 00 19 B7 00 C0 03 7D 90 09 08 02 05 00 00 12 00 06 00 01 00 03 00 03 E1 78 0B 08 02 01 01 00 05 0B 00 2B 00 04 01 03 2D C1 0B 08 02 00 0A 01 0C 0C 08 04 01 19 74 00 3F 02 08 7C 3E 08 02 04 00 00 00 00 01 00 01 00 03 1D 8B 09 08 02 05 01 00 02 00 00 00 09 00 01 00 05 0B 01 0D 04 01 10 07 00 10 04 20 03 81 7A 0B 08 02 00 0A 00 03 DD 79 0B 08 02 01 01 00 05 0B 00 04 01 15 17 08 00 5A 27 0A 02 28 00 0C 0C 08

Created by MrDollSteak
Spacial Rend
Stealth Rock
Stone Edge - [FR] (http://www.pokecommunity.com/showthread.php?p=7639159#7639159)
Sucker Punch
Tailwind
Thunder Fang - [RS] (http://www.pokecommunity.com/showthread.php?p=7642339#7642339) [FR]:00 9B 27 00 97 27 0A 01 0C 0C 08 19 9A 00 3F 02 30 79 3E 08 02 06 00 00 E0 FF 00 00 00 00 33 03 0A 00 02 30 79 3E 08 02 06 00 00 20 00 04 00 00 00 CD FC 0A 00 04 0A 02 08 7C 3E 08 02 04 00 00 00 00 01 00 02 00 03 F9 89 09 08 05 05 01 00 00 00 04 00 07 00 01 00 05 0B 01 0D 04 01 00 97 27 00 9F 27 00 35 27 0A 01 0C 0C 08 02 38 5F 3E 08 02 02 00 00 F0 FF 04 01 02 38 5F 3E 08 02 02 00 00 10 00 04 01 19 D6 00 3F 03 E9 A0 0B 08 02 03 01 01 01 01 01 01 04 02 03 F9 89 09 08 02 05 01 00 00 00 03 00 0F 00 01 00 02 08 7C 3E 08 03 04 00 00 00 00 01 00 02 00 04 01 02 24 7B 3E 08 02 05 07 00 02 00 10 00 00 00 00 00 04 14 05 0B 01 0D 08

Created by romancandle
Toxic Spikes - [FR] (http://www.pokecommunity.com/showthread.php?p=7641390#7641390)
Trick Room
Trump Card
U-turn - [FR] (http://www.pokecommunity.com/showthread.php?p=7639159#7639159) [RS] (http://www.pokecommunity.com/showthread.php?p=7642339#7642339)
Vacuum Wave - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635) [RS] (http://www.pokecommunity.com/showthread.php?p=7642339#7642339)
Wake-Up Slap
Wood Hammer
Worry Seed
Wring Out
X-Scissor - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635) [RS] (http://www.pokecommunity.com/showthread.php?p=7642339#7642339)
Zen Headbutt - [EM] (http://www.pokecommunity.com/showthread.php?p=8413408#8413408) [FR]:00 E4 27 00 A4 27 0A 00 0C 0C 08 02 24 7B 3E 08 02 05 01 00 02 00 00 00 04 00 00 00 05 02 XX XX XX 08 42 01 00 00 04 12 1C DD 00 C0 10 06 05 02 24 7B 3E 08 02 05 01 00 04 00 04 00 00 00 00 00 0B 00 0D 04 01 00 97 27 02 50 35 3E 08 02 01 00 00 19 9B 00 C0 05 04 02 02 50 35 3E 08 02 01 01 00 05 03 D1 8C 09 08 02 05 00 00 02 00 00 00 04 00 01 00 03 F9 89 09 08 02 05 01 00 05 00 00 00 06 00 01 00 02 50 35 3E 08 02 01 02 00 02 98 7C 3E 08 83 04 00 00 00 00 01 00 01 00 19 74 00 3F 05 08

At offset XX XX XX
E4 27 A4 27 60 CB 3A 08 F0 1C 23 08 00 00 00 00 74 73 3E 08 D9 45 0B 08

Created by Shadowraze
Acid Spray
Acrobatics - [FR 1] (http://www.pokecommunity.com/showthread.php?p=7636912#7636912) [FR 2] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635)
After You
Ally Switch
Autotomize
Bestow
Blue Flare - [FR 1] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635) [FR 2] (http://www.pokecommunity.com/showthread.php?p=7641390#7641390) [FR 3] (http://www.pokecommunity.com/showthread.php?p=7642141#7642141) [FR 4] (http://www.pokecommunity.com/showthread.php?p=7642390#7642390)
Bolt Strike - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635)
Bulldoze - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635) [EM] (http://www.pokecommunity.com/showthread.php?p=8413408#8413408)
Chip Away
Circle Throw
Clear Smog - [FR] (http://www.pokecommunity.com/showthread.php?p=7639159#7639159)
Coil - [FR] (http://www.pokecommunity.com/showthread.php?p=7642141#7642141)
Cotton Guard
Dragon Tail - [FR]:00 2D 27 1C A4 00 C0 08 03 03 DD 9B 0B 08 02 06 07 00 02 00 05 00 03 00 08 00 AE 01 03 7D 90 09 08 02 05 00 00 0C 00 06 00 05 00 04 00 04 00 02 2C 77 3E 08 82 06 00 00 00 00 1E 00 00 05 00 00 03 00 04 00 02 2C 77 3E 08 82 06 00 00 00 00 1E 00 00 FB 00 00 03 00 04 00 02 2C 77 3E 08 82 06 00 00 00 00 1E 00 00 00 00 05 03 00 04 00 02 2C 77 3E 08 82 06 00 00 00 00 1E 00 00 00 00 FB 03 00 04 00 03 1D 8B 09 08 02 05 01 00 02 00 00 00 28 00 01 00 02 2C 77 3E 08 82 06 00 00 00 00 1E 00 00 05 00 03 03 00 04 00 02 2C 77 3E 08 82 06 00 00 00 00 1E 00 00 FB 00 03 03 00 04 00 02 2C 77 3E 08 82 06 00 00 00 00 1E 00 00 05 00 FD 03 00 04 00 02 2C 77 3E 08 82 06 00 00 00 00 1E 00 00 FB 00 FD 03 00 04 00 02 2C 77 3E 08 82 06 00 00 00 00 1E 00 00 05 00 00 03 00 0E AF 95 1C 08 0E AF 95 1C 08 05 00 48 27 00 97 27 0A 01 0C 0C 08 19 84 00 C0 02 9C 4E 3D 08 02 05 00 00 14 00 03 00 00 00 04 00 04 01 02 48 31 3E 08 02 02 00 00 00 00 04 03 19 86 00 3F 02 08 7C 3E 08 03 04 00 00 00 00 01 00 01 00 02 9C 4E 3D 08 02 05 01 00 F4 FF 0A 00 00 00 03 00 02 84 4E 3D 08 02 03 00 00 00 00 05 00 04 03 03 D1 8C 09 08 02 05 01 00 00 00 03 00 06 00 01 00 05 04 05 02 84 4E 3D 08 02 03 01 00 00 00 06 00 05 0B 01 0D 08 00 2F 28 19 88 00 C0 02 54 4E 3D 08 02 02 04 00 06 00 04 06 19 94 00 3F 02 60 31 3E 08 82 02 00 00 00 00 04 06 03 1D 8B 09 08 02 05 01 00 02 00 00 00 06 00 01 00 08

Created by MrDollSteak
Drill Run - [FR] (http://www.pokecommunity.com/showthread.php?p=7642141#7642141)
Dual Chop
Echoed Voice
Electro Ball - [FR] (http://www.pokecommunity.com/showthread.php?p=7636912#7636912) [EM] (http://www.pokecommunity.com/showthread.php?p=8499748#8499748)
Electroweb - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635)
Entertainment
Fiery Dance
Final Gambit
Fire Pledge
Flame Burst - [FR] (http://www.pokecommunity.com/showthread.php?p=7641390#7641390)
Flame Charge - [FR 1] (http://www.pokecommunity.com/showthread.php?p=7743313#7743313) [FR 2] (http://www.pokecommunity.com/showthread.php?p=8466575#8466575) [EM] (http://www.pokecommunity.com/showthread.php?p=8411620#8411620) [RS] (http://www.pokecommunity.com/showthread.php?p=8420855#8420855)
Foul Play
Freeze Shock
Frost Breath - [FR] (http://www.pokecommunity.com/showthread.php?p=7638349#7638349)
Fusion Bolt - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635)
Fusion Flare - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635)
Gear Grind
Glaciate - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635)
Grass Pledge
Guard Split
Head Charge
Heal Pulse
Heart Stamp - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635) [EM] (http://www.pokecommunity.com/showthread.php?p=8485792#8485792)
Heat Crash
Heavy Slam
Hex - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635)
Hone Claws - [FR] (http://www.pokecommunity.com/showthread.php?p=7639159#7639159)
Horn Leech - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635)
Hurricane - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635) [EM] (http://www.pokecommunity.com/showthread.php?p=8411620#8411620)
Ice Burn
Icicle Crash - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635)
Incinerate
Inferno
Leaf Tornado - [FR] (http://www.pokecommunity.com/showthread.php?p=7642141#7642141)
Low Sweep
Magic Room
Night Daze
Power Split
Psyshock
Psystrike
Quash
Quick Guard
Quiver Dance - [FR 1] (http://www.pokecommunity.com/showthread.php?p=7638097#7638097) [FR 2] (http://www.pokecommunity.com/showthread.php?p=7642141#7642141)
Rage Powder
Razor Shell
Reflect Type
Relic Song
Retaliate
Round
Sacred Sword - [FR] (http://www.pokecommunity.com/showthread.php?p=7642141#7642141)
Scald - [FR] (http://www.pokecommunity.com/showthread.php?p=7637933#7637933)
Searing Shot
Secret Sword
Shell Smash - [FR] (http://www.pokecommunity.com/showthread.php?p=7642693#7642693)
Shift Gear - [FR] (http://www.pokecommunity.com/showthread.php?p=8362751#8362751)
Simple Beam
Sky Drop
Sludge Wave
Smack Down
Snarl - [FR] (http://www.pokecommunity.com/showthread.php?p=7637933#7637933)
Soak
Steamroller - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635)
Stored Power
Storm Throw
Struggle Bug - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635)
Synchronoise
Tail Slap
Techno Blast
Telekinesis
V-Create - [Particle] (http://www.pokecommunity.com/showthread.php?p=8351728#8351728)
Venoshock - [FR] (http://www.pokecommunity.com/showthread.php?p=7636912#7636912)
Volt Switch - [FR] (http://www.pokecommunity.com/showthread.php?p=7642141#7642141)
Water Pledge
Wild Charge - [FR] (http://www.pokecommunity.com/showthread.php?p=7638635#7638635)
Wonder Room
Work Up
Aromatic Mist
Baby-Doll Eyes
Belch
Boomburst
Celebrate
Confide
Crafty Shield
Dazzling Gleam
Diamond Storm
Disarming Voice
Draining Kiss
Eerie Impulse
Electric Terrain
Electrify
Fairy Lock
Fairy Wind
Fell Stinger
Flower Shield - [FR] (http://www.pokecommunity.com/showthread.php?p=8408619#8408619)
Flying Press
Forest's Curse
Freeze-Dry
Geomancy
Grassy Terrain
Happy Hour
Hold Back
Hold Hands
Hyperspace Hole
Infestation
Ion Deluge
King's Shield
Land's Wrath
Light of Ruin
Magnetic Flux
Mat Block
Misty Terrain
Moonblast - [FR] (http://www.pokecommunity.com/showthread.php?p=8002321#8002321) [EM] (http://www.pokecommunity.com/showthread.php?p=8030368#8030368)
Mystical Fire
Noble Roar
Nuzzle
Oblivion Wing
Parabolic Charge
Parting Shot
Petal Blizzard - [FR] (http://www.pokecommunity.com/showthread.php?p=8376237#8376237) [EM] (http://www.pokecommunity.com/showthread.php?p=8411620#8411620)
Phantom Force
Play Nice
Play Rough
Powder
Power-Up Punch
Rototiller - [FR] (http://www.pokecommunity.com/showthread.php?p=8408619#8408619)
Spiky Shield
Steam Eruption
Sticky Web - [FR] (http://www.pokecommunity.com/showthread.php?p=8408619#8408619)
Thousand Arrows
Thousand Waves
Topsy-Turvy
Trick-or-Treat
Venom Drench
Water Shuriken - [FR] (http://www.pokecommunity.com/showthread.php?p=8351728#8351728) [RS] (http://www.pokecommunity.com/showthread.php?p=8420855#8420855)


Custom ParticlesFire sprites (http://www.pokecommunity.com/showthread.php?p=8413408#8413408) - by Artemis64
Fly sprite (http://www.pokecommunity.com/showthread.php?p=8413408#8413408) - by Artemis64

Give credit to the respective creators of the work documented in this thread.

DoesntKnowHowToPlay
April 23rd, 2013, 07:30 AM
a bunch of those moves you have effects for don't need new ones- bullet punch, air slash, switcheroo, power whip, etc.

also you should probably clarify that these are all for FR

anyway have a few of my better animation scripts i guess:

Discharge:
00 97 27 00 1B 27 04 00 03 DD 9B 0B 08 02 06 03 00 E1 FF 01 00 05 00 05 00 FF 5B 19 70 00 C0 02 C4 5F 3E 08 00 07 20 00 18 00 BE 00 0C 00 00 00 01 00 00 00 04 00 02 C4 5F 3E 08 00 07 50 00 18 00 16 00 0C 00 00 00 01 00 00 00 02 C4 5F 3E 08 00 07 9C 00 18 00 79 00 0D 00 00 00 01 00 01 00 04 00 03 DD 9B 0B 08 02 06 03 00 E1 FF 01 00 00 00 00 00 FF 5B 04 0A 03 DD 9B 0B 08 02 06 03 00 E1 FF 01 00 05 00 05 00 FF 5B 19 70 00 C0 02 C4 5F 3E 08 00 07 64 00 18 00 3C 00 0A 00 00 00 01 00 00 00 02 C4 5F 3E 08 00 07 AA 00 18 00 2A 00 0B 00 00 00 01 00 01 00 00 1B 28 00 97 27 17 0A 00 0C 0C 08 19 C2 00 C0 02 48 71 3E 08 29 04 00 00 00 00 00 00 00 00 04 14 03 3D A8 0B 08 05 05 05 00 02 00 00 00 10 00 FF FF 03 21 AA 0B 08 05 05 1B 28 02 00 00 00 10 00 FF FF 05 03 21 AA 0B 08 05 05 97 27 00 00 0C 00 0C 00 00 5C 05 02 50 7C 3E 08 83 02 01 00 02 00 03 DD D3 0D 08 05 02 D0 00 3F 00 04 03 02 50 7C 3E 08 83 02 01 00 02 00 03 DD D3 0D 08 05 02 D0 00 3F 00 04 03 02 50 7C 3E 08 83 02 01 00 02 00 03 DD D3 0D 08 05 02 D0 00 3F 00 04 03 02 50 7C 3E 08 83 02 01 00 02 00 03 DD D3 0D 08 05 02 D0 00 3F 00 04 03 02 50 7C 3E 08 83 02 01 00 02 00 03 DD D3 0D 08 05 02 D0 00 3F 00 04 03 02 50 7C 3E 08 83 02 01 00 02 00 03 DD D3 0D 08 05 02 D0 00 3F 00 05 03 3D A8 0B 08 05 05 05 00 02 00 10 00 00 00 FF FF 03 B5 94 0B 08 05 03 01 00 05 00 0E 00 0B 00 0D 0E D4 58 1D 08 05 08

Roar of Time
03 E9 A0 0B 08 02 03 01 01 01 01 01 01 00 45 27 0C 08 08 03 49 D1 0D 08 02 02 00 00 02 00 03 B1 98 09 08 05 05 FB FF FB FF 0A 00 00 00 01 00 0E 06 DB 1C 08 04 14 0B 0D 05 00 D6 27 00 BF 27 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 F0 FF F1 FF 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 10 00 FB FF 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 F4 FF 12 00 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 00 00 05 00 01 00 00 00 19 AA 00 3F 04 03 05 04 16 03 E9 A0 0B 08 02 03 01 01 01 01 01 01 08

Earth Power:
00 2D 27 00 33 27 14 15 16 03 01 98 0B 08 05 03 01 00 05 00 FF FF 1C 8A 00 3F 0B 03 03 F9 89 09 08 05 05 01 00 00 00 03 00 19 00 01 00 02 D8 77 3E 08 C2 03 01 00 05 00 00 00 04 01 02 D8 77 3E 08 C2 03 01 00 F6 FF F1 FF 04 01 02 D8 77 3E 08 82 03 01 00 00 00 19 00 04 01 02 D8 77 3E 08 C2 03 01 00 0F 00 05 00 04 01 02 D8 77 3E 08 C2 03 01 00 E7 FF 00 00 04 01 02 D8 77 3E 08 82 03 01 00 1E 00 1E 00 04 01 02 D8 77 3E 08 82 03 01 00 E5 FF 19 00 04 01 02 D8 77 3E 08 C2 03 01 00 00 00 08 00 05 02 84 4E 3D 08 C2 03 00 00 00 00 04 00 05 0E C7 59 1D 08 08

Acrobatics:
00 AC 27 00 97 27 19 97 00 C0 02 B8 6B 3E 08 02 04 00 00 00 00 0D 00 50 01 05 0A 03 0C 0C 08 19 BA 00 3F 02 FC 6C 3E 08 83 00 04 07 19 86 00 3F 02 08 7C 3E 08 82 04 00 00 00 00 01 00 00 00 03 F9 89 09 08 05 05 01 00 00 00 05 00 0B 00 01 00 05 0B 03 0D 13 96 FC 1C 08

Venoshock:
00 A6 27 00 A7 27 00 1A 28 00 97 27 00 9F 27 1C 77 00 3F 03 0A 02 77 77 77 77 82 05 01 00 00 00 00 00 E0 FF 10 00 04 02 02 77 77 77 77 82 05 01 00 00 00 16 00 EA FF 10 00 04 02 02 77 77 77 77 82 05 01 00 00 00 1E 00 00 00 10 00 04 02 02 77 77 77 77 82 05 01 00 00 00 14 00 14 00 10 00 04 02 02 77 77 77 77 82 05 01 00 00 00 00 00 1C 00 10 00 04 02 02 77 77 77 77 82 05 01 00 00 00 ED FF 13 00 10 00 04 02 02 77 77 77 77 82 05 01 00 00 00 E5 FF 00 00 10 00 04 02 02 77 77 77 77 82 05 01 00 00 00 EE FF EE FF 10 00 04 02 02 77 77 77 77 82 05 01 00 00 00 00 00 E7 FF 10 00 04 02 02 77 77 77 77 82 05 01 00 00 00 11 00 EF FF 10 00 04 02 02 77 77 77 77 82 05 01 00 00 00 17 00 00 00 10 00 04 02 02 77 77 77 77 82 05 01 00 00 00 10 00 10 00 10 00 05 0E 5B 57 1D 08 05 08

replace the 77 77 77 77s with pointers to:

A6 27 A6 27 30 CA 3A 08 E4 69 3E 08 00 00 00 00 FC 1C 23 08 99 42 0A 08

Bug Buzz:
14 17 16 03 2D B8 0B 08 05 04 00 FA 00 00 00 00 FF FF 04 00 03 F9 A7 0B 08 0A 05 01 00 00 00 04 00 04 00 00 00 04 08 00 F1 27 00 DB 27 0A 03 03 C9 A7 0A 08 02 01 00 00 02 10 41 3E 08 03 06 00 00 00 00 00 00 00 00 1F 00 08 00 19 EA 00 C0 02 30 44 3E 08 02 04 00 00 1D 00 F4 FF 00 00 02 30 44 3E 08 02 04 00 00 F4 FF E3 FF 01 00 04 10 03 C9 A7 0A 08 02 01 00 00 02 10 41 3E 08 03 06 00 00 00 00 00 00 00 00 1F 00 08 00 19 EA 00 C0 02 30 44 3E 08 02 04 00 00 0C 00 E3 FF 01 00 02 30 44 3E 08 02 04 00 00 E3 FF F4 FF 00 00 04 10 03 C9 A7 0A 08 02 01 00 00 02 10 41 3E 08 03 06 00 00 00 00 00 00 00 00 1F 00 08 00 19 EA 00 C0 02 30 44 3E 08 02 04 00 00 18 00 E8 FF 01 00 02 30 44 3E 08 02 04 00 00 E8 FF E8 FF 00 00 05 0B 03 17 04 06 05 0B 03 04 00 15 16 03 3D A8 0B 08 0A 05 01 00 00 00 04 00 00 00 00 00 10 07 FF FF 17 08 FF FF 17 08

Rock Polish:
00 9A 27 0A 01 0C 0C 08 19 79 00 3F 02 94 32 3E 08 02 03 28 00 E0 FF 00 00 04 05 03 F9 89 09 08 02 05 01 00 00 00 03 00 0A 00 01 00 05 0B 01 0D 19 B9 00 C0 03 61 B6 0B 08 02 00 05 08

Charge Beam/Electro Ball:
00 97 27 00 1B 27 04 00 03 DD 9B 0B 08 02 06 03 00 E1 FF 01 00 05 00 05 00 FF 5B 19 70 00 C0 02 C4 5F 3E 08 00 07 20 00 18 00 BE 00 0C 00 00 00 01 00 00 00 04 00 02 C4 5F 3E 08 00 07 50 00 18 00 16 00 0C 00 00 00 01 00 00 00 02 C4 5F 3E 08 00 07 9C 00 18 00 79 00 0D 00 00 00 01 00 01 00 04 00 03 DD 9B 0B 08 02 06 03 00 E1 FF 01 00 00 00 00 00 FF 5B 04 0A 03 DD 9B 0B 08 02 06 03 00 E1 FF 01 00 05 00 05 00 FF 5B 19 70 00 C0 02 C4 5F 3E 08 00 07 64 00 18 00 3C 00 0A 00 00 00 01 00 00 00 02 C4 5F 3E 08 00 07 AA 00 18 00 2A 00 0B 00 00 00 01 00 01 00 04 00 02 C4 5F 3E 08 00 07 EE 00 18 00 A5 00 0A 00 00 00 01 00 01 00 04 00 03 DD 9B 0B 08 02 06 03 00 E1 FF 01 00 00 00 00 00 FF 5B 04 14 03 DD 9B 0B 08 02 06 03 00 E1 FF 01 00 07 00 07 00 FF 5B 19 70 00 C0 02 70 60 3E 08 04 08 00 00 00 00 20 00 0C 00 00 00 14 00 00 00 00 00 02 70 60 3E 08 04 08 00 00 00 00 20 00 0C 00 40 00 14 00 01 00 00 00 02 70 60 3E 08 04 08 00 00 00 00 20 00 0C 00 80 00 14 00 00 00 00 00 02 70 60 3E 08 04 08 00 00 00 00 20 00 0C 00 C0 00 14 00 02 00 00 00 02 70 60 3E 08 04 08 00 00 00 00 10 00 0C 00 20 00 14 00 00 00 00 00 02 70 60 3E 08 04 08 00 00 00 00 10 00 0C 00 60 00 14 00 01 00 00 00 02 70 60 3E 08 04 08 00 00 00 00 10 00 0C 00 A0 00 14 00 00 00 00 00 02 70 60 3E 08 04 08 00 00 00 00 10 00 0C 00 E0 00 14 00 02 00 00 00 04 04 05 03 DD 9B 0B 08 02 06 03 00 E1 FF 01 00 00 00 00 00 FF 5B 05 00 BB 27 00 1B 27 19 83 00 C0 02 DC 5F 3E 08 83 06 0A 00 00 00 00 00 00 00 1E 00 00 00 02 08 60 3E 08 84 07 0A 00 00 00 10 00 1E 00 00 00 28 00 00 00 02 08 60 3E 08 84 07 0A 00 00 00 10 00 1E 00 40 00 28 00 01 00 02 08 60 3E 08 84 07 0A 00 00 00 10 00 1E 00 80 00 28 00 00 00 02 08 60 3E 08 84 07 0A 00 00 00 10 00 1E 00 C0 00 28 00 02 00 02 08 60 3E 08 84 07 0A 00 00 00 08 00 1E 00 20 00 28 00 00 00 02 08 60 3E 08 84 07 0A 00 00 00 08 00 1E 00 60 00 28 00 01 00 02 08 60 3E 08 84 07 0A 00 00 00 08 00 1E 00 A0 00 28 00 00 00 02 08 60 3E 08 84 07 0A 00 00 00 08 00 1E 00 E0 00 28 00 02 00 05 03 1D 8B 09 08 02 05 01 00 04 00 00 00 05 00 01 00 04 0F 1D 70 00 3F 13 0E D4 58 1D 08 05 08


and a non-naive hammer arm effect because i'm tired of everyone messing this one up

00 01 5E 69 1D 08 00 00 02 03 04 05 06 07 09 0A 0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 12 40 00 29 04 CC 3D 02 02 29 47 69 1D 08 20 01 00 03 00 47 69 1D 08 2E DF 3F 02 02 00 48 01 08 09 2E DE 3F 02 02 93 89 C1 47 69 1D 08 13 7C E5 3F 08 12 40 00 28 47 69 1D 08

hackstar
April 23rd, 2013, 09:29 AM
Is all are working perfectly?

Gamer2020
April 23rd, 2013, 10:15 AM
Please clarify what version these are for. Not everyone hacks Fire Red.

GoGoJJTech
April 23rd, 2013, 11:38 AM
And how do I make the new moves use these?

Shadowraze
April 23rd, 2013, 01:44 PM
a bunch of those moves you have effects for don't need new ones- bullet punch, air slash, switcheroo, power whip, etc.

also you should probably clarify that these are all for FR

anyway have a few of my better animation scripts i guess:

Discharge:
00 97 27 00 1B 27 04 00 03 DD 9B 0B 08 02 06 03 00 E1 FF 01 00 05 00 05 00 FF 5B 19 70 00 C0 02 C4 5F 3E 08 00 07 20 00 18 00 BE 00 0C 00 00 00 01 00 00 00 04 00 02 C4 5F 3E 08 00 07 50 00 18 00 16 00 0C 00 00 00 01 00 00 00 02 C4 5F 3E 08 00 07 9C 00 18 00 79 00 0D 00 00 00 01 00 01 00 04 00 03 DD 9B 0B 08 02 06 03 00 E1 FF 01 00 00 00 00 00 FF 5B 04 0A 03 DD 9B 0B 08 02 06 03 00 E1 FF 01 00 05 00 05 00 FF 5B 19 70 00 C0 02 C4 5F 3E 08 00 07 64 00 18 00 3C 00 0A 00 00 00 01 00 00 00 02 C4 5F 3E 08 00 07 AA 00 18 00 2A 00 0B 00 00 00 01 00 01 00 00 1B 28 00 97 27 17 0A 00 0C 0C 08 19 C2 00 C0 02 48 71 3E 08 29 04 00 00 00 00 00 00 00 00 04 14 03 3D A8 0B 08 05 05 05 00 02 00 00 00 10 00 FF FF 03 21 AA 0B 08 05 05 1B 28 02 00 00 00 10 00 FF FF 05 03 21 AA 0B 08 05 05 97 27 00 00 0C 00 0C 00 00 5C 05 02 50 7C 3E 08 83 02 01 00 02 00 03 DD D3 0D 08 05 02 D0 00 3F 00 04 03 02 50 7C 3E 08 83 02 01 00 02 00 03 DD D3 0D 08 05 02 D0 00 3F 00 04 03 02 50 7C 3E 08 83 02 01 00 02 00 03 DD D3 0D 08 05 02 D0 00 3F 00 04 03 02 50 7C 3E 08 83 02 01 00 02 00 03 DD D3 0D 08 05 02 D0 00 3F 00 04 03 02 50 7C 3E 08 83 02 01 00 02 00 03 DD D3 0D 08 05 02 D0 00 3F 00 04 03 02 50 7C 3E 08 83 02 01 00 02 00 03 DD D3 0D 08 05 02 D0 00 3F 00 05 03 3D A8 0B 08 05 05 05 00 02 00 10 00 00 00 FF FF 03 B5 94 0B 08 05 03 01 00 05 00 0E 00 0B 00 0D 0E D4 58 1D 08 05 08

Roar of Time
03 E9 A0 0B 08 02 03 01 01 01 01 01 01 00 45 27 0C 08 08 03 49 D1 0D 08 02 02 00 00 02 00 03 B1 98 09 08 05 05 FB FF FB FF 0A 00 00 00 01 00 0E 06 DB 1C 08 04 14 0B 0D 05 00 D6 27 00 BF 27 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 F0 FF F1 FF 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 10 00 FB FF 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 F4 FF 12 00 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 00 00 05 00 01 00 00 00 19 AA 00 3F 04 03 05 04 16 03 E9 A0 0B 08 02 03 01 01 01 01 01 01 08

Earth Power:
00 2D 27 00 33 27 14 15 16 03 01 98 0B 08 05 03 01 00 05 00 FF FF 1C 8A 00 3F 0B 03 03 F9 89 09 08 05 05 01 00 00 00 03 00 19 00 01 00 02 D8 77 3E 08 C2 03 01 00 05 00 00 00 04 01 02 D8 77 3E 08 C2 03 01 00 F6 FF F1 FF 04 01 02 D8 77 3E 08 82 03 01 00 00 00 19 00 04 01 02 D8 77 3E 08 C2 03 01 00 0F 00 05 00 04 01 02 D8 77 3E 08 C2 03 01 00 E7 FF 00 00 04 01 02 D8 77 3E 08 82 03 01 00 1E 00 1E 00 04 01 02 D8 77 3E 08 82 03 01 00 E5 FF 19 00 04 01 02 D8 77 3E 08 C2 03 01 00 00 00 08 00 05 02 84 4E 3D 08 C2 03 00 00 00 00 04 00 05 0E C7 59 1D 08 08

Acrobatics:
00 AC 27 00 97 27 19 97 00 C0 02 B8 6B 3E 08 02 04 00 00 00 00 0D 00 50 01 05 0A 03 0C 0C 08 19 BA 00 3F 02 FC 6C 3E 08 83 00 04 07 19 86 00 3F 02 08 7C 3E 08 82 04 00 00 00 00 01 00 00 00 03 F9 89 09 08 05 05 01 00 00 00 05 00 0B 00 01 00 05 0B 03 0D 13 96 FC 1C 08

Venoshock:
00 A6 27 00 A7 27 00 1A 28 00 97 27 00 9F 27 1C 77 00 3F 03 0A 02 77 77 77 77 82 05 01 00 00 00 00 00 E0 FF 10 00 04 02 02 77 77 77 77 82 05 01 00 00 00 16 00 EA FF 10 00 04 02 02 77 77 77 77 82 05 01 00 00 00 1E 00 00 00 10 00 04 02 02 77 77 77 77 82 05 01 00 00 00 14 00 14 00 10 00 04 02 02 77 77 77 77 82 05 01 00 00 00 00 00 1C 00 10 00 04 02 02 77 77 77 77 82 05 01 00 00 00 ED FF 13 00 10 00 04 02 02 77 77 77 77 82 05 01 00 00 00 E5 FF 00 00 10 00 04 02 02 77 77 77 77 82 05 01 00 00 00 EE FF EE FF 10 00 04 02 02 77 77 77 77 82 05 01 00 00 00 00 00 E7 FF 10 00 04 02 02 77 77 77 77 82 05 01 00 00 00 11 00 EF FF 10 00 04 02 02 77 77 77 77 82 05 01 00 00 00 17 00 00 00 10 00 04 02 02 77 77 77 77 82 05 01 00 00 00 10 00 10 00 10 00 05 0E 5B 57 1D 08 05 08

replace the 77 77 77 77s with pointers to:

A6 27 A6 27 30 CA 3A 08 E4 69 3E 08 00 00 00 00 FC 1C 23 08 99 42 0A 08

Bug Buzz:
14 17 16 03 2D B8 0B 08 05 04 00 FA 00 00 00 00 FF FF 04 00 03 F9 A7 0B 08 0A 05 01 00 00 00 04 00 04 00 00 00 04 08 00 F1 27 00 DB 27 0A 03 03 C9 A7 0A 08 02 01 00 00 02 10 41 3E 08 03 06 00 00 00 00 00 00 00 00 1F 00 08 00 19 EA 00 C0 02 30 44 3E 08 02 04 00 00 1D 00 F4 FF 00 00 02 30 44 3E 08 02 04 00 00 F4 FF E3 FF 01 00 04 10 03 C9 A7 0A 08 02 01 00 00 02 10 41 3E 08 03 06 00 00 00 00 00 00 00 00 1F 00 08 00 19 EA 00 C0 02 30 44 3E 08 02 04 00 00 0C 00 E3 FF 01 00 02 30 44 3E 08 02 04 00 00 E3 FF F4 FF 00 00 04 10 03 C9 A7 0A 08 02 01 00 00 02 10 41 3E 08 03 06 00 00 00 00 00 00 00 00 1F 00 08 00 19 EA 00 C0 02 30 44 3E 08 02 04 00 00 18 00 E8 FF 01 00 02 30 44 3E 08 02 04 00 00 E8 FF E8 FF 00 00 05 0B 03 17 04 06 05 0B 03 04 00 15 16 03 3D A8 0B 08 0A 05 01 00 00 00 04 00 00 00 00 00 10 07 FF FF 17 08 FF FF 17 08

Rock Polish:
00 9A 27 0A 01 0C 0C 08 19 79 00 3F 02 94 32 3E 08 02 03 28 00 E0 FF 00 00 04 05 03 F9 89 09 08 02 05 01 00 00 00 03 00 0A 00 01 00 05 0B 01 0D 19 B9 00 C0 03 61 B6 0B 08 02 00 05 08

Charge Beam/Electro Ball:
00 97 27 00 1B 27 04 00 03 DD 9B 0B 08 02 06 03 00 E1 FF 01 00 05 00 05 00 FF 5B 19 70 00 C0 02 C4 5F 3E 08 00 07 20 00 18 00 BE 00 0C 00 00 00 01 00 00 00 04 00 02 C4 5F 3E 08 00 07 50 00 18 00 16 00 0C 00 00 00 01 00 00 00 02 C4 5F 3E 08 00 07 9C 00 18 00 79 00 0D 00 00 00 01 00 01 00 04 00 03 DD 9B 0B 08 02 06 03 00 E1 FF 01 00 00 00 00 00 FF 5B 04 0A 03 DD 9B 0B 08 02 06 03 00 E1 FF 01 00 05 00 05 00 FF 5B 19 70 00 C0 02 C4 5F 3E 08 00 07 64 00 18 00 3C 00 0A 00 00 00 01 00 00 00 02 C4 5F 3E 08 00 07 AA 00 18 00 2A 00 0B 00 00 00 01 00 01 00 04 00 02 C4 5F 3E 08 00 07 EE 00 18 00 A5 00 0A 00 00 00 01 00 01 00 04 00 03 DD 9B 0B 08 02 06 03 00 E1 FF 01 00 00 00 00 00 FF 5B 04 14 03 DD 9B 0B 08 02 06 03 00 E1 FF 01 00 07 00 07 00 FF 5B 19 70 00 C0 02 70 60 3E 08 04 08 00 00 00 00 20 00 0C 00 00 00 14 00 00 00 00 00 02 70 60 3E 08 04 08 00 00 00 00 20 00 0C 00 40 00 14 00 01 00 00 00 02 70 60 3E 08 04 08 00 00 00 00 20 00 0C 00 80 00 14 00 00 00 00 00 02 70 60 3E 08 04 08 00 00 00 00 20 00 0C 00 C0 00 14 00 02 00 00 00 02 70 60 3E 08 04 08 00 00 00 00 10 00 0C 00 20 00 14 00 00 00 00 00 02 70 60 3E 08 04 08 00 00 00 00 10 00 0C 00 60 00 14 00 01 00 00 00 02 70 60 3E 08 04 08 00 00 00 00 10 00 0C 00 A0 00 14 00 00 00 00 00 02 70 60 3E 08 04 08 00 00 00 00 10 00 0C 00 E0 00 14 00 02 00 00 00 04 04 05 03 DD 9B 0B 08 02 06 03 00 E1 FF 01 00 00 00 00 00 FF 5B 05 00 BB 27 00 1B 27 19 83 00 C0 02 DC 5F 3E 08 83 06 0A 00 00 00 00 00 00 00 1E 00 00 00 02 08 60 3E 08 84 07 0A 00 00 00 10 00 1E 00 00 00 28 00 00 00 02 08 60 3E 08 84 07 0A 00 00 00 10 00 1E 00 40 00 28 00 01 00 02 08 60 3E 08 84 07 0A 00 00 00 10 00 1E 00 80 00 28 00 00 00 02 08 60 3E 08 84 07 0A 00 00 00 10 00 1E 00 C0 00 28 00 02 00 02 08 60 3E 08 84 07 0A 00 00 00 08 00 1E 00 20 00 28 00 00 00 02 08 60 3E 08 84 07 0A 00 00 00 08 00 1E 00 60 00 28 00 01 00 02 08 60 3E 08 84 07 0A 00 00 00 08 00 1E 00 A0 00 28 00 00 00 02 08 60 3E 08 84 07 0A 00 00 00 08 00 1E 00 E0 00 28 00 02 00 05 03 1D 8B 09 08 02 05 01 00 04 00 00 00 05 00 01 00 04 0F 1D 70 00 3F 13 0E D4 58 1D 08 05 08


and a non-naive hammer arm effect because i'm tired of everyone messing this one up

00 01 5E 69 1D 08 00 00 02 03 04 05 06 07 09 0A 0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 12 40 00 29 04 CC 3D 02 02 29 47 69 1D 08 20 01 00 03 00 47 69 1D 08 2E DF 3F 02 02 00 48 01 08 09 2E DE 3F 02 02 93 89 C1 47 69 1D 08 13 7C E5 3F 08 12 40 00 28 47 69 1D 08

Awesome I'll add them up! :) And I'll remove the ones that don't need new effects. ;)

Is all are working perfectly?

Technically yes, although Dragon Tail, U-turn, and Volt Switch needs some redoing on on their effects.

Please clarify what version these are for. Not everyone hacks Fire Red.

This is for FireRed. Sorry for not putting the version in the OP, I'll add it now.

And how do I make the new moves use these?

For the animation you have to copy these to free-space and simply repoint them so they will play your animation.

This threads will help you a lot. :)

http://www.pokecommunity.com/showthread.php?t=281520

http://www.pokecommunity.com/showthread.php?t=290135

MrDollSteak
April 23rd, 2013, 10:10 PM
Well here's my next animation dump!

Scald

00 A5 27 00 2D 27 0A 03 28 01 0C 0C 08 03 F9 89 09
08 05 05 00 00 00 00 02 00 28 00 01 00 04 06 1B 9D
00 C0 3F 02 00 03 01 B1 0A 08 05 01 64 00 0E XX YY
ZZ 08 0E XX YY ZZ 08 0E XX YY ZZ 08 03 F9 89 09 08
05 05 01 00 03 00 00 00 25 00 01 00 0E XX2 YY2 ZZ2
08 0E XX YY ZZ 08 0E XX YY ZZ 08 0E XX2 YY2 ZZ2 08
0E XX YY ZZ 08 0E XX YY ZZ 08 0E XX2 YY2 ZZ2 08 0E
XX YY ZZ 08 0E XX YY ZZ 08 0E XX2 YY2 ZZ2 08 0E XX
YY ZZ 08 0E XX YY ZZ 08 0E XX2 YY2 ZZ2 08 04 01 04
01 0E XX2 YY2 ZZ2 08 05 0B 03 0D 08 02 XX YY ZZ 08
03 04 0A 00 0A 00 00 00 10 00 02 XX YY ZZ 08 03 04
0A 00 0A 00 00 00 F0 FF 04 01 02 XX YY ZZ 08 03 04
0A 00 0A 00 00 00 10 00 02 XX YY ZZ 08 03 04 0A 00
0A 00 00 00 F0 FF 04 01 0F 02 XX2 YY2 ZZ2 08 04 04
00 00 0F 00 01 00 01 00 02 XX3 YY3 ZZ3 08 04 04 00
00 F1 FF 01 00 01 00 0F 00 18 28 00 19 28 00 59 27
03 F9 89 09 08

At offset ZZ YY XX

02 5C 59 3E 08 03 04 0A 00 0A 00 00 00 10 00 02 5C
59 3E 08 03 04 0A 00 0A 00 00 00 F0 FF 04 01 02 5C
59 3E 08 03 04 0A 00 0A 00 00 00 10 00 02 5C 59 3E
08 03 04 0A 00 0A 00 00 00 F0 FF 04 01 0F 02 XX3
YY3 ZZ3 08 04 04 00 00 0F 00 01 00 01 00 02 XX3
YY3 ZZ3 08 04 04 00 00 F1 FF 01 00 01 00 0F 00 18
28 00 19 28 00 59 27 03 F9 89 09 08

At offset ZZ2 YY2 XX2

02 XX3 YY3 ZZ3 08 04 04 00 00 0F 00 01 00 01 00 02
XX3 YY3 ZZ3 08 04 04 00 00 F1 FF 01 00 01 00 0F 00
18 28 00 19 28 00 59 27 03 F9 89 09 08 05 05 00 00
00 00 02 00 19 00 01 00 04 06 1B AF 00 C0 3F 01 00
03 01 B1 0A 08 05 01 64 00 0E B4 EB 1C 08 0E B4 EB
1C 08 0E B4 EB 1C 08 0E B4 EB 1C 08 0E B4 EB 1C 08
0E B4 EB 1C 08 03 F9 89 09 08

At offset ZZ3 YY3 XX3

2D 27 2D 27 D8 C9 3A 08 B8 5D 3E 08 00 00 00 00 FC
1C 23 08 A9 CD 0A 08

Drain Punch

02 24 7B 3E 08 02 05 01 00 01 00 00 00 0A 00 1D 17
05 00 A3 27 00 2F 27 00 9F 27 0A 03 2A 01 0C 0C 08
05 19 AD 00 3F 02 XX YY ZZ 08 02 04 00 00 00 00 01
00 00 00 04 02 03 F9 89 09 08 05 05 01 00 00 00 05
00 05 00 01 00 05 04 03 0E EC EE 1C 08 05 04 0F 0E
C9 56 1D 08 05 02 24 7B 3E 08 02 05 01 00 01 00 0A
00 00 00 1D 17 05 0B 03 0D 08 19 C0 00 3F 02 E8 2A
3E 08 03 04 00 00 05 00 08

At offset ZZ YY XX

9F 27 9F 27 58 CB 3A 08 F0 1C 23 08 00 00 00 00 F8
7B 3E 08 61 A5 0B 08

Nasty Plot

00 6D 27 0E XX YY ZZ 08 04 08 02 F4 6F 3E 08 14 00
19 B3 00 C0 04 36 1C B3 00 C0 10 03 05 0E C7 59 1D
08 08 00 5B 27 00 71 27 19 B6 00 C0 0E BB 59 1D 08
02 8C 6F 3E 08 14 00 02 BC 3B 3E 08 13 03 20 00 F8
FF 00 00 02 BC 3B 3E 08 13 03 20 00 10 00 01 00 1C
BD 00 C0 15 02 04 3C 19 A9 00 C0 04 1E 1C A9 00 C0
14 02 04 46 19 BB 00 C0 05 0E C7 59 1D 08

At offset ZZ YY XX

14 00 16 03 F1 E6 0D 08 05 00 17 0F 15 16 10 07

Dark Pulse *fixed*


14 00 16 03 2D B8 0B 08 05 04 00 00 00 00 00 00 FF FF 00 2D 27 00 C0 27 00 DB 27 00 C0 27 0A 03 03 C9 A7 0A 08 02 01 00 00 02 XX2 YY2 ZZ2 08 03 06 00 00 00 00 00 00 00 00 1F 00 08 00 19 EA 00 C0 02 XX YY ZZ 08 02 04 00 00 1D 00 F4 FF 00 00 02 XX YY ZZ 08 02 04 00 00 F4 FF E3 FF 01 00 04 10 03 C9 A7 0A 08 02 01 00 00 02 XX2 YY2 ZZ2 08 03 06 00 00 00 00 00 00 00 00 1F 00 08 00 19 EA 00 C0 02 XX YY ZZ 08 02 04 00 00 0C 00 E3 FF 01 00 02 XX YY ZZ 08 02 04 00 00 E3 FF F4 FF 00 00 04 10 03 C9 A7 0A 08 02 01 00 00 02 XX2 YY2 ZZ2 08 03 06 00 00 00 00 00 00 00 00 1F 00 08 00 19 EA 00 C0 02 XX YY ZZ 08 02 04 00 00 18 00 E8 FF 01 00 02 XX YY ZZ 08 02 04 00 00 E8 FF E8 FF 00 00 05 0B 03 0E C7 59 1D 08 08

At offset ZZ YY XX

2D 27 C0 27 D8 C9 3A 08 F0 1C 23 08 00 00 00 00 FC 1C 23 08 39 A8 0A 08

at offset ZZ2 YY2 XX2

DB 27 C0 27 C0 CB 3A 08 F0 1C 23 08 00 00 00 00 88 40 3E 08 E9 8E 0A 08


Snarl

14 00 17 00 45 27 03 49 D1 0D 08 02 02 00 00 FF 00
0E 06 DB 1C 08 04 0A 03 1D 8B 09 08 02 05 01 00 01
00 00 00 09 00 01 00 03 1D 8B 09 08 02 05 03 00 01
00 00 00 09 00 01 00 05 03 F5 D2 0D 08 05 00 05 0E
C7 59 1D 08 08

Avalanche (I'm really proud of this one)

00 4A 27 00 3B 27 0A 03 02 88 7B 3E 08 02 04 07 00
01 00 0B 00 01 00 02 XX YY ZZ 08 82 04 FB FF 01 00
FB FF 01 00 19 7C 00 3F 04 02 02 XX YY ZZ 08 82 04
05 00 00 00 06 00 01 00 19 7C 00 3F 04 02 02 XX YY
ZZ 08 82 04 13 00 01 00 0A 00 01 00 19 7C 00 3F 04
02 02 XX YY ZZ 08 82 04 E9 FF 02 00 F6 FF 01 00 19
7C 00 3F 03 F9 89 09 08 02 05 01 00 00 00 05 00 32
00 01 00 03 F9 89 09 08 02 05 03 00 00 00 05 00 32
00 01 00 04 02 0E XX2 YY2 ZZ2 08 0E XX2 YY2 ZZ2 08
05 0B 03 08 02 XX YY ZZ 08 82 04 EC FF 00 00 F6 FF
01 00 19 7C 00 3F 04 02 02 XX YY ZZ 08 82 04 1C 00
01 00 0A 00 01 00 19 7C 00 3F 04 02 02 XX YY ZZ 08
82 04 F6 FF 01 00 FB FF 01 00 19 7C 00 3F 04 02 02
XX YY ZZ 08 82 04 0A 00 00 00 06 00 01 00 19 7C 00
3F 04 02 02 XX YY ZZ 08 82 04 18 00 01 00 0A 00 01
00 19 7C 00 3F 04 02 02 XX YY ZZ 08 82 04 E0 FF 02
00 F6 FF 01 00 19 7C 00 3F 04 02 02 XX YY ZZ 08 82
04 EC FF 00 00 F6 FF 01 00 19 7C 00 3F 04 02 02 XX
YY ZZ 08 82 04 1E 00 02 00 0A 00 01 00 19 7C 00 3F
04 02 0F 00 97 27 0A 01 04 01 14 01 17 0C 0C 08 02
54 4E 3D 08 02 02 06 00 04 00 04 06 19 73 00 3F 02
08 7C 3E 08 02 04 00 00 00 00 01 00 02 00 03 1D 8B
09 08 02 05 01 00 01 00 00 00 08

At offset ZZ YY XX

4A 27 3B 27 D8 C9 3A 08 A8 73 3E 08 00 00 00 00 FC
1C 23 08 35 46 0B 08

At offset ZZ2 YY2 XX2

02 XX YY ZZ 08 82 04 EC FF 00 00 F6 FF 01 00 19 7C
00 3F 04 02 02 XX YY ZZ 08 82 04 1C 00 01 00 0A 00
01 00 19 7C 00 3F 04 02 02 XX YY ZZ 08 82 04 F6 FF
01 00 FB FF 01 00 19 7C 00 3F 04 02 02 XX YY ZZ 08
82 04 0A 00 00 00 06 00 01 00 19 7C 00 3F 04 02 02
XX YY ZZ 08 82 04 18 00 01 00 0A 00 01 00 19 7C 00
3F 04 02 02 XX YY ZZ 08 82 04 E0 FF 02 00 F6 FF 01
00 19 7C 00 3F 04 02 02 XX YY ZZ 08 82 04 EC FF 00
00 F6 FF 01 00 19 7C 00 3F 04 02 02 XX YY ZZ 08 82
04 1E 00 02 00 0A 00 01 00 19 7C 00 3F 04 02 0F 00
97 27 0A 01 04 01 14 01 17 0C 0C 08

Shadowraze
April 23rd, 2013, 10:17 PM
Well here's my next animation dump!

Scald

00 A5 27 00 2D 27 0A 03 28 01 0C 0C 08 03 F9 89 09
08 05 05 00 00 00 00 02 00 28 00 01 00 04 06 1B 9D
00 C0 3F 02 00 03 01 B1 0A 08 05 01 64 00 0E XX YY
ZZ 08 0E XX YY ZZ 08 0E XX YY ZZ 08 03 F9 89 09 08
05 05 01 00 03 00 00 00 25 00 01 00 0E XX2 YY2 ZZ2
08 0E XX YY ZZ 08 0E XX YY ZZ 08 0E XX2 YY2 ZZ2 08
0E XX YY ZZ 08 0E XX YY ZZ 08 0E XX2 YY2 ZZ2 08 0E
XX YY ZZ 08 0E XX YY ZZ 08 0E XX2 YY2 ZZ2 08 0E XX
YY ZZ 08 0E XX YY ZZ 08 0E XX2 YY2 ZZ2 08 04 01 04
01 0E XX2 YY2 ZZ2 08 05 0B 03 0D 08 02 XX YY ZZ 08
03 04 0A 00 0A 00 00 00 10 00 02 XX YY ZZ 08 03 04
0A 00 0A 00 00 00 F0 FF 04 01 02 XX YY ZZ 08 03 04
0A 00 0A 00 00 00 10 00 02 XX YY ZZ 08 03 04 0A 00
0A 00 00 00 F0 FF 04 01 0F 02 XX2 YY2 ZZ2 08 04 04
00 00 0F 00 01 00 01 00 02 XX3 YY3 ZZ3 08 04 04 00
00 F1 FF 01 00 01 00 0F 00 18 28 00 19 28 00 59 27
03 F9 89 09 08

At offset ZZ YY XX

02 5C 59 3E 08 03 04 0A 00 0A 00 00 00 10 00 02 5C
59 3E 08 03 04 0A 00 0A 00 00 00 F0 FF 04 01 02 5C
59 3E 08 03 04 0A 00 0A 00 00 00 10 00 02 5C 59 3E
08 03 04 0A 00 0A 00 00 00 F0 FF 04 01 0F 02 XX3
YY3 ZZ3 08 04 04 00 00 0F 00 01 00 01 00 02 XX3
YY3 ZZ3 08 04 04 00 00 F1 FF 01 00 01 00 0F 00 18
28 00 19 28 00 59 27 03 F9 89 09 08

At offset ZZ2 YY2 XX2

02 XX3 YY3 ZZ3 08 04 04 00 00 0F 00 01 00 01 00 02
XX3 YY3 ZZ3 08 04 04 00 00 F1 FF 01 00 01 00 0F 00
18 28 00 19 28 00 59 27 03 F9 89 09 08 05 05 00 00
00 00 02 00 19 00 01 00 04 06 1B AF 00 C0 3F 01 00
03 01 B1 0A 08 05 01 64 00 0E B4 EB 1C 08 0E B4 EB
1C 08 0E B4 EB 1C 08 0E B4 EB 1C 08 0E B4 EB 1C 08
0E B4 EB 1C 08 03 F9 89 09 08

At offset ZZ3 YY3 XX3

2D 27 2D 27 D8 C9 3A 08 B8 5D 3E 08 00 00 00 00 FC
1C 23 08 A9 CD 0A 08

Drain Punch

02 24 7B 3E 08 02 05 01 00 01 00 00 00 0A 00 1D 17
05 00 A3 27 00 2F 27 00 9F 27 0A 03 2A 01 0C 0C 08
05 19 AD 00 3F 02 XX YY ZZ 08 02 04 00 00 00 00 01
00 00 00 04 02 03 F9 89 09 08 05 05 01 00 00 00 05
00 05 00 01 00 05 04 03 0E EC EE 1C 08 05 04 0F 0E
C9 56 1D 08 05 02 24 7B 3E 08 02 05 01 00 01 00 0A
00 00 00 1D 17 05 0B 03 0D 08 19 C0 00 3F 02 E8 2A
3E 08 03 04 00 00 05 00 08

At offset ZZ YY XX

9F 27 9F 27 58 CB 3A 08 F0 1C 23 08 00 00 00 00 F8
7B 3E 08 61 A5 0B 08

Nasty Plot

00 6D 27 0E XX YY ZZ 08 04 08 02 F4 6F 3E 08 14 00
19 B3 00 C0 04 36 1C B3 00 C0 10 03 05 0E C7 59 1D
08 08 00 5B 27 00 71 27 19 B6 00 C0 0E BB 59 1D 08
02 8C 6F 3E 08 14 00 02 BC 3B 3E 08 13 03 20 00 F8
FF 00 00 02 BC 3B 3E 08 13 03 20 00 10 00 01 00 1C
BD 00 C0 15 02 04 3C 19 A9 00 C0 04 1E 1C A9 00 C0
14 02 04 46 19 BB 00 C0 05 0E C7 59 1D 08

At offset ZZ YY XX

14 00 16 03 F1 E6 0D 08 05 00 17 0F 15 16 10 07

Dark Pulse

14 00 16 03 2D B8 0B 08 05 04 00 00 00 00 00 00 FF
FF 00 2D 27 00 C0 27 00 DB 27 00 C0 27 0A 03 03 C9
A7 0A 08 02 01 00 00 02 64 0A 99 08 03 06 00 00 00
00 00 00 00 00 1F 00 08 00 19 EA 00 C0 02 XX YY ZZ
08 02 04 00 00 1D 00 F4 FF 00 00 02 XX YY ZZ 08 02
04 00 00 F4 FF E3 FF 01 00 04 10 03 C9 A7 0A 08 02
01 00 00 02 64 0A 99 08 03 06 00 00 00 00 00 00 00
00 1F 00 08 00 19 EA 00 C0 02 XX YY ZZ 08 02 04 00
00 0C 00 E3 FF 01 00 02 XX YY ZZ 08 02 04 00 00 E3
FF F4 FF 00 00 04 10 03 C9 A7 0A 08 02 01 00 00 02
64 0A 99 08 03 06 00 00 00 00 00 00 00 00 1F 00 08
00 19 EA 00 C0 02 XX YY ZZ 08 02 04 00 00 18 00 E8
FF 01 00 02 XX YY ZZ 08 02 04 00 00 E8 FF E8 FF 00
00 05 0B 03 0E C7 59 1D 08 08

At offset ZZ YY XX

2D 27 C0 27 D8 C9 3A 08 F0 1C 23 08 00 00 00 00 FC
1C 23 08 39 A8 0A 08

Snarl

14 00 17 00 45 27 03 49 D1 0D 08 02 02 00 00 FF 00
0E 06 DB 1C 08 04 0A 03 1D 8B 09 08 02 05 01 00 01
00 00 00 09 00 01 00 03 1D 8B 09 08 02 05 03 00 01
00 00 00 09 00 01 00 05 03 F5 D2 0D 08 05 00 05 0E
C7 59 1D 08 08

Avalanche (I'm really proud of this one)

00 4A 27 00 3B 27 0A 03 02 88 7B 3E 08 02 04 07 00
01 00 0B 00 01 00 02 XX YY ZZ 08 82 04 FB FF 01 00
FB FF 01 00 19 7C 00 3F 04 02 02 XX YY ZZ 08 82 04
05 00 00 00 06 00 01 00 19 7C 00 3F 04 02 02 XX YY
ZZ 08 82 04 13 00 01 00 0A 00 01 00 19 7C 00 3F 04
02 02 XX YY ZZ 08 82 04 E9 FF 02 00 F6 FF 01 00 19
7C 00 3F 03 F9 89 09 08 02 05 01 00 00 00 05 00 32
00 01 00 03 F9 89 09 08 02 05 03 00 00 00 05 00 32
00 01 00 04 02 0E XX2 YY2 ZZ2 08 0E XX2 YY2 ZZ2 08
05 0B 03 08 02 XX YY ZZ 08 82 04 EC FF 00 00 F6 FF
01 00 19 7C 00 3F 04 02 02 XX YY ZZ 08 82 04 1C 00
01 00 0A 00 01 00 19 7C 00 3F 04 02 02 XX YY ZZ 08
82 04 F6 FF 01 00 FB FF 01 00 19 7C 00 3F 04 02 02
XX YY ZZ 08 82 04 0A 00 00 00 06 00 01 00 19 7C 00
3F 04 02 02 XX YY ZZ 08 82 04 18 00 01 00 0A 00 01
00 19 7C 00 3F 04 02 02 XX YY ZZ 08 82 04 E0 FF 02
00 F6 FF 01 00 19 7C 00 3F 04 02 02 XX YY ZZ 08 82
04 EC FF 00 00 F6 FF 01 00 19 7C 00 3F 04 02 02 XX
YY ZZ 08 82 04 1E 00 02 00 0A 00 01 00 19 7C 00 3F
04 02 0F 00 97 27 0A 01 04 01 14 01 17 0C 0C 08 02
54 4E 3D 08 02 02 06 00 04 00 04 06 19 73 00 3F 02
08 7C 3E 08 02 04 00 00 00 00 01 00 02 00 03 1D 8B
09 08 02 05 01 00 01 00 00 00 08

At offset ZZ YY XX

4A 27 3B 27 D8 C9 3A 08 A8 73 3E 08 00 00 00 00 FC
1C 23 08 35 46 0B 08

At offset ZZ2 YY2 XX2

02 XX YY ZZ 08 82 04 EC FF 00 00 F6 FF 01 00 19 7C
00 3F 04 02 02 XX YY ZZ 08 82 04 1C 00 01 00 0A 00
01 00 19 7C 00 3F 04 02 02 XX YY ZZ 08 82 04 F6 FF
01 00 FB FF 01 00 19 7C 00 3F 04 02 02 XX YY ZZ 08
82 04 0A 00 00 00 06 00 01 00 19 7C 00 3F 04 02 02
XX YY ZZ 08 82 04 18 00 01 00 0A 00 01 00 19 7C 00
3F 04 02 02 XX YY ZZ 08 82 04 E0 FF 02 00 F6 FF 01
00 19 7C 00 3F 04 02 02 XX YY ZZ 08 82 04 EC FF 00
00 F6 FF 01 00 19 7C 00 3F 04 02 02 XX YY ZZ 08 82
04 1E 00 02 00 0A 00 01 00 19 7C 00 3F 04 02 0F 00
97 27 0A 01 04 01 14 01 17 0C 0C 08

Ok, I'll this moves to the first post.

I'll test them all out first just in case.

EDIT: They're all good to go. Use the dark pulse animation in the OP since the one bayer posted is incomplete.

Garuga17
April 24th, 2013, 04:13 AM
Whoa! my name is on the list! :3

thx for putting it, btw, here is some of my animation code:

Flash Cannon:
00 19 27 00 97 27 1C 71 00 C0 1C 02 03 ED 86 0B 08 05 03 00 00 00 00 00 00 05 19 B9 00 C0 03 61 B6 0B 08 02 00 05 19 B9 00 C0 03 61 B6 0B 08 02 00 05 00 A3 27 02 24 7B 3E 08 02 05 01 00 04 00 00 00 10 00 00 00 05 04 0A 19 D0 00 C0 03 1D 8B 09 08 02 05 00 00 01 00 00 00 04 00 01 00 05 04 1E 1F 39 CF 0D 08 07 F0 00 C0 FF 3F 00 01 00 0F 00 00 00 05 00 03 F9 89 09 08 02 05 00 00 00 00 04 00 32 00 01 00 03 6D 9F 0B 08 02 07 A3 27 01 00 0C 00 1F 00 10 00 00 00 00 00 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 03 1D 8B 09 08 02 05 01 00 04 00 00 00 32 00 01 00 03 F9 A7 0B 08 0A 05 04 00 02 00 00 00 0B 00 39 67 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 03 F9 A7 0B 08 0A 05 04 00 02 00 0B 00 00 00 39 67 05 02 24 7B 3E 08 02 05 01 00 04 00 10 00 00 00 00 00 08Q. dance:
0A 02 0C 0C 08 03 7D 90 09 08 02 05 00 00 18 00 06 00 04 00 04 00 03 99 AB 0B 08 02 04 00 00 04 00 07 00 0A 00 19 80 00 C0 04 0C 19 80 00 C0 04 0C 19 80 00 C0 04 0C 19 80 00 C0 04 0C 19 80 00 C0 04 0C 05 0B 02 0D 04 01 00 2F 27 00 41 27 03 DD 9B 0B 08 02 06 02 00 02 00 02 00 00 00 10 00 FB 4B 19 85 00 C0 0E 9E 56 1D 08 05 0E C9 56 1D 08 05 19 B9 00 C0 03 61 B6 0B 08 02 00 05 08
it may be ugly though, and its up to you wheter you want to put it up or not, i hope people can find it useful, and modified this to a better animation :)

pawell6
April 24th, 2013, 08:54 AM
Hello everyone! Here's some of my stuff that I inserted into the rom:

Frost breath effect:
1E 00 04 00 69 1D 08 1E 00 4B 00 69 1D 08 01 5E 69 1D 08 00 00 00 02 03 2E 71 3D 02 02 02 05 06 07 09 0A 0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 28 47 69 1D 08Frost breath animation:
14 XX 17 03 2D B8 0B 08 05 04 00 03 00 00 00 00 FF FF 00 3B 27 00 2D 27 00 33 27 19 A4 00 C0 03 F9 89 09 08 05 05 00 00 00 00 02 00 28 00 01 00 05 02 9C 4E 3D 08 82 05 00 00 0F 00 00 00 00 00 04 00 05 02 XX2 YY2 ZZ2 08 82 05 1E 00 0F 00 00 00 0A 00 0A 00 05 1C 8A 00 3F 0B 03 03 F9 89 09 08 05 05 01 00 00 00 03 00 19 00 01 00 02 XX YY ZZ 08 C2 03 01 00 05 00 00 00 04 01 02 XX YY ZZ 08 C2 03 01 00 F6 FF F1 FF 04 01 02 XX YY ZZ 08 82 03 01 00 00 00 19 00 04 01 02 XX YY ZZ 08 C2 03 01 00 0F 00 05 00 04 01 02 XX YY ZZ 08 C2 03 01 00 E7 FF 00 00 04 01 02 XX YY ZZ 08 82 03 01 00 1E 00 1E 00 04 01 02 XX YY ZZ 08 82 03 01 00 E5 FF 19 00 04 01 02 XX YY ZZ 08 C2 03 01 00 00 00 08 00 05 02 84 4E 3D 08 C2 03 00 00 00 00 04 00 05 0E C7 59 1D 08 08

Offset XX YY ZZ:
33 27 3B 27 D8 C9 3A 08 D4 77 3E 08 00 00 00 00 FC 1C 23 08 AD 73 0B 08
Offset XX2 YY2 ZZ2:
2D 27 3B 27 98 CA 3A 08 00 78 3E 08 00 00 00 00 28 78 3E 08 1D 74 0B 08
For XX you can substitute either OF or custom BG. I used custom BG (see attachment)Volt switch effect:
00 01 5E 69 1D 08 00 00 02 03 04 05 06 07 09 0A 0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 12 40 00 4F 81 F2 7D 1D 08 0A 50 01 F2 7D 1D 08 E2 01 3A 51 01 02 58 01 4C 01 4D 01 73 01 10 03 00 4E 01 01 3A 52 01 15 28 47 69 1D 08 FF 00 01 5E 69 1D 08 00 00 02 03 04 05 06 07 09 0A 0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 12 40 00 2E 85 3E 02 02 08 15 2E 85 3E 02 02 05 15 28 47 69 1D 08Dragon Tail effect:
00 01 5E 69 1D 08 00 00 02 03 04 05 06 07 09 0A 0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 12 40 00 E3 00 47 69 1D 08 1E 00 15 08 94 1D 08 21 00 00 04 00 00 00 27 8F 1D 08 8F F2 7D 1D 08 28 47 69 1D 08Rock wrecker animation:
14 XX 17 03 2D B8 0B 08 05 04 00 03 00 00 00 00 FF FF 05 00 4A 27 00 97 27 02 54 4E 3D 08 02 02 04 00 06 00 04 03 19 BA 00 C0 02 48 75 3E 08 82 06 10 00 00 00 00 00 00 00 19 00 01 01 05 02 08 7C 3E 08 83 04 00 00 00 00 01 00 01 00 19 7C 00 3F 02 CC 73 3E 08 82 06 00 00 00 00 14 00 18 00 0E 00 02 00 03 F9 89 09 08 02 05 01 00 03 00 00 00 05 00 01 00 02 CC 73 3E 08 82 06 05 00 00 00 EC FF 18 00 0E 00 01 00 02 CC 73 3E 08 82 06 00 00 05 00 14 00 E8 FF 0E 00 02 00 02 CC 73 3E 08 82 06 FB FF 00 00 EC FF E8 FF 0E 00 02 00 05 0E C7 59 1D 08 08
XX - custom BG (see attachment)
I'll add some more later.

Gamer2020
April 24th, 2013, 09:26 AM
you guys that are posting effects should start using BSP.
http://www.pokecommunity.com/showthread.php?t=298932
That way your scripts are more understandable and they can be edited/improved easier if needed.

dreamengine
April 24th, 2013, 01:41 PM
Wow, I sure wish this was around back when I was doing animations lol. I would definitely like to contribute to this since I have done pretty much everything already done and many more. I'm only going to post the ones that I feel like people would like or might like as well as my own version/revisions of the ones up there already. Also, I'm leaving out any moves that I used a custom BG for. If anyone wants me to post those I will haha. Here's a few...

Custom Animations
Assurance
14 00 17 00 9F 27 00 97 27 28 01 0C 0C 08 03 81 99 09 08 05 04 08 00 05 00 00 00 00 00 04 06 02 54 4E 3D 08 02 02 04 00 03 00 04 04 19 BA 00 3F 02 AC 68 3E 08 82 04 0A 00 F8 FF 0E 00 03 00 05 03 81 99 09 08 05 04 08 00 05 00 00 00 01 00 19 7F 00 3F 02 08 7C 3E 08 82 04 08 00 00 00 01 00 02 05 15 17 08

Aura Sphere
14 09 17 03 2D B8 0B 08 05 04 00 F7 00 00 01 00 FF FF 00 C0 27 04 0F 1F 39 CF 0D 08 07 A1 00 C0 FF 3F 00 05 00 05 00 00 00 05 00 02 08 76 3E 08 82 03 10 00 10 00 08 00 05 19 98 00 3F 03 1D 8B 09 08 02 05 01 00 04 00 00 00 08 00 01 00 05 0E C7 59 1D 08 08

Chatter
00 F1 27 00 DB 27 0E CF 59 1D 08 0A 03 03 C9 A7 0A 08 02 01 00 00 02 10 41 3E 08 03 06 00 00 00 00 00 00 00 00 1F 00 08 00 19 EA 00 C0 02 30 44 3E 08 02 04 00 00 1D 00 F4 FF 00 00 02 30 44 3E 08 02 04 00 00 F4 FF E3 FF 01 00 04 10 03 C9 A7 0A 08 02 01 00 00 02 10 41 3E 08 03 06 00 00 00 00 00 00 00 00 1F 00 08 00 19 EA 00 C0 02 30 44 3E 08 02 04 00 00 0C 00 E3 FF 01 00 02 30 44 3E 08 02 04 00 00 E3 FF F4 FF 00 00 04 10 03 C9 A7 0A 08 02 01 00 00 02 10 41 3E 08 03 06 00 00 00 00 00 00 00 00 1F 00 08 00 19 EA 00 C0 02 30 44 3E 08 02 04 00 00 18 00 E8 FF 01 00 02 30 44 3E 08 02 04 00 00 E8 FF E8 FF 00 00 05 0B 03 0E C7 59 1D 08 08

Close Combat
14 09 17 03 2D B8 0B 08 05 04 00 F7 00 00 01 00 FF FF 00 97 27 00 9F 27 0A 03 0C 0C 08 03 7D 90 09 08 02 05 00 00 14 00 00 00 00 00 04 00 04 04 02 08 7C 3E 08 02 04 F1 FF 12 00 01 00 00 00 19 74 00 3F 04 01 03 F9 89 09 08 02 05 01 00 05 00 00 00 19 00 01 00 02 10 67 3E 08 03 05 F1 FF 12 00 08 00 01 00 00 00 04 03 02 08 7C 3E 08 02 04 00 00 FC FF 01 00 00 00 19 74 00 3F 04 01 02 10 67 3E 08 03 05 00 00 FC FF 08 00 01 00 00 00 04 03 02 08 7C 3E 08 02 04 0F 00 09 00 01 00 00 00 19 74 00 3F 04 01 02 10 67 3E 08 03 05 0F 00 09 00 08 00 01 00 00 00 04 05 02 84 4E 3D 08 02 03 00 00 00 00 05 00 05 0B 03 0D 0E C7 59 1D 08 08

Cross Poison
00 A6 27 00 2D 28 0A 03 04 28 19 81 00 3F 02 3C 7B 3E 08 02 07 1F 00 03 00 01 00 FF 7F 0A 00 00 00 0A 00 02 80 7C 3E 08 03 04 00 00 00 00 01 00 14 00 03 F9 89 09 08 05 05 01 00 07 00 00 00 09 00 01 00 05 0B 03 0D 0E 5B 57 1D 08 05 08

Focus Blast
14 09 17 03 2D B8 0B 08 05 04 00 F7 00 00 01 00 FF FF 00 E4 27 00 10 28 00 11 28 0A 02 28 00 0C 0C 08 02 64 68 3E 08 82 01 00 00 19 85 00 C0 04 14 02 88 7B 3E 08 02 04 04 00 01 00 B4 00 01 00 03 11 D4 0D 08 05 02 E3 00 00 00 04 28 02 7C 68 3E 08 29 04 C8 00 60 00 01 00 78 00 04 08 02 7C 68 3E 08 29 04 14 00 F8 00 04 00 70 00 04 08 02 7C 68 3E 08 29 04 82 00 A0 00 02 00 68 00 04 08 02 7C 68 3E 08 29 04 A0 00 C0 00 00 00 60 00 04 08 02 7C 68 3E 08 29 04 3C 00 20 01 03 00 58 00 04 4A 02 94 68 3E 08 83 01 00 00 19 BA 00 C0 04 10 03 1D 8B 09 08 02 05 01 00 08 00 00 00 10 00 01 00 19 86 00 3F 05 0B 02 0D 04 01 0E C7 59 1D 08 08

Giga Impact
00 97 27 0A 03 0C 0C 08 19 91 00 C0 02 6C 4E 3D 08 02 03 06 00 01 00 00 00 05 04 0B 02 9C 4E 3D 08 02 05 00 00 1A 00 00 00 00 00 05 00 04 06 02 08 7C 3E 08 04 04 F6 FF 00 00 01 00 00 00 1C 86 00 3F 0A 02 0E 89 7D 1C 08 04 01 02 9C 4E 3D 08 02 05 01 00 E4 FF 00 00 00 00 03 00 05 03 D1 8C 09 08 02 05 01 00 04 00 00 00 0C 00 01 00 05 04 0A 02 84 4E 3D 08 02 03 00 00 00 00 06 00 04 05 02 84 4E 3D 08 02 03 01 00 00 00 06 00 05 0B 03 0D 15 17 08

Grass Knot (Not my favorite, but had no ideas)
00 4F 27 00 B0 27 00 97 27 0A 03 0C 0C 08 04 01 1C A2 00 C0 0A 05 02 08 2C 3E 08 02 03 FD FF FE FF 0A 00 04 02 02 08 2C 3E 08 02 03 FF FF FF FF 0F 00 04 02 02 08 2C 3E 08 02 03 FC FF FC FF 07 00 04 02 02 08 2C 3E 08 02 03 03 00 FD FF 0B 00 04 02 02 08 2C 3E 08 02 03 FF FF FA FF 08 00 04 02 02 08 2C 3E 08 02 03 02 00 FF FF 0C 00 04 02 02 08 2C 3E 08 02 03 FD FF FC FF 0D 00 04 02 02 08 2C 3E 08 02 03 04 00 FB FF 07 00 04 02 02 08 2C 3E 08 02 03 02 00 FA FF 0B 00 04 02 02 08 2C 3E 08 02 03 FD FF FB FF 08 00 04 3C 19 99 00 C0 02 50 2C 3E 08 00 01 00 05 0B 03 0D 05 00 4F 27 00 2D 28 03 C1 39 0A 08 05 00 04 02 03 1D 8B 09 08 02 05 01 00 02 00 00 00 08 00 01 00 19 79 00 3F 04 32 03 1D 8B 09 08 02 05 01 00 02 00 00 00 08 00 01 00 19 79 00 3F 04 32 03 1D 8B 09 08 02 05 01 00 02 00 00 00 08 00 01 00 19 79 00 3F 05 0A 01 0C 0C 08 04 0C 03 1D 8B 09 08 02 05 01 00 03 00 00 00 06 00 01 00 19 84 00 3F 05 0B 01 0D 08

Hammer Arm
00 9F 27 00 97 27 0A 03 28 01 0C 0C 08 19 80 00 3F 02 E0 66 3E 08 02 08 F0 FF 00 00 00 00 00 00 0A 00 01 00 03 00 00 00 05 19 84 00 3F 02 08 7C 3E 08 03 04 00 00 00 00 01 00 02 00 03 F9 89 09 08 05 05 01 00 04 00 00 00 06 00 01 00 05 0B 03 0D 05 0E D1 A6 1C 08 08

Head Smash
00 97 27 02 50 35 3E 08 02 01 00 00 19 9B 00 C0 05 04 02 02 50 35 3E 08 02 01 01 00 05 03 D1 8C 09 08 02 05 00 00 02 00 00 00 04 00 01 00 03 F9 89 09 08 02 05 01 00 05 00 00 00 06 00 01 00 02 50 35 3E 08 02 01 02 00 02 98 7C 3E 08 83 04 00 00 00 00 01 00 01 00 19 74 00 3F 0E 89 7D 1C 08 05 15 17 08

Iron Head
00 19 27 00 97 27 1C 71 00 C0 1C 02 03 ED 86 0B 08 05 03 00 00 00 00 00 00 05 0A 03 28 01 0C 0C 08 00 97 27 02 50 35 3E 08 02 01 00 00 19 9B 00 C0 05 04 02 02 50 35 3E 08 02 01 01 00 05 03 D1 8C 09 08 02 05 00 00 02 00 00 00 04 00 01 00 03 F9 89 09 08 02 05 01 00 05 00 00 00 06 00 01 00 02 50 35 3E 08 02 01 02 00 02 98 7C 3E 08 83 04 00 00 00 00 01 00 01 00 19 74 00 3F 05 0B 03 0D 08

Lunar Dance
00 D2 27 00 D3 27 00 2F 27 0C 00 10 02 24 7B 3E 08 02 05 01 00 01 00 00 00 10 00 00 00 05 02 34 37 3E 08 02 02 78 00 38 00 03 49 60 07 08 03 05 00 00 10 00 10 00 00 00 01 00 19 CC 00 00 04 1E 02 64 37 3E 08 28 02 F4 FF 00 00 04 1E 02 64 37 3E 08 28 02 E8 FF 00 00 04 1E 02 64 37 3E 08 28 02 15 00 00 00 04 1E 02 64 37 3E 08 28 02 00 00 00 00 04 1E 02 64 37 3E 08 28 02 0A 00 00 00 04 14 03 C1 5F 0A 08 02 00 05 0A 02 0C 0C 08 03 7D 90 09 08 02 05 00 00 18 00 06 00 04 00 04 00 03 99 AB 0B 08 02 04 00 00 04 00 07 00 0A 00 19 80 00 C0 04 0C 19 80 00 C0 04 0C 19 80 00 C0 04 0C 19 80 00 C0 04 0C 19 80 00 C0 04 0C 05 0B 02 0D 04 01 08

Magnet Bomb
00 BB 27 00 1B 27 19 83 00 C0 02 DC 5F 3E 08 83 06 0A 00 00 00 00 00 00 00 1E 00 00 00 02 08 60 3E 08 84 07 0A 00 00 00 10 00 1E 00 00 00 28 00 00 00 02 08 60 3E 08 84 07 0A 00 00 00 10 00 1E 00 40 00 28 00 01 00 02 08 60 3E 08 84 07 0A 00 00 00 10 00 1E 00 80 00 28 00 00 00 02 08 60 3E 08 84 07 0A 00 00 00 10 00 1E 00 C0 00 28 00 02 00 02 08 60 3E 08 84 07 0A 00 00 00 08 00 1E 00 20 00 28 00 00 00 02 08 60 3E 08 84 07 0A 00 00 00 08 00 1E 00 60 00 28 00 01 00 02 08 60 3E 08 84 07 0A 00 00 00 08 00 1E 00 A0 00 28 00 00 00 02 08 60 3E 08 84 07 0A 00 00 00 08 00 1E 00 E0 00 28 00 02 00 05 03 1D 8B 09 08 02 05 01 00 04 00 00 00 05 00 01 00 04 0F 1D 70 00 3F 13 00 D6 27 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 F0 FF F1 FF 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 10 00 FB FF 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 F4 FF 12 00 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 00 00 05 00 01 00 00 00 19 AA 00 3F 04 03 05 08 08

Metal Burst
00 14 28 0A 03 2A 01 03 1D 8B 09 08 02 05 00 00 02 00 00 00 08 00 01 00 0E 16 36 1D 08 0E 16 36 1D 08 0E 16 36 1D 08 0E 16 36 1D 08 05 0B 03 04 00 05 00 D6 27 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 F0 FF F1 FF 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 10 00 FB FF 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 F4 FF 12 00 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 00 00 05 00 01 00 00 00 19 AA 00 3F 04 03 05 08

Ominous Wind
14 02 16 00 19 27 00 97 27 0A 03 28 01 0C 0C 08 1C 96 00 C0 14 02 03 85 8F 09 08 02 05 00 00 0C 00 04 00 01 00 04 00 03 4D 19 0B 08 05 02 01 00 46 00 02 1C 6B 3E 08 02 05 E7 FF 00 00 00 00 00 00 14 00 02 1C 6B 3E 08 02 05 19 00 00 00 00 00 00 00 14 00 04 18 02 9C 4E 3D 08 02 05 00 00 18 00 00 00 00 00 09 00 04 11 02 08 7C 3E 08 02 04 10 00 00 00 01 00 01 00 02 08 7C 3E 08 02 04 F0 FF 00 00 01 00 01 00 1C 7F 00 3F 05 02 05 02 84 4E 3D 08 02 03 00 00 00 00 0B 00 05 0B 03 0D 0E C7 59 1D 08 08

Poison Jab
00 A6 27 00 06 28 0A 01 0C 0C 08 19 BA 00 3F 02 48 69 3E 08 82 02 0A 00 F6 FF 05 01 06 28 00 97 27 03 1D 8B 09 08 02 05 01 00 03 00 00 00 0A 00 01 00 02 B0 7C 3E 08 83 05 F6 FF F8 FF 01 00 01 00 08 00 19 74 00 3F 04 08 02 B0 7C 3E 08 83 05 0A 00 08 00 01 00 01 00 08 00 19 86 00 3F 05 0E 5B 57 1D 08 05 0B 01 0D 08

Power Gem (This one is a bit iffy, but the best I could do)
03 F9 A7 0B 08 0A 05 1B 00 01 00 00 00 0C 00 00 00 05 04 0C 03 F9 A7 0B 08 0A 05 02 00 01 00 08 00 00 00 00 00 03 B5 94 0B 08 05 03 00 00 02 00 10 00 1C E8 00 C0 04 08 03 F9 A7 0B 08 0A 05 02 00 01 00 00 00 0F 00 FF 7F 04 14 03 F9 A7 0B 08 0A 05 02 00 01 00 0F 00 00 00 FF 7F 05 03 F9 A7 0B 08 0A 05 19 00 01 00 08 00 00 00 00 00 00 E4 27 00 10 28 00 11 28 0A 02 28 00 0C 0C 08 02 7C 68 3E 08 29 04 82 00 A0 00 02 00 68 00 04 08 02 7C 68 3E 08 29 04 A0 00 C0 00 00 00 60 00 04 08 02 7C 68 3E 08 29 04 3C 00 20 01 03 00 58 00 04 08 05 19 86 00 3F 05 0B 02 0D 04 01 08

Roost
00 1E 28 0A 03 29 19 C3 00 3F 04 00 02 00 6C 3E 08 80 08 00 00 F0 FF 40 00 02 00 68 00 28 2C 20 00 01 00 04 06 02 00 6C 3E 08 80 08 00 00 F0 FF 20 00 02 00 68 00 28 2C 20 00 01 00 02 00 6C 3E 08 80 08 00 00 F0 FF 00 00 02 00 68 00 28 2C 20 00 01 00 04 06 02 00 6C 3E 08 80 08 00 00 F0 FF E0 00 02 00 68 00 28 2C 20 00 01 00 02 00 6C 3E 08 80 08 00 00 F0 FF 80 00 02 00 68 00 28 2C 20 00 01 00 04 06 02 00 6C 3E 08 80 08 00 00 F0 FF C0 00 02 00 68 00 28 2C 20 00 01 00 02 00 6C 3E 08 80 08 00 00 F0 FF A0 00 02 00 68 00 28 2C 20 00 01 00 04 06 02 00 6C 3E 08 80 08 00 00 F0 FF 60 00 02 00 68 00 28 2C 20 00 01 00 05 0B 03 00 2F 27 05 0B 02 0D 04 01 0E C9 56 1D 08 05 08

Seed Bomb
00 16 27 02 94 3D 3E 08 82 02 14 00 00 00 04 05 02 94 3D 3E 08 82 02 14 00 00 00 04 05 02 94 3D 3E 08 82 02 14 00 00 00 04 05 03 1D 8B 09 08 02 05 01 00 02 00 00 00 1E 00 01 00 02 94 3D 3E 08 82 02 14 00 00 00 04 05 02 94 3D 3E 08 82 02 14 00 00 00 04 05 02 94 3D 3E 08 82 02 14 00 00 00 04 08 00 D6 27 00 BF 27 19 A0 00 C0 02 00 3D 3E 08 84 04 06 00 05 00 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 F0 FF F1 FF 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 10 00 FB FF 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 F4 FF 12 00 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 00 00 05 00 01 00 00 00 19 AA 00 3F 04 03 05 08 08

Switcheroo
14 00 17 00 F0 27 00 DF 27 02 60 2F 3E 08 02 02 D8 FF 50 00 02 60 2F 3E 08 02 02 D8 FF D0 00 04 10 19 C6 00 00 03 21 9A 0A 08 03 00 03 B1 9A 0A 08 03 00 04 1E 19 80 00 00 04 18 19 80 00 00 04 10 19 80 00 00 04 10 19 80 00 00 04 10 19 80 00 00 04 10 19 80 00 00 04 10 19 DB 00 00 03 F9 89 09 08 03 05 00 00 05 00 00 00 07 00 02 00 03 F9 89 09 08 03 05 01 00 05 00 00 00 07 00 02 00 05 15 17 08

Vacuum Wave
00 97 27 00 9F 27 0A 01 04 02 02 24 7B 3E 08 02 05 01 00 00 00 00 00 10 00 00 00 0C 0C 08 19 85 00 3F 02 C0 67 3E 08 03 04 00 00 00 00 00 00 32 00 03 F9 A7 0B 08 0A 05 04 00 02 00 00 00 07 00 FF 7F 04 32 02 08 7C 3E 08 02 04 00 00 00 00 01 00 00 00 03 1D 8B 09 08 02 05 01 00 04 00 00 00 16 00 01 00 03 F9 A7 0B 08 0A 05 04 00 02 00 00 00 00 00 FF 7F 02 3C 7B 3E 08 02 07 1F 00 03 00 01 00 00 00 08 00 00 00 00 00 19 74 00 3F 05 0B 01 0D 04 02 08

X-Scissors
14 17 16 03 2D B8 0B 08 05 04 00 FA 00 00 00 01 FF FF 00 9F 27 00 2D 28 0A 03 04 28 19 81 00 3F 02 3C 7B 3E 08 02 07 1F 00 03 00 01 00 FF 7F 0A 00 00 00 0A 00 02 80 7C 3E 08 03 04 00 00 00 00 01 00 14 00 03 F9 89 09 08 05 05 01 00 07 00 00 00 09 00 01 00 05 0B 03 0D 0E C7 59 1D 08 08

Blue Flare
00 20 28 00 2D 27 0A 03 2A 01 02 XX XX XX 08 03 04 00 00 00 00 38 00 00 00 19 89 00 C0 04 02 02 XX XX XX 08 03 04 00 00 00 00 38 00 04 00 19 89 00 C0 04 02 02XX XX XX 08 03 04 00 00 00 00 38 00 08 00 19 89 00 C0 04 02 02 XX XX XX 08 03 04 00 00 00 00 38 00 0C 00 19 89 00 C0 04 02 02 XX XX XX 08 03 04 00 00 00 00 38 00 10 00 19 89 00 C0 04 02 02 XX XX XX 08 03 04 00 00 00 00 38 00 14 00 19 89 00 C0 04 02 02 XX XX XX 08 03 04 00 00 00 00 38 00 18 00 19 89 00 C0 05 02 9C 4E 3D 08 02 00 2D 27 0A 03 28 01 0C 0C 08 03 F9 89 09 08 05 05 00 00 00 00 02 00 2E 00 01 00 04 06 03 01 B1 0A 08 05 01 64 00 1B 8B 00 C0 3F 02 00 0E YY YY YY 08 0E YY YY YY 08 0E YY YY YY 08 03 F9 89 09 08 05 05 01 00 03 00 00 00 2B 00 01 00 0E YY YY YY 08 0E YY YY YY 08 0E YY YY YY 08 0E YY YY YY 08 0E YY YY YY 08 0E YY YY YY 08 0E YY YY YY 08 0E YY YY YY 08 05 0B 03 0D 05 15 17 08

Replace XX XX XX 08 with a pointer to this. Must end with F or may not work Ex. 0x80000F

2D 27 20 28 D8 C9 3A 08 48 5D 3E 08 00 00 00 00 FC 1C 23 08 E9 CD 0A 08

Replace YY YY YY 08 with a pointer to this. Must end with 0 or may not work Ex. 800000

02 20 3B 73 08 03 04 0A 00 0A 00 00 00 10 00 04 02 02 20 3B 73 08 03 04

Bolt Strike
00 E3 27 00 E4 27 00 E5 27 0A 00 0C 0C 08 19 CE 00 C0 04 1E 19 CE 00 C0 04 1E 19 CE 00 C0 02 D4 61 3E 08 02 01 00 00 04 19 19 CE 00 C0 04 14 19 CE 00 C0 04 0F 19 CE 00 C0 04 0A 04 06 05 00 35 27 17 02 24 7B 3E 08 02 05 01 00 02 00 00 00 10 00 00 00 04 10 03 E9 A0 0B 08 02 03 01 01 01 01 01 01 19 83 00 3F 04 01 02 38 5F 3E 08 82 02 10 00 DC FF 04 01 02 38 5F 3E 08 82 02 10 00 EC FF 04 01 02 38 5F 3E 08 82 02 10 00 0C 00 04 14 02 38 5F 3E 08 86 02 F0 FF E0 FF 19 83 00 3F 04 01 02 38 5F 3E 08 86 02 F0 FF F0 FF 04 01 02 38 5F 3E 08 86 02 F0 FF 10 00 19 83 00 3F 04 05 03 E9 A0 0B 08 02 03 01 01 01 01 01 01 04 01 02 38 5F 3E 08 82 02 18 00 E0 FF 04 01 02 38 5F 3E 08 82 02 18 00 F0 FF 04 01 02 38 5F 3E 08 82 02 18 00 10 00 04 1E 03 E9 A0 0B 08 02 03 01 01 01 01 01 01 04 05 03 E9 A0 0B 08 02 03 01 01 01 01 01 01 04 01 02 38 5F 3E 08 82 02 00 00 E0 FF 19 D6 00 3F 04 01 02 38 5F 3E 08 82 02 00 00 F0 FF 04 01 02 38 5F 3E 08 82 02 00 00 10 00 04 0A 03 E9 A0 0B 08 02 03 01 01 01 01 01 01 04 01 03 D9 DA 0A 08 02 04 1E 00 03 00 01 00 00 00 04 02 03 E9 A0 0B 08 02 03 01 01 01 01 01 01 04 01 02 24 7B 3E 08 82 05 01 00 02 00 10 00 00 00 00 00 05 0B 00 0D 08

Bulldoze
03 39 83 0A 08 02 02 00 00 03 00 04 08 1C A0 00 C0 26 03 0E D1 A6 1C 08 08

Electroweb
00 1B 27 00 C5 27 00 C4 27 0A 03 04 00 02 24 7B 3E 08 05 05 01 00 02 00 00 00 09 00 00 00 05 28 01 1C 7A 00 C0 09 06 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 05 19 7B 00 3F 02 DC 72 3E 08 02 00 05 0E D4 58 1D 08 05 0B 03 04 01 02 24 7B 3E 08 05 05 01 00 02 00 09 00 00 00 00 00 08 02 90 72 3E 08

Fusion Bolt
00 1B 27 00 E3 27 00 E4 27 00 E5 27 0A 00 0C 0C 08 02 24 7B 3E 08 02 05 01 00 02 00 00 00 04 00 00 00 05 03 41 E5 0A 08 02 04 00 00 3C 00 02 00 0C 00 19 CE 00 C0 04 1E 19 CE 00 C0 04 1E 19 CE 00 C0 02 D4 61 3E 08 02 01 00 00 04 19 19 CE 00 C0 04 14 19 CE 00 C0 04 0F 19 CE 00 C0 04 0A 04 06 1C CE 00 C0 06 05 05 02 04 62 3E 08 02 03 00 00 10 00 10 00 04 02 02 04 62 3E 08 02 03 00 00 F0 FF F0 FF 19 70 00 C0 05 02 24 7B 3E 08 02 05 01 00 04 00 04 00 00 00 00 00 0B 00 0D 00 1B 27 00 AC 27 00 97 27 19 97 00 C0 02 B8 6B 3E 08 02 04 00 00 00 00 0D 00 50 01 05 00 AC 27 00 97 27 0A 03 0C 0C 08 19 BA 00 3F 02 FC 6C 3E 08 83 00 04 07 19 86 00 3F 02 08 7C 3E 08 82 04 00 00 00 00 01 00 00 00 03 F9 89 09 08 05 05 01 00 00 00 05 00 0B 00 01 00 05 0E D4 58 1D 08 0B 03 0D 13 96 FC 1C 08

Fusion Flare
00 B0 27 00 2D 27 0A 03 2A 01 02 FC 5D 3E 08 03 04 00 00 00 00 38 00 00 00 19 89 00 C0 04 02 02 FC 5D 3E 08 03 04 00 00 00 00 38 00 04 00 19 89 00 C0 04 02 02 FC 5D 3E 08 03 04 00 00 00 00 38 00 08 00 19 89 00 C0 04 02 02 FC 5D 3E 08 03 04 00 00 00 00 38 00 0C 00 19 89 00 C0 04 02 02 FC 5D 3E 08 03 04 00 00 00 00 38 00 10 00 19 89 00 C0 04 02 02 FC 5D 3E 08 03 04 00 00 00 00 38 00 14 00 19 89 00 C0 04 02 02 FC 5D 3E 08 03 04 00 00 00 00 38 00 18 00 19 89 00 C0 05 02 9C 4E 3D 08 02 00 AC 27 00 97 27 19 97 00 C0 02 B8 6B 3E 08 02 04 00 00 00 00 0D 00 50 01 05 00 AC 27 00 97 27 0A 03 0C 0C 08 19 BA 00 3F 02 FC 6C 3E 08 83 00 04 07 19 86 00 3F 02 08 7C 3E 08 82 04 00 00 00 00 01 00 00 00 03 F9 89 09 08 05 05 01 00 00 00 05 00 0B 00 01 00 05 0E 50 09 1D 08 0B 03 0D 13 96 FC 1C 08

Glaciate
14 0F 17 00 9D 27 0A 03 02 24 7B 3E 08 02 00 0E 3E E9 1C 08 0E 3E E9 1C 08 19 7E 00 3F 05 00 1A 27 0A 03 28 01 0C 0C 08 03 FD 83 07 08 02 00 1D EB 00 3F 11 05 0B 03 0D 15 17 08

Hex
14 02 17 00 51 27 00 A6 27 1C A2 00 3F 0A 06 02 C0 29 3E 08 82 06 E2 FF EA FF 75 00 50 00 05 00 01 00 02 C0 29 3E 08 82 06 0A 00 EA FF 75 00 50 00 FB FF 01 00 02 C0 29 3E 08 82 06 E7 FF EA FF 75 00 70 00 05 00 03 00 04 0F 02 C0 29 3E 08 82 06 FB FF EA FF 75 00 50 00 FB FF 01 00 02 C0 29 3E 08 82 06 05 00 EA FF 75 00 60 00 05 00 01 00 02 C0 29 3E 08 82 06 00 00 EA FF 75 00 45 00 FB FF 01 00 02 C0 29 3E 08 82 06 F1 FF EA FF 75 00 70 00 05 00 02 00 04 1E 02 C0 29 3E 08 82 06 F1 FF EA FF 75 00 70 00 05 00 02 00 02 C0 29 3E 08 82 06 0F 00 EA FF 75 00 50 00 FB FF 01 00 02 C0 29 3E 08 82 06 F6 FF EA FF 75 00 60 00 07 00 02 00 02 C0 29 3E 08 82 06 FB FF EA FF 75 00 5A 00 F8 FF 00 00 04 14 02 C0 29 3E 08 82 06 F6 FF EA FF 75 00 50 00 FB FF 01 00 02 C0 29 3E 08 82 06 00 00 EA FF 75 00 59 00 05 00 02 00 02 C0 29 3E 08 82 06 14 00 EA FF 75 00 70 00 F8 FF 02 00 02 C0 29 3E 08 82 06 05 00 EA FF 75 00 50 00 05 00 01 00 05 15 17 08

Heart Stamp
00 E8 27 1C CD 00 C0 0C 03 03 05 97 09 08 05 05 00 00 0C 00 00 10 04 00 00 00 04 0F 02 18 42 3E 08 83 02 14 00 F8 FF 05 19 DB 00 3F 02 30 42 3E 08 83 02 A0 00 E0 FF 02 30 42 3E 08 83 02 00 FF D8 FF 02 30 42 3E 08 83 02 80 00 F0 FF 02 30 42 3E 08 83 02 A0 01 DA FF 02 30 42 3E 08 83 02 80 FF EA FF 02 30 42 3E 08 83 02 80 FE E1 FF 05 1D DC 00 00 0F 03 E9 9C 0A 08 05 00 02 48 42 3E 08 28 03 10 00 00 01 00 00 02 48 42 3E 08 28 03 E0 00 F0 00 0F 00 02 48 42 3E 08 28 03 7E 00 10 01 1E 00 02 48 42 3E 08 28 03 50 00 E0 00 2D 00 02 48 42 3E 08 28 03 AA 00 10 01 3C 00 02 48 42 3E 08 28 03 28 00 00 01 4B 00 02 48 42 3E 08 28 03 70 00 00 01 5A 00 02 48 42 3E 08 28 03 C8 00 10 01 5A 00 04 4B 03 DD 9B 0B 08 02 06 04 00 04 00 04 00 00 00 0A 00 3F 6F 05 0E CA 82 1C 08

Horn Leech
00 A3 27 00 2F 27 00 97 27 00 24 27 02 50 35 3E 08 02 01 00 00 19 9B 00 C0 05 04 02 02 50 35 3E 08 02 01 01 00 02 BC 37 3E 08 84 03 00 00 00 00 0A 00 05 03 D1 8C 09 08 02 05 00 00 02 00 00 00 04 00 01 00 03 F9 89 09 08 02 05 01 00 05 00 00 00 06 00 01 00 02 50 35 3E 08 02 01 02 00 02 98 7C 3E 08 05 05 01 00 00 00 05 00 05 00 01 00 05 02 24 7B 3E 08 02 05 01 00 01 00 00 00 07 00 00 00 05 0E 44 EC 1C 08 05 04 0F 0E C9 56 1D 08 05 02 24 7B 3E 08 02 05 01 00 01 00 07 00 00 00 00 00 05 0B 03 0D 08

Hurricane
00 19 27 00 97 27 0A 03 28 01 0C 0C 08 0E CF 59 1D 08 19 7D 00 3F 02 E8 6A 3E 08 02 02 00 00 F0 FF 03 4D 19 0B 08 05 02 01 00 46 00 05 03 1D 8B 09 08 05 05 01 00 01 00 00 00 07 00 01 00 02 08 7C 3E 08 02 04 00 00 00 00 01 00 02 00 19 7E 00 3F 05 0B 03 0D 0E C7 59 1D 08 08

Icicle Crash
14 0F 17 00 16 28 00 97 27 0A 01 28 01 0C 0C 08 19 82 00 C0 02 24 73 3E 08 02 06 14 00 F8 FF F8 FF F8 FF 14 00 E0 FF 04 0F 02 24 73 3E 08 02 06 14 00 F8 FF 08 00 08 00 14 00 D8 FF 04 04 19 9F 00 3F 02 08 7C 3E 08 03 04 F8 FF F8 FF 01 00 02 00 03 1D 8B 09 08 02 05 01 00 03 00 00 00 02 00 01 00 04 09 02 24 73 3E 08 02 06 14 00 F8 FF 00 00 00 00 14 00 E0 FF 04 04 19 9F 00 3F 02 08 7C 3E 08 03 04 08 00 08 00 01 00 02 00 03 1D 8B 09 08 02 05 01 00 03 00 00 00 02 00 01 00 04 0E 19 9F 00 3F 02 08 7C 3E 08 03 04 00 00 00 00 01 00 02 00 03 1D 8B 09 08 02 05 01 00 03 00 00 00 02 00 01 00 05 0B 01 0D 05 15 17 08

Steamroller
00 97 27 00 5A 27 00 4A 27 0A 03 28 01 0C 0C 08 03 D1 4B 0B 08 02 00 05 03 D5 9B 09 08 02 05 00 00 01 00 1E 00 01 00 00 00 02 08 7C 3E 08 04 04 00 00 00 00 01 00 02 00 03 39 83 0A 08 02 02 01 00 01 00 04 08 1C A0 00 C0 26 03 05 0B 03 0D 08

Struggle Bug
14 16 16 03 2D B8 0B 08 05 04 00 F7 00 00 00 01 FF FF 00 97 27 00 E7 27 0A 01 0C 0C 08 03 D1 8C 09 08 02 05 00 00 03 00 00 00 0C 00 04 00 02 F8 43 3E 08 02 03 00 00 00 00 02 00 02 F8 43 3E 08 02 03 00 00 01 00 02 00 1C 9B 00 C0 0C 04 05 02 08 7C 3E 08 03 04 00 00 00 00 01 00 02 00 03 D1 8C 09 08 02 05 01 00 03 00 00 00 06 00 01 00 19 86 00 3F 05 0B 01 0D 0E C7 59 1D 08 08

Wild Charge
00 1B 27 00 E3 27 00 E4 27 00 E5 27 0A 00 0C 0C 08 02 24 7B 3E 08 02 05 01 00 02 00 00 00 04 00 00 00 05 03 41 E5 0A 08 02 04 00 00 3C 00 02 00 0C 00 19 CE 00 C0 04 1E 19 CE 00 C0 04 1E 19 CE 00 C0 02 D4 61 3E 08 02 01 00 00 04 19 19 CE 00 C0 04 14 19 CE 00 C0 04 0F 19 CE 00 C0 04 0A 04 06 1C CE 00 C0 06 05 05 02 04 62 3E 08 02 03 00 00 10 00 10 00 04 02 02 04 62 3E 08 02 03 00 00 F0 FF F0 FF 19 70 00 C0 05 02 24 7B 3E 08 02 05 01 00 04 00 04 00 00 00 00 00 0B 00 0D 00 97 27 0A 03 0C 0C 08 19 91 00 C0 02 6C 4E 3D 08 02 03 06 00 01 00 00 00 05 04 0B 02 9C 4E 3D 08 02 05 00 00 1A 00 00 00 00 00 05 00 04 06 02 08 7C 3E 08 04 04 F6 FF 00 00 01 00 00 00 1C 86 00 3F 0A 02 04 01 02 9C 4E 3D 08 02 05 01 00 E4 FF 00 00 00 00 03 00 05 03 D1 8C 09 08 02 05 01 00 04 00 00 00 0C 00 01 00 05 04 0A 02 84 4E 3D 08 02 03 00 00 00 00 06 00 04 05 02 84 4E 3D 08 02 03 01 00 00 00 06 00 05 0E D4 58 1D 08 0B 03 0D 08

Animation Revisions
Air Slash (With scrolling Bg that changes with user)
0E CF 59 1D 08 00 C7 27 02 A4 35 3E 08 82 03 01 00 F8 FF 00 00 19 81 00 3F 04 04 02 A4 35 3E 08 82 03 01 00 08 00 00 00 03 1D 8B 09 08 02 05 01 00 04 00 00 00 12 00 01 00 19 81 00 3F 05 0E C7 59 1D 08 08

Aqua Jet (i feel like mine is closer to the actual animation)
00 20 28 00 AC 27 19 9B 00 C0 02 40 6D 3E 08 02 04 00 00 00 00 0D 00 50 01 05 19 E2 00 C0 02 7C 6D 3E 08 03 01 00 00 0E B6 41 1D 08 0E B6 41 1D 08 0E B6 41 1D 08 0E B6 41 1D 08 0E B6 41 1D 08 05 00 A4 27 00 AB 27 0A 03 0C 0C 08 19 AB 00 3F 02 7C 6D 3E 08 83 01 01 00 0E 0C 42 1D 08 0E 0C 42 1D 08 0E 0C 42 1D 08 0E 0C 42 1D 08 0E 0C 42 1D 08 04 0C 0E A2 8C 1C 08 05 2C 00 0B 03 0D 05 08

Bullet Punch (Closer to original animation)
1C 71 00 C0 1C 02 03 ED 86 0B 08 05 03 00 00 00 00 00 00 05 00 97 27 00 9F 27 0A 03 0C 0C 08 03 7D 90 09 08 02 05 00 00 14 00 00 00 00 00 04 00 04 04 02 08 7C 3E 08 02 04 F1 FF 12 00 01 00 00 00 19 74 00 3F 04 01 03 F9 89 09 08 02 05 01 00 05 00 00 00 19 00 01 00 02 10 67 3E 08 03 05 F1 FF 12 00 08 00 01 00 00 00 04 03 02 08 7C 3E 08 02 04 00 00 FC FF 01 00 00 00 19 74 00 3F 04 01 02 10 67 3E 08 03 05 00 00 FC FF 08 00 01 00 00 00 04 03 02 08 7C 3E 08 02 04 0F 00 09 00 01 00 00 00 19 74 00 3F 04 01 02 10 67 3E 08 03 05 0F 00 09 00 08 00 01 00 00 00 04 05 02 84 4E 3D 08 02 03 00 00 00 00 05 00 05 0B 03 0D 08

Power Whip (The one up there doesn't change background depend on user)
00 2F 28 0E 89 7D 1C 08 19 88 00 C0 02 54 4E 3D 08 02 02 04 00 06 00 04 06 19 94 00 3F 02 60 31 3E 08 82 02 00 00 00 00 04 06 03 1D 8B 09 08 02 05 01 00 02 00 00 00 06 00 01 00 0E C7 59 1D 08 08

Acrobatics (custom opposed to fly's animation)
0E CF 59 1D 08 00 97 27 0A 02 0C 0C 08 03 7D 90 09 08 02 05 00 00 18 00 06 00 01 00 05 00 03 99 AB 0B 08 02 04 00 00 04 00 07 00 03 00 19 88 00 C0 04 04 03 F9 89 09 08 02 05 01 00 05 00 00 00 06 00 01 00 02 08 7C 3E 08 84 04 00 00 00 00 01 00 01 00 19 74 00 3F 05 0B 02 0D 05 0E C7 59 1D 08 08

Venoshock effect (I am very very proud of this one haha)
1D 00 00 00 00 01 00 69 1D 08 2E 85 3E 02 02 00 1C 00 08 00 00 00 51 80 1D 08 28 00 69 1D 08 2E D2 3F 02 02 02 28 00 69 1D 08

MrDollSteak
April 25th, 2013, 01:07 AM
Wow, I sure wish this was around back when I was doing animations lol. I would definitely like to contribute to this since I have done pretty much everything already done and many more. I'm only going to post the ones that I feel like people would like or might like as well as my own version/revisions of the ones up there already. Also, I'm leaving out any moves that I used a custom BG for. If anyone wants me to post those I will haha. Here's a few...

Thanks Dreamengine they're really good. Also thanks for fixing power whip! I didn't realise it wasn't doing both targets :P

Focus Blast is especially good i think! Great work on that one.

Also could you please share some of your custom BG ones? with the tilemaps and such. I think it would probably be very helpful!

Also Dumping some more move animations I'd made.

Mud Bomb

00 A6 27 00 13 28 19 77 00 C0 02 XX YY ZZ 08 82
04 14 00 00 00 28 00 00 00 05 03 F9 89 09 08 05
05 01 00 03 00 00 00 05 00 01 00 03 DD 9B 0B 08
02 06 04 00 01 00 02 00 00 00 0C 00 1E 7C 0E XX2
YY2 ZZ2 08 05 08

At offset ZZ YY XX

A6 27 13 28 90 CA 3A 08 DC 69 3E 08 00 00 00 00
18 6A 3E 08 21 16 0B 08

At offset ZZ2 YY2 XX2

02 XX3 YY3 ZZ3 08 82 03 0A 00 0A 00 00 00 19 8D 00 3F 04 06 02 XX3 YY3 ZZ3 08 82 03 14 00 EC FF 00 00 19 8D 00 3F 04 06 02 XX3 YY3 ZZ3 08 82 03 EC FF 0F 00 00 00 19 8D 00 3F 04 06 02 XX3 YY3 ZZ3 08 82 03 00 00 00 00 00 00 19 8D 00 3F 04 06 02 XX3 YY3 ZZ3 08 82 03 EC FF EC FF 00 00 19 8D 00 3F 04 06 02 XX3 YY3 ZZ3 08 82 03 10 00 F8 FF 00 00 19 8D 00 3F 0F

At offset ZZ3 YY3 XX3

A6 27 13 28 30 CA 3A 08 DC 69 3E 08 00 00 00 00 B4 6A 3E 08 39 18 0B 08

U-Turn


00 05 28 00 3B 27 0A 01 0C 0C 08 19 91 00 C0 02 B0 3E 91 08 02 02 0A 00 F6 FF 05 03 DD 9B 0B 08 02 06 02 00 00 00 04 00 02 00 08 00 1F 00 05 01 05 28 00 06 28 02 54 4E 3D 08 02 02 06 00 04 00 04 04 19 BA 00 3F 02 D0 3E 91 08 82 02 0A 00 F6 FF 05 01 06 28 00 97 27 03 1D 8B 09 08 02 05 01 00 03 00 00 00 0A 00 01 00 02 B0 7C 3E 08 83 05 F6 FF F8 FF 01 00 01 00 08 00 19 74 00 3F 04 08 02 B0 7C 3E 08 83 05 0A 00 08 00 01 00 01 00 08 00 19 86 00 3F 05 0B 01 0D 00 F2 27 19 D9 00 C0 03 DD 9B 0B 08 02 06 1F 00 01 00 02 00 00 00 0B 00 FF FF 02 50 F1 3F 08 02 00 08 FF

At offset ZZ YY XX

05 28 3B 27 D8 C9 3A 08 F4 68 3E 08 00 00 00 00 FC
1C 23 08 85 14 0B 08
At offset ZZ2 YY2 XX2

06 28 3B 27 E0 C9 3A 08 3C 69 3E 08 00 00 00 00 FC
1C 23 08 85 14 0B 08

Hone Claws

00 C7 27 0A 01 0C 0C 08 19 94 00 3F 02 XX YY ZZ 08
02 04 00 00 00 00 01 00 00 00 03 F9 89 09 08 02 05
08 00 03 00 00 00 06 00 01 00 05 0B 01 0D 05 00 99
27 0A 01 0C 0C 08 19 94 00 3F 02 XX YY ZZ 08 02 04
00 00 00 00 01 00 00 00 03 F9 89 09 08 02 05 08 00
03 00 00 00 06 00 01 00 05 0B 01 0D 05 00 99 27 0A
01 0C 0C 08 19 94 00 3F 02 XX YY ZZ 08 02 04 00 00
00 00 01 00 00 00 03 F9 89 09 08 02 05 08 00 03 00
00 00 06 00 01 00 05 0B 01 0D 05 08

At offset ZZ YY XX

C7 27 C7 27 F8 CA 3A 08 FC ED 3F 08 00 00 00 00 FC
1C 23 08 9D 5D 07 08

Clear Smog

00 BC 27 00 02 28 0A 03 29 0C 0C 08 1C A1 00 3F 11
0A 0E XX YY ZZ 08 0E XX YY ZZ 08 0E XX YY ZZ 08 0E
XX YY ZZ 08 0E XX YY ZZ 08 0E XX YY ZZ 08 0E XX YY
ZZ 08 04 78 1C 8D 00 3F 12 02 03 DD 9B 0B 08 02 06
04 00 02 00 02 00 00 00 0C 00 1A 68 04 0A 03 1D 8B
09 08 02 05 01 00 02 00 00 00 0F 00 01 00 05 0B 03
0D 08 02 XX2 YY2 ZZ2 08 02 06 00 00 E8 FF 30 00 F0
00 01 00 00 00 04 07 0F 00 97 27 0A 00 14 01 17 04
00 19 B7 00 C0 03 7D 90 09 08 02 05 00 00 12 00 06
00 01 00 03 00 03 E1 78 0B 08 02 01 01 00 05 0B 00
2B 00 04 01 03 2D C1 0B 08 02 00 0A 01 0C 0C 08 04
01 19 74 00 3F 02 08 7C 3E 08 02 04 00 00 00 00 01
00 01 00 03 1D 8B 09 08 02 05 01 00 02 00 00 00 09
00 01 00 05 0B 01 0D 04 01 10 07 00 10 04 20 03 81
7A 0B 08 02 00 0A 00 03 DD 79 0B 08 02 01 01 00 05
0B 00 04 01 15 17 08

At offset ZZ YY XX

02 XX2 YY2 ZZ2 08 02 06 00 00 E8 FF 30 00 F0 00 01
00 00 00 04 07 0F 00 97 27 0A 00 14 01 17 04 00 19
B7 00 C0 03 7D 90 09 08 02 05 00 00 12 00 06 00 01
00 03 00 03 E1 78 0B 08 02 01 01 00 05 0B 00 2B 00
04 01 03 2D C1 0B 08 02 00 0A 01 0C 0C 08 04 01 19
74 00 3F

At offset ZZ2 YY2 XX2

BC 27 02 28 18 CB 3A 08 A0 64 3E 08 00 00 00 00 FC
1C 23 08 15 F9 0A 08

Payback (This one I'm rather proud of)


00 A3 27 00 20 27 00 2F 27 0A 02 0C 0C 08 1C 85 00
C0 0D 03 03 DD 9B 0B 08 02 06 02 00 00 00 06 00 00
00 0B 00 E9 2C 0E XX YY ZZ 0E XX YY ZZ 0E XX YY ZZ
05 0B 02 0D 04 01 00 97 27 00 C0 27 0A 01 0C 0C 08
19 7F 00 3F 02 XX4 YY4 ZZ4 02 04 00 00 00 00 01 00
02 00 03 F9 89 09 08 02 05 01 00 03 00 00 00 06 00
01 00 05 0B 01 0D 08

At offset ZZ YY XX

02 XX2 YY2 ZZ2 02 03 28 00 F6 FF 0D 00 04 03 02
XX2 YY2 ZZ2 02 03 DD FF F6 FF 0D 00 04 03 02 XX2
YY2 ZZ2 02 03 0F 00 D8 FF 0D 00 04 03 02 XX2 YY2
ZZ2 02 03 F6 FF E0 FF 0D 00 04 03 02 XX2 YY2 ZZ2
02 03 19 00 EC FF 0D 00 04 03 02 XX2 YY2 ZZ2 02 03
D8 FF EC FF 0D 00 04 03 02 XX2 YY2 ZZ2 02 03 05 00
D8 FF 0D 00 04 03 0F 00 A3 27 22 03 0C 0B 05 1B C5
00 3F C0 FD 00 03 0D 2F 0A 08 05 02 80 00 18 00 04
0F 02 XX3 YY3 ZZ3 82 02 F4 FF 18 00 04 0A 10 07 FF
FF 05 19 91 00 C0 03 DD 9B 0B 08 02 06 02 00 00 00
02 00 00 00 0B 00 FF 7F 05 23 03 0D 08 00 CA 27 1C
94 00 3F 06 04 FF FF FF

At offset ZZ2 YY2 XX2

A3 27 20 27 50 CB 3A 08 40 2A 3E 08 00 00 00 00 54
2A 3E 08 89 23 0A 08

At offset ZZ3 YY3 XX3

A3 27 20 27 90 CA 3A 08 40 2A 3E 08 00 00 00 00 4C
2D 3E 08 99 30 0A 08

At offset ZZ4 YY4 XX4

97 27 C0 27 58 CB 3A 08 F0 1C 23 08 00 00 00 00 F8
7B 3E 08 61 A5 0B 08


Lava Plume

00 D9 27 02 24 7B 3E 08 02 05 1F 00 02 00 00 00 0A
00 1F 00 05 03 A5 CE 0A 08 02 00 1D AB 00 C0 3C 05
03 A5 CE 0A 08 05 03 04 00 08 00 3C 00 1C 7C 00 3F
10 0C 04 50 02 24 7B 3E 08 28 05 1F 00 04 00 0A 00
00 00 1F 00 08

Stone Edge

00 4A 27 19 8F 00 3F 03 F9 89 09 08 05 05 01 00 00 00 02 00 2F 00 01 00 0E XX YY ZZ 0E XX YY ZZ 0E XX YY ZZ 05 08 02 XX2 YY2 ZZ2 82 07 00 00 1C 00 10 02 1E 00 0D 00 32 00 01 00 04 02 02 XX2 YY2 ZZ2 82 07 00 00 20 00 E0 01 14 00 10 00 D2 FF 01 00 04 02 02 XX2 YY2 ZZ2 82 07 00 00 21 00 40 02 14 00 08 00 2A 00 01 00 04 02 02 XX2 YY2 ZZ2 82 07 00 00 1F 00 90 01 19 00 0B 00 D6 FF 01 00 04 02 02 XX2 YY2 ZZ2 82 07 00 00 1C 00 00 02 19 00 10 00 2E 00 01 00 04 02 02 XX2 YY2 ZZ2 82 07 00 00 21 00 D0 01 1E 00 0F 00 CE FF 01 00 04 02 0F 00 9A 27 0A 01 0C 0C 08 19 81 00 3F 03 7D AB 0A 08 02 00 21 07 00 00 47 89 1C 08 13 59 89 1C 08 03 A1 AB 0A 08 02 00 21 07 01 00 2E 89 1C 08 21 07 02 00 6B 89 1C 08 21 07 03 00 85 89 1C 08 13 9F 89 1C 08 04 05 03 F9 89 09 08 02 05 01 00 00 00 03 00 0A 00 01 00 05 0B 01 0D 05 08 02 94 32 3E 08 02 03 28 00 E0 FF 00 00 13 0A 89 1C 08 02 94 32 3E 08 02 03 28 00 E0 FF 01 00 13 0A 89 1C 08 02 3C 7B 3E 08 02 07 1F 00 03 00 01 00 09 29 04 00 00 00 00 00 13 2E 89 1C 08 02 3C 7B 3E 08 02 07 1F 00 03 00 03 00 09 29 04 00 00 00 00 00 13 2E 89 1C 08 02 3C 7B 3E 08 02 07 1F 00 03 00 03 00 09 29 04 00 00 00 00 00 13 2E 89 1C 08

At offset XX YY ZZ

02 XX2 YY2 ZZ2 82 07 00 00 1C 00 10 02 1E 00 0D 00 32 00 01 00 04 02 02 XX2 YY2 ZZ2 82 07 00 00 20 00 E0 01 14 00 10 00 D2 FF 01 00 04 02 02 XX2 YY2 ZZ2 82 07 00 00 21 00 40 02 14 00 08 00 2A 00 01 00 04 02 02 XX2 YY2 ZZ2 82 07 00 00 1F 00 90 01 19 00 0B 00 D6 FF 01 00 04 02 02 XX2 YY2 ZZ2 82 07 00 00 1C 00 00 02 19 00 10 00 2E 00 01 00 04 02 02 XX2 YY2 ZZ2 82 07 00 00 21 00 D0 01 1E 00 0F 00 CE FF 01 00 04 02 0F 00 9A 27 0A 01 0C 0C 08 19 81 00 3F 03 7D AB 0A 08 02 00 21 07 00 00 47 89 1C 08 13 59 89 1C 08 03 A1 AB 0A 08 02 00 21 07 01 00 2E 89 1C 08 21 07 02 00 6B 89 1C 08 21 07 03 00 85 89 1C 08 13 9F 89 1C 08 04 05 03 F9 89 09 08 02 05 01 00 00 00 03 00 0A 00 01 00 05 0B 01 0D 05 08

At offset XX2 YY2 ZZ2

4A 27 4A 27 D8 C9 3A 08 48 5D 3E 08 00 00 00 00 FC

1C 23 08 7D 47 0B 08

Shadowraze
April 25th, 2013, 02:17 AM
Whoa! my name is on the list! :3

thx for putting it, btw, here is some of my animation code:

Flash Cannon:
Q. dance:
it may be ugly though, and its up to you wheter you want to put it up or not, i hope people can find it useful, and modified this to a better animation :)

Sorry but I don't think Flash Cannon can make it. It doesn't look like the 5th gen move. Although Quiver Dance is awesome. :) I'll add it up.

Hello everyone! Here's some of my stuff that I inserted into the rom:

Frost breath effect:
Frost breath animation:
Volt switch effect:
Dragon Tail effect:
Rock wrecker animation:

I'll add some more later.

Frost Breath effect and animation is great. Rock Wrecker animation is also good. As for Volt Switch and Dragon Tail it still has bugs no one has made a perfect one yet. :/

Wow, I sure wish this was around back when I was doing animations lol. I would definitely like to contribute to this since I have done pretty much everything already done and many more. I'm only going to post the ones that I feel like people would like or might like as well as my own version/revisions of the ones up there already. Also, I'm leaving out any moves that I used a custom BG for. If anyone wants me to post those I will haha. Here's a few...

Custom Animations
Assurance
14 00 17 00 9F 27 00 97 27 28 01 0C 0C 08 03 81 99 09 08 05 04 08 00 05 00 00 00 00 00 04 06 02 54 4E 3D 08 02 02 04 00 03 00 04 04 19 BA 00 3F 02 AC 68 3E 08 82 04 0A 00 F8 FF 0E 00 03 00 05 03 81 99 09 08 05 04 08 00 05 00 00 00 01 00 19 7F 00 3F 02 08 7C 3E 08 82 04 08 00 00 00 01 00 02 05 15 17 08

Aura Sphere
14 09 17 03 2D B8 0B 08 05 04 00 F7 00 00 01 00 FF FF 00 C0 27 04 0F 1F 39 CF 0D 08 07 A1 00 C0 FF 3F 00 05 00 05 00 00 00 05 00 02 08 76 3E 08 82 03 10 00 10 00 08 00 05 19 98 00 3F 03 1D 8B 09 08 02 05 01 00 04 00 00 00 08 00 01 00 05 0E C7 59 1D 08 08

Chatter
00 F1 27 00 DB 27 0E CF 59 1D 08 0A 03 03 C9 A7 0A 08 02 01 00 00 02 10 41 3E 08 03 06 00 00 00 00 00 00 00 00 1F 00 08 00 19 EA 00 C0 02 30 44 3E 08 02 04 00 00 1D 00 F4 FF 00 00 02 30 44 3E 08 02 04 00 00 F4 FF E3 FF 01 00 04 10 03 C9 A7 0A 08 02 01 00 00 02 10 41 3E 08 03 06 00 00 00 00 00 00 00 00 1F 00 08 00 19 EA 00 C0 02 30 44 3E 08 02 04 00 00 0C 00 E3 FF 01 00 02 30 44 3E 08 02 04 00 00 E3 FF F4 FF 00 00 04 10 03 C9 A7 0A 08 02 01 00 00 02 10 41 3E 08 03 06 00 00 00 00 00 00 00 00 1F 00 08 00 19 EA 00 C0 02 30 44 3E 08 02 04 00 00 18 00 E8 FF 01 00 02 30 44 3E 08 02 04 00 00 E8 FF E8 FF 00 00 05 0B 03 0E C7 59 1D 08 08

Close Combat
14 09 17 03 2D B8 0B 08 05 04 00 F7 00 00 01 00 FF FF 00 97 27 00 9F 27 0A 03 0C 0C 08 03 7D 90 09 08 02 05 00 00 14 00 00 00 00 00 04 00 04 04 02 08 7C 3E 08 02 04 F1 FF 12 00 01 00 00 00 19 74 00 3F 04 01 03 F9 89 09 08 02 05 01 00 05 00 00 00 19 00 01 00 02 10 67 3E 08 03 05 F1 FF 12 00 08 00 01 00 00 00 04 03 02 08 7C 3E 08 02 04 00 00 FC FF 01 00 00 00 19 74 00 3F 04 01 02 10 67 3E 08 03 05 00 00 FC FF 08 00 01 00 00 00 04 03 02 08 7C 3E 08 02 04 0F 00 09 00 01 00 00 00 19 74 00 3F 04 01 02 10 67 3E 08 03 05 0F 00 09 00 08 00 01 00 00 00 04 05 02 84 4E 3D 08 02 03 00 00 00 00 05 00 05 0B 03 0D 0E C7 59 1D 08 08

Cross Poison
00 A6 27 00 2D 28 0A 03 04 28 19 81 00 3F 02 3C 7B 3E 08 02 07 1F 00 03 00 01 00 FF 7F 0A 00 00 00 0A 00 02 80 7C 3E 08 03 04 00 00 00 00 01 00 14 00 03 F9 89 09 08 05 05 01 00 07 00 00 00 09 00 01 00 05 0B 03 0D 0E 5B 57 1D 08 05 08

Focus Blast
14 09 17 03 2D B8 0B 08 05 04 00 F7 00 00 01 00 FF FF 00 E4 27 00 10 28 00 11 28 0A 02 28 00 0C 0C 08 02 64 68 3E 08 82 01 00 00 19 85 00 C0 04 14 02 88 7B 3E 08 02 04 04 00 01 00 B4 00 01 00 03 11 D4 0D 08 05 02 E3 00 00 00 04 28 02 7C 68 3E 08 29 04 C8 00 60 00 01 00 78 00 04 08 02 7C 68 3E 08 29 04 14 00 F8 00 04 00 70 00 04 08 02 7C 68 3E 08 29 04 82 00 A0 00 02 00 68 00 04 08 02 7C 68 3E 08 29 04 A0 00 C0 00 00 00 60 00 04 08 02 7C 68 3E 08 29 04 3C 00 20 01 03 00 58 00 04 4A 02 94 68 3E 08 83 01 00 00 19 BA 00 C0 04 10 03 1D 8B 09 08 02 05 01 00 08 00 00 00 10 00 01 00 19 86 00 3F 05 0B 02 0D 04 01 0E C7 59 1D 08 08

Giga Impact
00 97 27 0A 03 0C 0C 08 19 91 00 C0 02 6C 4E 3D 08 02 03 06 00 01 00 00 00 05 04 0B 02 9C 4E 3D 08 02 05 00 00 1A 00 00 00 00 00 05 00 04 06 02 08 7C 3E 08 04 04 F6 FF 00 00 01 00 00 00 1C 86 00 3F 0A 02 0E 89 7D 1C 08 04 01 02 9C 4E 3D 08 02 05 01 00 E4 FF 00 00 00 00 03 00 05 03 D1 8C 09 08 02 05 01 00 04 00 00 00 0C 00 01 00 05 04 0A 02 84 4E 3D 08 02 03 00 00 00 00 06 00 04 05 02 84 4E 3D 08 02 03 01 00 00 00 06 00 05 0B 03 0D 15 17 08

Grass Knot (Not my favorite, but had no ideas)
00 4F 27 00 B0 27 00 97 27 0A 03 0C 0C 08 04 01 1C A2 00 C0 0A 05 02 08 2C 3E 08 02 03 FD FF FE FF 0A 00 04 02 02 08 2C 3E 08 02 03 FF FF FF FF 0F 00 04 02 02 08 2C 3E 08 02 03 FC FF FC FF 07 00 04 02 02 08 2C 3E 08 02 03 03 00 FD FF 0B 00 04 02 02 08 2C 3E 08 02 03 FF FF FA FF 08 00 04 02 02 08 2C 3E 08 02 03 02 00 FF FF 0C 00 04 02 02 08 2C 3E 08 02 03 FD FF FC FF 0D 00 04 02 02 08 2C 3E 08 02 03 04 00 FB FF 07 00 04 02 02 08 2C 3E 08 02 03 02 00 FA FF 0B 00 04 02 02 08 2C 3E 08 02 03 FD FF FB FF 08 00 04 3C 19 99 00 C0 02 50 2C 3E 08 00 01 00 05 0B 03 0D 05 00 4F 27 00 2D 28 03 C1 39 0A 08 05 00 04 02 03 1D 8B 09 08 02 05 01 00 02 00 00 00 08 00 01 00 19 79 00 3F 04 32 03 1D 8B 09 08 02 05 01 00 02 00 00 00 08 00 01 00 19 79 00 3F 04 32 03 1D 8B 09 08 02 05 01 00 02 00 00 00 08 00 01 00 19 79 00 3F 05 0A 01 0C 0C 08 04 0C 03 1D 8B 09 08 02 05 01 00 03 00 00 00 06 00 01 00 19 84 00 3F 05 0B 01 0D 08

Hammer Arm
00 9F 27 00 97 27 0A 03 28 01 0C 0C 08 19 80 00 3F 02 E0 66 3E 08 02 08 F0 FF 00 00 00 00 00 00 0A 00 01 00 03 00 00 00 05 19 84 00 3F 02 08 7C 3E 08 03 04 00 00 00 00 01 00 02 00 03 F9 89 09 08 05 05 01 00 04 00 00 00 06 00 01 00 05 0B 03 0D 05 0E D1 A6 1C 08 08

Head Smash
00 97 27 02 50 35 3E 08 02 01 00 00 19 9B 00 C0 05 04 02 02 50 35 3E 08 02 01 01 00 05 03 D1 8C 09 08 02 05 00 00 02 00 00 00 04 00 01 00 03 F9 89 09 08 02 05 01 00 05 00 00 00 06 00 01 00 02 50 35 3E 08 02 01 02 00 02 98 7C 3E 08 83 04 00 00 00 00 01 00 01 00 19 74 00 3F 0E 89 7D 1C 08 05 15 17 08

Iron Head
00 19 27 00 97 27 1C 71 00 C0 1C 02 03 ED 86 0B 08 05 03 00 00 00 00 00 00 05 0A 03 28 01 0C 0C 08 00 97 27 02 50 35 3E 08 02 01 00 00 19 9B 00 C0 05 04 02 02 50 35 3E 08 02 01 01 00 05 03 D1 8C 09 08 02 05 00 00 02 00 00 00 04 00 01 00 03 F9 89 09 08 02 05 01 00 05 00 00 00 06 00 01 00 02 50 35 3E 08 02 01 02 00 02 98 7C 3E 08 83 04 00 00 00 00 01 00 01 00 19 74 00 3F 05 0B 03 0D 08

Lunar Dance
00 D2 27 00 D3 27 00 2F 27 0C 00 10 02 24 7B 3E 08 02 05 01 00 01 00 00 00 10 00 00 00 05 02 34 37 3E 08 02 02 78 00 38 00 03 49 60 07 08 03 05 00 00 10 00 10 00 00 00 01 00 19 CC 00 00 04 1E 02 64 37 3E 08 28 02 F4 FF 00 00 04 1E 02 64 37 3E 08 28 02 E8 FF 00 00 04 1E 02 64 37 3E 08 28 02 15 00 00 00 04 1E 02 64 37 3E 08 28 02 00 00 00 00 04 1E 02 64 37 3E 08 28 02 0A 00 00 00 04 14 03 C1 5F 0A 08 02 00 05 0A 02 0C 0C 08 03 7D 90 09 08 02 05 00 00 18 00 06 00 04 00 04 00 03 99 AB 0B 08 02 04 00 00 04 00 07 00 0A 00 19 80 00 C0 04 0C 19 80 00 C0 04 0C 19 80 00 C0 04 0C 19 80 00 C0 04 0C 19 80 00 C0 04 0C 05 0B 02 0D 04 01 08

Magnet Bomb
00 BB 27 00 1B 27 19 83 00 C0 02 DC 5F 3E 08 83 06 0A 00 00 00 00 00 00 00 1E 00 00 00 02 08 60 3E 08 84 07 0A 00 00 00 10 00 1E 00 00 00 28 00 00 00 02 08 60 3E 08 84 07 0A 00 00 00 10 00 1E 00 40 00 28 00 01 00 02 08 60 3E 08 84 07 0A 00 00 00 10 00 1E 00 80 00 28 00 00 00 02 08 60 3E 08 84 07 0A 00 00 00 10 00 1E 00 C0 00 28 00 02 00 02 08 60 3E 08 84 07 0A 00 00 00 08 00 1E 00 20 00 28 00 00 00 02 08 60 3E 08 84 07 0A 00 00 00 08 00 1E 00 60 00 28 00 01 00 02 08 60 3E 08 84 07 0A 00 00 00 08 00 1E 00 A0 00 28 00 00 00 02 08 60 3E 08 84 07 0A 00 00 00 08 00 1E 00 E0 00 28 00 02 00 05 03 1D 8B 09 08 02 05 01 00 04 00 00 00 05 00 01 00 04 0F 1D 70 00 3F 13 00 D6 27 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 F0 FF F1 FF 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 10 00 FB FF 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 F4 FF 12 00 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 00 00 05 00 01 00 00 00 19 AA 00 3F 04 03 05 08 08

Metal Burst
00 14 28 0A 03 2A 01 03 1D 8B 09 08 02 05 00 00 02 00 00 00 08 00 01 00 0E 16 36 1D 08 0E 16 36 1D 08 0E 16 36 1D 08 0E 16 36 1D 08 05 0B 03 04 00 05 00 D6 27 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 F0 FF F1 FF 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 10 00 FB FF 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 F4 FF 12 00 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 00 00 05 00 01 00 00 00 19 AA 00 3F 04 03 05 08

Ominous Wind
14 02 16 00 19 27 00 97 27 0A 03 28 01 0C 0C 08 1C 96 00 C0 14 02 03 85 8F 09 08 02 05 00 00 0C 00 04 00 01 00 04 00 03 4D 19 0B 08 05 02 01 00 46 00 02 1C 6B 3E 08 02 05 E7 FF 00 00 00 00 00 00 14 00 02 1C 6B 3E 08 02 05 19 00 00 00 00 00 00 00 14 00 04 18 02 9C 4E 3D 08 02 05 00 00 18 00 00 00 00 00 09 00 04 11 02 08 7C 3E 08 02 04 10 00 00 00 01 00 01 00 02 08 7C 3E 08 02 04 F0 FF 00 00 01 00 01 00 1C 7F 00 3F 05 02 05 02 84 4E 3D 08 02 03 00 00 00 00 0B 00 05 0B 03 0D 0E C7 59 1D 08 08

Poison Jab
00 A6 27 00 06 28 0A 01 0C 0C 08 19 BA 00 3F 02 48 69 3E 08 82 02 0A 00 F6 FF 05 01 06 28 00 97 27 03 1D 8B 09 08 02 05 01 00 03 00 00 00 0A 00 01 00 02 B0 7C 3E 08 83 05 F6 FF F8 FF 01 00 01 00 08 00 19 74 00 3F 04 08 02 B0 7C 3E 08 83 05 0A 00 08 00 01 00 01 00 08 00 19 86 00 3F 05 0E 5B 57 1D 08 05 0B 01 0D 08

Power Gem (This one is a bit iffy, but the best I could do)
03 F9 A7 0B 08 0A 05 1B 00 01 00 00 00 0C 00 00 00 05 04 0C 03 F9 A7 0B 08 0A 05 02 00 01 00 08 00 00 00 00 00 03 B5 94 0B 08 05 03 00 00 02 00 10 00 1C E8 00 C0 04 08 03 F9 A7 0B 08 0A 05 02 00 01 00 00 00 0F 00 FF 7F 04 14 03 F9 A7 0B 08 0A 05 02 00 01 00 0F 00 00 00 FF 7F 05 03 F9 A7 0B 08 0A 05 19 00 01 00 08 00 00 00 00 00 0E 3E 3E 73 08 02 24 7B 3E 08 02 05 01 00 01 00 0C 00 00 00 9B 75 05 0B 03 0D 08

Roost
00 1E 28 0A 03 29 19 C3 00 3F 04 00 02 00 6C 3E 08 80 08 00 00 F0 FF 40 00 02 00 68 00 28 2C 20 00 01 00 04 06 02 00 6C 3E 08 80 08 00 00 F0 FF 20 00 02 00 68 00 28 2C 20 00 01 00 02 00 6C 3E 08 80 08 00 00 F0 FF 00 00 02 00 68 00 28 2C 20 00 01 00 04 06 02 00 6C 3E 08 80 08 00 00 F0 FF E0 00 02 00 68 00 28 2C 20 00 01 00 02 00 6C 3E 08 80 08 00 00 F0 FF 80 00 02 00 68 00 28 2C 20 00 01 00 04 06 02 00 6C 3E 08 80 08 00 00 F0 FF C0 00 02 00 68 00 28 2C 20 00 01 00 02 00 6C 3E 08 80 08 00 00 F0 FF A0 00 02 00 68 00 28 2C 20 00 01 00 04 06 02 00 6C 3E 08 80 08 00 00 F0 FF 60 00 02 00 68 00 28 2C 20 00 01 00 05 0B 03 00 2F 27 05 0B 02 0D 04 01 0E C9 56 1D 08 05 08

Seed Bomb
00 16 27 02 94 3D 3E 08 82 02 14 00 00 00 04 05 02 94 3D 3E 08 82 02 14 00 00 00 04 05 02 94 3D 3E 08 82 02 14 00 00 00 04 05 03 1D 8B 09 08 02 05 01 00 02 00 00 00 1E 00 01 00 02 94 3D 3E 08 82 02 14 00 00 00 04 05 02 94 3D 3E 08 82 02 14 00 00 00 04 05 02 94 3D 3E 08 82 02 14 00 00 00 04 08 00 D6 27 00 BF 27 19 A0 00 C0 02 00 3D 3E 08 84 04 06 00 05 00 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 F0 FF F1 FF 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 10 00 FB FF 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 F4 FF 12 00 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 00 00 05 00 01 00 00 00 19 AA 00 3F 04 03 05 08 08

Switcheroo
14 00 17 00 F0 27 00 DF 27 02 60 2F 3E 08 02 02 D8 FF 50 00 02 60 2F 3E 08 02 02 D8 FF D0 00 04 10 19 C6 00 00 03 21 9A 0A 08 03 00 03 B1 9A 0A 08 03 00 04 1E 19 80 00 00 04 18 19 80 00 00 04 10 19 80 00 00 04 10 19 80 00 00 04 10 19 80 00 00 04 10 19 80 00 00 04 10 19 DB 00 00 03 F9 89 09 08 03 05 00 00 05 00 00 00 07 00 02 00 03 F9 89 09 08 03 05 01 00 05 00 00 00 07 00 02 00 05 15 17 08

Vacuum Wave
00 97 27 00 9F 27 0A 01 04 02 02 24 7B 3E 08 02 05 01 00 00 00 00 00 10 00 00 00 0C 0C 08 19 85 00 3F 02 C0 67 3E 08 03 04 00 00 00 00 00 00 32 00 03 F9 A7 0B 08 0A 05 04 00 02 00 00 00 07 00 FF 7F 04 32 02 08 7C 3E 08 02 04 00 00 00 00 01 00 00 00 03 1D 8B 09 08 02 05 01 00 04 00 00 00 16 00 01 00 03 F9 A7 0B 08 0A 05 04 00 02 00 00 00 00 00 FF 7F 02 3C 7B 3E 08 02 07 1F 00 03 00 01 00 00 00 08 00 00 00 00 00 19 74 00 3F 05 0B 01 0D 04 02 08

X-Scissors
14 17 16 03 2D B8 0B 08 05 04 00 FA 00 00 00 01 FF FF 00 9F 27 00 2D 28 0A 03 04 28 19 81 00 3F 02 3C 7B 3E 08 02 07 1F 00 03 00 01 00 FF 7F 0A 00 00 00 0A 00 02 80 7C 3E 08 03 04 00 00 00 00 01 00 14 00 03 F9 89 09 08 05 05 01 00 07 00 00 00 09 00 01 00 05 0B 03 0D 0E C7 59 1D 08 08

Blue Flare
00 20 28 00 2D 27 0A 03 2A 01 02 XX XX XX 08 03 04 00 00 00 00 38 00 00 00 19 89 00 C0 04 02 02 XX XX XX 08 03 04 00 00 00 00 38 00 04 00 19 89 00 C0 04 02 02XX XX XX 08 03 04 00 00 00 00 38 00 08 00 19 89 00 C0 04 02 02 XX XX XX 08 03 04 00 00 00 00 38 00 0C 00 19 89 00 C0 04 02 02 XX XX XX 08 03 04 00 00 00 00 38 00 10 00 19 89 00 C0 04 02 02 XX XX XX 08 03 04 00 00 00 00 38 00 14 00 19 89 00 C0 04 02 02 XX XX XX 08 03 04 00 00 00 00 38 00 18 00 19 89 00 C0 05 02 9C 4E 3D 08 02 00 2D 27 0A 03 28 01 0C 0C 08 03 F9 89 09 08 05 05 00 00 00 00 02 00 2E 00 01 00 04 06 03 01 B1 0A 08 05 01 64 00 1B 8B 00 C0 3F 02 00 0E YY YY YY 08 0E YY YY YY 08 0E YY YY YY 08 03 F9 89 09 08 05 05 01 00 03 00 00 00 2B 00 01 00 0E YY YY YY 08 0E YY YY YY 08 0E YY YY YY 08 0E YY YY YY 08 0E YY YY YY 08 0E YY YY YY 08 0E YY YY YY 08 0E YY YY YY 08 05 0B 03 0D 05 15 17 08

Replace XX XX XX 08 with a pointer to this. Must end with F or may not work Ex. 0x80000F

2D 27 20 28 D8 C9 3A 08 48 5D 3E 08 00 00 00 00 FC 1C 23 08 E9 CD 0A 08

Replace YY YY YY 08 with a pointer to this. Must end with 0 or may not work Ex. 800000

02 20 3B 73 08 03 04 0A 00 0A 00 00 00 10 00 04 02 02 20 3B 73 08 03 04

Bolt Strike
00 E3 27 00 E4 27 00 E5 27 0A 00 0C 0C 08 19 CE 00 C0 04 1E 19 CE 00 C0 04 1E 19 CE 00 C0 02 D4 61 3E 08 02 01 00 00 04 19 19 CE 00 C0 04 14 19 CE 00 C0 04 0F 19 CE 00 C0 04 0A 04 06 05 00 35 27 17 02 24 7B 3E 08 02 05 01 00 02 00 00 00 10 00 00 00 04 10 03 E9 A0 0B 08 02 03 01 01 01 01 01 01 19 83 00 3F 04 01 02 38 5F 3E 08 82 02 10 00 DC FF 04 01 02 38 5F 3E 08 82 02 10 00 EC FF 04 01 02 38 5F 3E 08 82 02 10 00 0C 00 04 14 02 38 5F 3E 08 86 02 F0 FF E0 FF 19 83 00 3F 04 01 02 38 5F 3E 08 86 02 F0 FF F0 FF 04 01 02 38 5F 3E 08 86 02 F0 FF 10 00 19 83 00 3F 04 05 03 E9 A0 0B 08 02 03 01 01 01 01 01 01 04 01 02 38 5F 3E 08 82 02 18 00 E0 FF 04 01 02 38 5F 3E 08 82 02 18 00 F0 FF 04 01 02 38 5F 3E 08 82 02 18 00 10 00 04 1E 03 E9 A0 0B 08 02 03 01 01 01 01 01 01 04 05 03 E9 A0 0B 08 02 03 01 01 01 01 01 01 04 01 02 38 5F 3E 08 82 02 00 00 E0 FF 19 D6 00 3F 04 01 02 38 5F 3E 08 82 02 00 00 F0 FF 04 01 02 38 5F 3E 08 82 02 00 00 10 00 04 0A 03 E9 A0 0B 08 02 03 01 01 01 01 01 01 04 01 03 D9 DA 0A 08 02 04 1E 00 03 00 01 00 00 00 04 02 03 E9 A0 0B 08 02 03 01 01 01 01 01 01 04 01 02 24 7B 3E 08 82 05 01 00 02 00 10 00 00 00 00 00 05 0B 00 0D 08

Bulldoze
03 39 83 0A 08 02 02 00 00 03 00 04 08 1C A0 00 C0 26 03 0E D1 A6 1C 08 08

Electroweb
00 1B 27 00 C5 27 00 C4 27 0A 03 04 00 02 24 7B 3E 08 05 05 01 00 02 00 00 00 09 00 00 00 05 28 01 1C 7A 00 C0 09 06 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 05 19 7B 00 3F 02 DC 72 3E 08 02 00 05 0E D4 58 1D 08 05 0B 03 04 01 02 24 7B 3E 08 05 05 01 00 02 00 09 00 00 00 00 00 08 02 90 72 3E 08

Fusion Bolt
00 1B 27 00 E3 27 00 E4 27 00 E5 27 0A 00 0C 0C 08 02 24 7B 3E 08 02 05 01 00 02 00 00 00 04 00 00 00 05 03 41 E5 0A 08 02 04 00 00 3C 00 02 00 0C 00 19 CE 00 C0 04 1E 19 CE 00 C0 04 1E 19 CE 00 C0 02 D4 61 3E 08 02 01 00 00 04 19 19 CE 00 C0 04 14 19 CE 00 C0 04 0F 19 CE 00 C0 04 0A 04 06 1C CE 00 C0 06 05 05 02 04 62 3E 08 02 03 00 00 10 00 10 00 04 02 02 04 62 3E 08 02 03 00 00 F0 FF F0 FF 19 70 00 C0 05 02 24 7B 3E 08 02 05 01 00 04 00 04 00 00 00 00 00 0B 00 0D 00 1B 27 00 AC 27 00 97 27 19 97 00 C0 02 B8 6B 3E 08 02 04 00 00 00 00 0D 00 50 01 05 00 AC 27 00 97 27 0A 03 0C 0C 08 19 BA 00 3F 02 FC 6C 3E 08 83 00 04 07 19 86 00 3F 02 08 7C 3E 08 82 04 00 00 00 00 01 00 00 00 03 F9 89 09 08 05 05 01 00 00 00 05 00 0B 00 01 00 05 0E D4 58 1D 08 0B 03 0D 13 96 FC 1C 08

Fusion Flare
00 B0 27 00 2D 27 0A 03 2A 01 02 FC 5D 3E 08 03 04 00 00 00 00 38 00 00 00 19 89 00 C0 04 02 02 FC 5D 3E 08 03 04 00 00 00 00 38 00 04 00 19 89 00 C0 04 02 02 FC 5D 3E 08 03 04 00 00 00 00 38 00 08 00 19 89 00 C0 04 02 02 FC 5D 3E 08 03 04 00 00 00 00 38 00 0C 00 19 89 00 C0 04 02 02 FC 5D 3E 08 03 04 00 00 00 00 38 00 10 00 19 89 00 C0 04 02 02 FC 5D 3E 08 03 04 00 00 00 00 38 00 14 00 19 89 00 C0 04 02 02 FC 5D 3E 08 03 04 00 00 00 00 38 00 18 00 19 89 00 C0 05 02 9C 4E 3D 08 02 00 AC 27 00 97 27 19 97 00 C0 02 B8 6B 3E 08 02 04 00 00 00 00 0D 00 50 01 05 00 AC 27 00 97 27 0A 03 0C 0C 08 19 BA 00 3F 02 FC 6C 3E 08 83 00 04 07 19 86 00 3F 02 08 7C 3E 08 82 04 00 00 00 00 01 00 00 00 03 F9 89 09 08 05 05 01 00 00 00 05 00 0B 00 01 00 05 0E 50 09 1D 08 0B 03 0D 13 96 FC 1C 08

Glaciate
14 0F 17 00 9D 27 0A 03 02 24 7B 3E 08 02 00 0E 3E E9 1C 08 0E 3E E9 1C 08 19 7E 00 3F 05 00 1A 27 0A 03 28 01 0C 0C 08 03 FD 83 07 08 02 00 1D EB 00 3F 11 05 0B 03 0D 15 17 08

Hex
14 02 17 00 51 27 00 A6 27 1C A2 00 3F 0A 06 02 C0 29 3E 08 82 06 E2 FF EA FF 75 00 50 00 05 00 01 00 02 C0 29 3E 08 82 06 0A 00 EA FF 75 00 50 00 FB FF 01 00 02 C0 29 3E 08 82 06 E7 FF EA FF 75 00 70 00 05 00 03 00 04 0F 02 C0 29 3E 08 82 06 FB FF EA FF 75 00 50 00 FB FF 01 00 02 C0 29 3E 08 82 06 05 00 EA FF 75 00 60 00 05 00 01 00 02 C0 29 3E 08 82 06 00 00 EA FF 75 00 45 00 FB FF 01 00 02 C0 29 3E 08 82 06 F1 FF EA FF 75 00 70 00 05 00 02 00 04 1E 02 C0 29 3E 08 82 06 F1 FF EA FF 75 00 70 00 05 00 02 00 02 C0 29 3E 08 82 06 0F 00 EA FF 75 00 50 00 FB FF 01 00 02 C0 29 3E 08 82 06 F6 FF EA FF 75 00 60 00 07 00 02 00 02 C0 29 3E 08 82 06 FB FF EA FF 75 00 5A 00 F8 FF 00 00 04 14 02 C0 29 3E 08 82 06 F6 FF EA FF 75 00 50 00 FB FF 01 00 02 C0 29 3E 08 82 06 00 00 EA FF 75 00 59 00 05 00 02 00 02 C0 29 3E 08 82 06 14 00 EA FF 75 00 70 00 F8 FF 02 00 02 C0 29 3E 08 82 06 05 00 EA FF 75 00 50 00 05 00 01 00 05 15 17 08

Heart Stamp
00 E8 27 1C CD 00 C0 0C 03 03 05 97 09 08 05 05 00 00 0C 00 00 10 04 00 00 00 04 0F 02 18 42 3E 08 83 02 14 00 F8 FF 05 19 DB 00 3F 02 30 42 3E 08 83 02 A0 00 E0 FF 02 30 42 3E 08 83 02 00 FF D8 FF 02 30 42 3E 08 83 02 80 00 F0 FF 02 30 42 3E 08 83 02 A0 01 DA FF 02 30 42 3E 08 83 02 80 FF EA FF 02 30 42 3E 08 83 02 80 FE E1 FF 05 1D DC 00 00 0F 03 E9 9C 0A 08 05 00 02 48 42 3E 08 28 03 10 00 00 01 00 00 02 48 42 3E 08 28 03 E0 00 F0 00 0F 00 02 48 42 3E 08 28 03 7E 00 10 01 1E 00 02 48 42 3E 08 28 03 50 00 E0 00 2D 00 02 48 42 3E 08 28 03 AA 00 10 01 3C 00 02 48 42 3E 08 28 03 28 00 00 01 4B 00 02 48 42 3E 08 28 03 70 00 00 01 5A 00 02 48 42 3E 08 28 03 C8 00 10 01 5A 00 04 4B 03 DD 9B 0B 08 02 06 04 00 04 00 04 00 00 00 0A 00 3F 6F 05 0E CA 82 1C 08

Horn Leech
00 A3 27 00 2F 27 00 97 27 00 24 27 02 50 35 3E 08 02 01 00 00 19 9B 00 C0 05 04 02 02 50 35 3E 08 02 01 01 00 02 BC 37 3E 08 84 03 00 00 00 00 0A 00 05 03 D1 8C 09 08 02 05 00 00 02 00 00 00 04 00 01 00 03 F9 89 09 08 02 05 01 00 05 00 00 00 06 00 01 00 02 50 35 3E 08 02 01 02 00 02 98 7C 3E 08 05 05 01 00 00 00 05 00 05 00 01 00 05 02 24 7B 3E 08 02 05 01 00 01 00 00 00 07 00 00 00 05 0E 44 EC 1C 08 05 04 0F 0E C9 56 1D 08 05 02 24 7B 3E 08 02 05 01 00 01 00 07 00 00 00 00 00 05 0B 03 0D 08

Hurricane
00 19 27 00 97 27 0A 03 28 01 0C 0C 08 0E CF 59 1D 08 19 7D 00 3F 02 E8 6A 3E 08 02 02 00 00 F0 FF 03 4D 19 0B 08 05 02 01 00 46 00 05 03 1D 8B 09 08 05 05 01 00 01 00 00 00 07 00 01 00 02 08 7C 3E 08 02 04 00 00 00 00 01 00 02 00 19 7E 00 3F 05 0B 03 0D 0E C7 59 1D 08 08

Icicle Crash
14 0F 17 00 16 28 00 97 27 0A 01 28 01 0C 0C 08 19 82 00 C0 02 24 73 3E 08 02 06 14 00 F8 FF F8 FF F8 FF 14 00 E0 FF 04 0F 02 24 73 3E 08 02 06 14 00 F8 FF 08 00 08 00 14 00 D8 FF 04 04 19 9F 00 3F 02 08 7C 3E 08 03 04 F8 FF F8 FF 01 00 02 00 03 1D 8B 09 08 02 05 01 00 03 00 00 00 02 00 01 00 04 09 02 24 73 3E 08 02 06 14 00 F8 FF 00 00 00 00 14 00 E0 FF 04 04 19 9F 00 3F 02 08 7C 3E 08 03 04 08 00 08 00 01 00 02 00 03 1D 8B 09 08 02 05 01 00 03 00 00 00 02 00 01 00 04 0E 19 9F 00 3F 02 08 7C 3E 08 03 04 00 00 00 00 01 00 02 00 03 1D 8B 09 08 02 05 01 00 03 00 00 00 02 00 01 00 05 0B 01 0D 05 15 17 08

Steamroller
00 97 27 00 5A 27 00 4A 27 0A 03 28 01 0C 0C 08 03 D1 4B 0B 08 02 00 05 03 D5 9B 09 08 02 05 00 00 01 00 1E 00 01 00 00 00 02 08 7C 3E 08 04 04 00 00 00 00 01 00 02 00 03 39 83 0A 08 02 02 01 00 01 00 04 08 1C A0 00 C0 26 03 05 0B 03 0D 08

Struggle Bug
14 16 16 03 2D B8 0B 08 05 04 00 F7 00 00 00 01 FF FF 00 97 27 00 E7 27 0A 01 0C 0C 08 03 D1 8C 09 08 02 05 00 00 03 00 00 00 0C 00 04 00 02 F8 43 3E 08 02 03 00 00 00 00 02 00 02 F8 43 3E 08 02 03 00 00 01 00 02 00 1C 9B 00 C0 0C 04 05 02 08 7C 3E 08 03 04 00 00 00 00 01 00 02 00 03 D1 8C 09 08 02 05 01 00 03 00 00 00 06 00 01 00 19 86 00 3F 05 0B 01 0D 0E C7 59 1D 08 08

Wild Charge
00 1B 27 00 E3 27 00 E4 27 00 E5 27 0A 00 0C 0C 08 02 24 7B 3E 08 02 05 01 00 02 00 00 00 04 00 00 00 05 03 41 E5 0A 08 02 04 00 00 3C 00 02 00 0C 00 19 CE 00 C0 04 1E 19 CE 00 C0 04 1E 19 CE 00 C0 02 D4 61 3E 08 02 01 00 00 04 19 19 CE 00 C0 04 14 19 CE 00 C0 04 0F 19 CE 00 C0 04 0A 04 06 1C CE 00 C0 06 05 05 02 04 62 3E 08 02 03 00 00 10 00 10 00 04 02 02 04 62 3E 08 02 03 00 00 F0 FF F0 FF 19 70 00 C0 05 02 24 7B 3E 08 02 05 01 00 04 00 04 00 00 00 00 00 0B 00 0D 00 97 27 0A 03 0C 0C 08 19 91 00 C0 02 6C 4E 3D 08 02 03 06 00 01 00 00 00 05 04 0B 02 9C 4E 3D 08 02 05 00 00 1A 00 00 00 00 00 05 00 04 06 02 08 7C 3E 08 04 04 F6 FF 00 00 01 00 00 00 1C 86 00 3F 0A 02 04 01 02 9C 4E 3D 08 02 05 01 00 E4 FF 00 00 00 00 03 00 05 03 D1 8C 09 08 02 05 01 00 04 00 00 00 0C 00 01 00 05 04 0A 02 84 4E 3D 08 02 03 00 00 00 00 06 00 04 05 02 84 4E 3D 08 02 03 01 00 00 00 06 00 05 0E D4 58 1D 08 0B 03 0D 08

Animation Revisions
Air Slash (With scrolling Bg that changes with user)
0E CF 59 1D 08 00 C7 27 02 A4 35 3E 08 82 03 01 00 F8 FF 00 00 19 81 00 3F 04 04 02 A4 35 3E 08 82 03 01 00 08 00 00 00 03 1D 8B 09 08 02 05 01 00 04 00 00 00 12 00 01 00 19 81 00 3F 05 0E C7 59 1D 08 08

Aqua Jet (i feel like mine is closer to the actual animation)
00 20 28 00 AC 27 19 9B 00 C0 02 40 6D 3E 08 02 04 00 00 00 00 0D 00 50 01 05 19 E2 00 C0 02 7C 6D 3E 08 03 01 00 00 0E B6 41 1D 08 0E B6 41 1D 08 0E B6 41 1D 08 0E B6 41 1D 08 0E B6 41 1D 08 05 00 A4 27 00 AB 27 0A 03 0C 0C 08 19 AB 00 3F 02 7C 6D 3E 08 83 01 01 00 0E 0C 42 1D 08 0E 0C 42 1D 08 0E 0C 42 1D 08 0E 0C 42 1D 08 0E 0C 42 1D 08 04 0C 0E A2 8C 1C 08 05 2C 00 0B 03 0D 05 08

Bullet Punch (Closer to original animation)
1C 71 00 C0 1C 02 03 ED 86 0B 08 05 03 00 00 00 00 00 00 05 00 97 27 00 9F 27 0A 03 0C 0C 08 03 7D 90 09 08 02 05 00 00 14 00 00 00 00 00 04 00 04 04 02 08 7C 3E 08 02 04 F1 FF 12 00 01 00 00 00 19 74 00 3F 04 01 03 F9 89 09 08 02 05 01 00 05 00 00 00 19 00 01 00 02 10 67 3E 08 03 05 F1 FF 12 00 08 00 01 00 00 00 04 03 02 08 7C 3E 08 02 04 00 00 FC FF 01 00 00 00 19 74 00 3F 04 01 02 10 67 3E 08 03 05 00 00 FC FF 08 00 01 00 00 00 04 03 02 08 7C 3E 08 02 04 0F 00 09 00 01 00 00 00 19 74 00 3F 04 01 02 10 67 3E 08 03 05 0F 00 09 00 08 00 01 00 00 00 04 05 02 84 4E 3D 08 02 03 00 00 00 00 05 00 05 0B 03 0D 08

Power Whip (The one up there doesn't change background depend on user)
00 2F 28 0E 89 7D 1C 08 19 88 00 C0 02 54 4E 3D 08 02 02 04 00 06 00 04 06 19 94 00 3F 02 60 31 3E 08 82 02 00 00 00 00 04 06 03 1D 8B 09 08 02 05 01 00 02 00 00 00 06 00 01 00 0E C7 59 1D 08 08

Acrobatics (custom opposed to fly's animation)
0E CF 59 1D 08 00 97 27 0A 02 0C 0C 08 03 7D 90 09 08 02 05 00 00 18 00 06 00 01 00 05 00 03 99 AB 0B 08 02 04 00 00 04 00 07 00 03 00 19 88 00 C0 04 04 03 F9 89 09 08 02 05 01 00 05 00 00 00 06 00 01 00 02 08 7C 3E 08 84 04 00 00 00 00 01 00 01 00 19 74 00 3F 05 0B 02 0D 05 0E C7 59 1D 08 08

Venoshock effect (I am very very proud of this one haha)
1D 00 00 00 00 01 00 69 1D 08 2E 85 3E 02 02 00 1C 00 08 00 00 00 51 80 1D 08 28 00 69 1D 08 2E D2 3F 02 02 02 28 00 69 1D 08

This animations are awesome. Although there are some moves that I don't like.

Fusion Flare - doesn't work.
Blue Flare - doesn't work for me.
Lunar Dance - the agility in the end is not good try teeter dance.
Iron Head - I made a shorter one before so I'm gonna be using that.
Head Smash - Headbutt is horrible, I'm doing an animation right now with Skull Bash's animation.
Grass Knot - no, just NO, it doesn't look like grass knot at all try the end animation of vine whip.
Ominous Wind - Wing Attack? No, I'll prefer Heat Wave.
Poison Jab - That's Poison Jab? That's Poison Uppercut! XD

The rest are awesome thanks for the contribution! :)

Aryan143
April 25th, 2013, 02:47 AM
Hello, I want to make a suggestion. Don't remove the moves which have no new effects and can use effects from 3rd moves. Instead, you should write the effect no. or the 3rd gen move with the same effect in front of it. So new hackers can directly see this thread and select the correct move effect in PGE instead of searching the move that has the same effect. For example-

Air Slash- the effect no. or "Same as Rock Slide"

And for moves with no effects like X-Scissor, you can write "No Effect" in front of it.

MrDollSteak
April 25th, 2013, 03:06 AM
Hello, I want to make a suggestion. Don't remove the moves which have no new effects and can use effects from 3rd moves. Instead, you should write the effect no. or the 3rd gen move with the same effect in front of it. So new hackers can directly see this thread and select the correct move effect in PGE instead of searching the move that has the same effect. For example-

Air Slash- the effect no. or "Same as Rock Slide"

And for moves with no effects like X-Scissor, you can write "No Effect" in front of it.

That's a nice suggestion. To be honest though, PGE's attack editor is really easy to use and can all of the above. It even has a list of move effects. While it certainly wouldn't be a bad idea to do it to the thread, it might not be particularly useful.

Shadowraze
April 25th, 2013, 04:56 AM
Hello, I want to make a suggestion. Don't remove the moves which have no new effects and can use effects from 3rd moves. Instead, you should write the effect no. or the 3rd gen move with the same effect in front of it. So new hackers can directly see this thread and select the correct move effect in PGE instead of searching the move that has the same effect. For example-

Air Slash- the effect no. or "Same as Rock Slide"

And for moves with no effects like X-Scissor, you can write "No Effect" in front of it.

Yeah, I'll probably do that but it's not of a priority rn.

Anyways, I'll update the original post tomorrow as I'm feeling lazy right now. :3

EDIT: Ok, for BSP users that makes effects with it I prefer if you post the script instead of the compiled version so it will be easier for other people to use. Since they have to repoint things out. :3

Shift Gear:
#dynamic 0x(Offset)

#org @start
attackcanceler
attackstring
ppreduce
jumpifstat 0x1 0x3 0x1 0xC @later
jumpifstat 0x1 0x0 0x3 0xC 0x81D85E7

#org @later
attackanimation
waitanimation
setbyte 0x2023FDF 0x0
playstatchangeanimation 0x0 0xA 0x0
setbyte 0x2023FDE 0x11
statbuffchange 0x1 true @speed
jumpifbyte 0x0 0x2023E87 0x2 @speed
printfromtable 0x83FE57C
waitmessage 0x40

#org @speed
setbyte 0x2023FDE 0x23
statbuffchange 0x1 true 0x81D85E2
jumpifbyte 0x0 0x2023E87 0x2 0x81D85E2
printfromtable 0x83FE57C
waitmessage 0x40
goto 0x1D694E

Work Up:
#dynamic 0x(Offset)

#org @start
attackcanceler
attackstring
ppreduce
jumpifstat 0x1 0x3 0x1 0xC @later
jumpifstat 0x1 0x0 0x4 0xC 0x81D85E7

#org @later
attackanimation
waitanimation
setbyte 0x2023FDF 0x0
playstatchangeanimation 0x0 0x2 0x0
setbyte 0x2023FDE 0x11
statbuffchange 0x1 true @specialattack
jumpifbyte 0x0 0x2023E87 0x2 @specialattack
printfromtable 0x83FE57C
waitmessage 0x40

#org @specialattack
setbyte 0x2023FDE 0x14
statbuffchange 0x1 true 0x81D85E2
jumpifbyte 0x0 0x2023E87 0x2 0x81D85E2
printfromtable 0x83FE57C
waitmessage 0x40
goto 0x1D694E

V-Create: I just edited Close Combat and added a Speed reduction in it.
00 01 5E 69 1D 08 00 00 02 03 04 05 06 07 09 0A 0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 12 40 00 2E 85 3E 02 02 D7 15 2E 85 3E 02 02 DA 15 2E 85 3E 02 02 D8 15 28 47 69 1D 08

Electroweb: Edited a byte in DoesntKnowHowToPlay's Hammer Arm. You can also use Icy Wind's effect I didn't realize that Icy Wind does this before. :3
00 01 5E 69 1D 08 00 00 02 03 04 05 06 07 09 0A 0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 12 40 00 29 04 CC 3D 02 02 29 47 69 1D 08 20 01 00 03 00 47 69 1D 08 2E DF 3F 02 02 00 48 00 08 09 2E DE 3F 02 02 93 89 C1 47 69 1D 08 13 7C E5 3F 08 12 40 00 28 47 69 1D 08

Flame Charge:
2E 85 3E 02 02 D1 28 00 69 1D 08 2E 85 3E 02 02 62 28 00 69 1D 08 00 02 03 BC F2 7D 1D 08 35 D0 3D 02 02 00 01 00 00 09 0A 0B 01 0C 01 10 9B 00 12 40 00 28 4E 69 1D 08 00 02 03 BD F2 7D 1D 08 09 0A 10 9C 00 12 40 00 28 4E 69 1D 08 00 A2 F0 7D 1D 08 01 5E 69 1D 08 00 00 02 03 4A 69 28 34 69 1D 08 1D 01 00 10 00 00 29 6F 1D 08 2B 04 D0 3D 02 02 00 02 00 00 29 6F 1D 08 2E D3 3F 02 02 02 41 58 6F 1D 08 2E DE 3F 02 02 12 89 41 E9 7A 1D 08 29 00 87 3E 02 02 02 E9 7A 1D 08 47 45 01 01 D4 3F 02 02 13 7C E5 3F 08 12 40 00 28 4E 69 1D 08

Fiery Dance: Just put 50 in the Effect Accuracy in PGE and this effect should be good.
2E 85 3E 02 02 52 28 00 69 1D 08 2E 85 3E 02 02 62 28 00 69 1D 08 00 02 03 BC F2 7D 1D 08 35 D0 3D 02 02 00 01 00 00 09 0A 0B 01 0C 01 10 9B 00 12 40 00 28 4E 69 1D 08 00 02 03 BD F2 7D 1D 08 09 0A 10 9C 00 12 40 00 28 4E 69 1D 08 00 A2 F0 7D 1D 08 01 5E 69 1D 08 00 00 02 03 4A 69 28 34 69 1D 08 1D 01 00 10 00 00 29 6F 1D 08 2B 04 D0 3D 02 02 00 02 00 00 29 6F 1D 08 2E D3 3F 02 02 02 41 58 6F 1D 08 2E DE 3F 02 02 12 89 41 E9 7A 1D 08 29 00 87 3E 02 02 02 E9 7A 1D 08 47 45 01 01 D4 3F 02 02 13 7C E5 3F 08 12 40 00 28 4E 69 1D 08

dreamengine
April 25th, 2013, 08:30 PM
Thanks Dreamengine they're really good. Also thanks for fixing power whip! I didn't realise it wasn't doing both targets :P

Focus Blast is especially good i think! Great work on that one.

Also could you please share some of your custom BG ones? with the tilemaps and such. I think it would probably be very helpful!

Yeah no problem. I posted something on Chaos Rush's thread about that so might wanna check that out. Also I honestly don't have my BG tilemaps anymore sadly, but I can still add the moves if you want.



Fusion Flare - doesn't work.
Blue Flare - doesn't work for me.
Lunar Dance - the agility in the end is not good try teeter dance.
Iron Head - I made a shorter one before so I'm gonna be using that.
Head Smash - Headbutt is horrible, I'm doing an animation right now with Skull Bash's animation.
Grass Knot - no, just NO, it doesn't look like grass knot at all try the end animation of vine whip.
Ominous Wind - Wing Attack? No, I'll prefer Heat Wave.
Poison Jab - That's Poison Jab? That's Poison Uppercut! XD

Fusion Flare/Blue Flare I probably messed up a pointer while copying it over. I'll take a look again.
Lunar Dance - Like this?
00 D2 27 00 D3 27 00 2F 27 0C 00 10 02 24 7B 3E 08 02 05 01 00 01 00 00 00 10 00 00 00 05 02 34 37 3E 08 02 02 78 00 38 00 03 49 60 07 08 03 05 00 00 10 00 10 00 00 00 01 00 19 CC 00 00 04 1E 02 64 37 3E 08 28 02 F4 FF 00 00 04 1E 02 64 37 3E 08 28 02 E8 FF 00 00 04 1E 02 64 37 3E 08 28 02 15 00 00 00 04 1E 02 64 37 3E 08 28 02 00 00 00 00 04 1E 02 64 37 3E 08 28 02 0A 00 00 00 04 14 03 C1 5F 0A 08 02 00 05 0E 71 C3 1C 08
Iron Head - Aight
Head Smash - Lol okay it kinda just made sense to me you know head...smash...headbutt...hehe
Grass Knot - I realize that xD I'll think of something if someone doesn't first
Ominous Wind - I couldn't figure out how to change the pallete of the redness
14 02 17 00 15 28 03 21 AA 0B 08 05 05 15 28 00 00 06 00 06 00 1F 00 03 11 48 0B 08 05 01 01 00 03 A5 DA 0A 08 06 02 06 00 1F 00 1B E9 00 C0 3F 02 00 04 04 03 01 D8 0A 08 05 00 04 0C 02 50 74 3E 08 28 04 0A 00 00 09 60 00 01 00 04 0A 02 50 74 3E 08 28 04 5A 00 00 08 60 00 01 00 04 0A 02 50 74 3E 08 28 04 32 00 00 0A 60 00 01 00 04 0A 02 50 74 3E 08 28 04 14 00 00 09 60 00 01 00 04 0A 02 50 74 3E 08 28 04 46 00 C0 07 60 00 01 00 04 0A 02 50 74 3E 08 28 04 00 00 00 0B 60 00 01 00 04 0A 02 50 74 3E 08 28 04 3C 00 00 0A 60 00 01 00 05 15 17 08
Poison Jab - I just didn't think a normal punch or karate chop looked all that great :P

Shadowraze
April 26th, 2013, 12:13 AM
Yeah no problem. I posted something on Chaos Rush's thread about that so might wanna check that out. Also I honestly don't have my BG tilemaps anymore sadly, but I can still add the moves if you want.




Fusion Flare/Blue Flare I probably messed up a pointer while copying it over. I'll take a look again.
Lunar Dance - Like this?
00 D2 27 00 D3 27 00 2F 27 0C 00 10 02 24 7B 3E 08 02 05 01 00 01 00 00 00 10 00 00 00 05 02 34 37 3E 08 02 02 78 00 38 00 03 49 60 07 08 03 05 00 00 10 00 10 00 00 00 01 00 19 CC 00 00 04 1E 02 64 37 3E 08 28 02 F4 FF 00 00 04 1E 02 64 37 3E 08 28 02 E8 FF 00 00 04 1E 02 64 37 3E 08 28 02 15 00 00 00 04 1E 02 64 37 3E 08 28 02 00 00 00 00 04 1E 02 64 37 3E 08 28 02 0A 00 00 00 04 14 03 C1 5F 0A 08 02 00 05 0E 71 C3 1C 08
Iron Head - Aight
Head Smash - Lol okay it kinda just made sense to me you know head...smash...headbutt...hehe
Grass Knot - I realize that xD I'll think of something if someone doesn't first
Ominous Wind - I couldn't figure out how to change the pallete of the redness
14 02 17 00 15 28 03 21 AA 0B 08 05 05 15 28 00 00 06 00 06 00 1F 00 03 11 48 0B 08 05 01 01 00 03 A5 DA 0A 08 06 02 06 00 1F 00 1B E9 00 C0 3F 02 00 04 04 03 01 D8 0A 08 05 00 04 0C 02 50 74 3E 08 28 04 0A 00 00 09 60 00 01 00 04 0A 02 50 74 3E 08 28 04 5A 00 00 08 60 00 01 00 04 0A 02 50 74 3E 08 28 04 32 00 00 0A 60 00 01 00 04 0A 02 50 74 3E 08 28 04 14 00 00 09 60 00 01 00 04 0A 02 50 74 3E 08 28 04 46 00 C0 07 60 00 01 00 04 0A 02 50 74 3E 08 28 04 00 00 00 0B 60 00 01 00 04 0A 02 50 74 3E 08 28 04 3C 00 00 0A 60 00 01 00 05 15 17 08
Poison Jab - I just didn't think a normal punch or karate chop looked all that great :P

Yes, Lunar Dance is better now.

Ominous wind is good enough I guess awesome work! :)

MrDollSteak
April 26th, 2013, 12:21 AM
Yeah no problem. I posted something on Chaos Rush's thread about that so might wanna check that out. Also I honestly don't have my BG tilemaps anymore sadly, but I can still add the moves if you want.

That's a pity about your BG tilemaps. Do you not have a copy in your roms?
Nah it's fine, I think there's no point posting them if you don't have the background haaha.
I'll definitely look up that post of yours. Is it a recent one? Or do I have to trawl?

hackstar
April 26th, 2013, 03:30 AM
is all this working for r/s/e too? I hope so...

MrDollSteak
April 26th, 2013, 03:34 AM
is all this working for r/s/e too? I hope so...

Nope. All these offsets and animations are exclusively for Fire Red.

Shadowraze
April 26th, 2013, 03:43 AM
is all this working for r/s/e too? I hope so...

Did you even read the first post???

No, they're not. As Chaos Rush said the animations for FireRed and R/S/E are quite similar except for the pointers. So if you know what the pointers are you can also make ones for R/S/E.

Also here's Head Smash with a background that changes with the user.

Head Smash:
00 97 27 0E 89 7D 1C 08 03 95 56 0A 08 02 01 00 00 19 91 00 C0 05 09 14 00 02 3C 7B 3E 08 02 07 01 00 03 00 01 00 00 00 0E 00 FF 7F 0E 00 03 D1 8C 09 08 02 05 00 00 02 00 00 00 28 00 01 00 03 D1 8C 09 08 02 05 01 00 0A 00 00 00 28 00 01 00 02 98 7C 3E 08 84 04 00 00 00 00 01 00 00 00 1C 86 00 3F 08 03 05 03 95 56 0A 08 02 01 01 00 0E C7 59 1D 08 08

hackstar
April 27th, 2013, 03:19 AM
I wish there will be for r/s/e back....

Shadowraze
April 27th, 2013, 03:28 AM
I wish there will be for r/s/e back....

While wishing you can do it yourself. The necessary pointers are in PGE so take note of those and do itman's tut just change the pointers that he mentioned and you should be good. :P

It's just that there are more FR hackers than Ruby and Emerald ones. :3

Here's an animation for Bug Bite,

Bug Bite:
00 9B 27 00 97 27 0A 01 0C 0C 08 19 9A 00 3F 02 30 79 3E 08 02 06 00 00 E0 FF 00 00 00 00 33 03 0A 00 02 30 79 3E 08 02 06 00 00 20 00 04 00 00 00 CD FC 0A 00 04 0A 02 08 7C 3E 08 02 04 00 00 00 00 01 00 02 00 03 F9 89 09 08 05 05 01 00 00 00 04 00 07 00 01 00 05 0B 01 0D 04 01 00 4A 27 00 97 27 00 9F 27 0A 03 0C 0C 08 04 01 02 08 7C 3E 08 03 04 00 00 00 00 01 00 01 00 02 10 67 3E 08 02 05 00 00 00 00 08 00 01 00 00 00 19 74 00 3F 03 F9 89 09 08 02 05 01 00 03 00 00 00 05 00 01 00 05 19 7C 00 3F 02 CC 73 3E 08 02 06 00 00 00 00 14 00 18 00 0E 00 02 00 02 CC 73 3E 08 02 06 05 00 00 00 EC FF 18 00 0E 00 01 00 02 CC 73 3E 08 02 06 00 00 05 00 14 00 E8 FF 0E 00 02 00 02 CC 73 3E 08 02 06 FB FF 00 00 EC FF E8 FF 0E 00 02 00 02 CC 73 3E 08 02 06 00 00 FB FF 1E 00 12 00 08 00 02 00 02 CC 73 3E 08 02 06 00 00 00 00 1E 00 EE FF 08 00 02 00 02 CC 73 3E 08 02 06 00 00 00 00 E2 FF 12 00 08 00 02 00 02 CC 73 3E 08 02 06 00 00 00 00 E2 FF EE FF 08 00 02 00 03 F9 89 09 08 02 05 01 00 00 00 03 00 07 00 01 00 05 0B 03 0D 08

I haven't edited the rocks since the 5th gen Bug bite has brown rock thingies in it too. :3

dreamengine
April 27th, 2013, 07:42 AM
I wish there will be for r/s/e back....

Well maybe if you clean up your english a little bit then I will tell you about the post I made about battle animations on Ruby, and the one PinkParkaGirl posted about new moves in Ruby.

Btw here are some very simple animations.

Force Palm
00 C0 27 00 9F 27 00 97 27 0A 03 28 01 0C 0C 08 19 80 00 3F 02 E0 66 3E 08 02 08 F0 FF 00 00 00 00 00 00 0A 00 01 00 03 00 00 00 05 19 84 00 3F 02 XX YY ZZ 08 03 04 00 00 00 00 01 00 02 00 03 F9 89 09 08 05 05 01 00 04 00 00 00 06 00 01 00 05 0B 03 0D 08

ZZ YY XX
97 27 C0 27 58 CB 3A 08 F0 1C 23 08 00 00 00 00 F8 7B 3E 08 61 A5 0B 08

Rock Climb
03 39 83 0A 08 02 02 00 00 03 00 04 08 1C A0 00 C0 26 03 05 00 97 27 00 5A 27 00 4A 27 0A 03 28 01 0C 0C 08 03 D1 4B 0B 08 02 00 05 03 D5 9B 09 08 02 05 00 00 01 00 1E 00 01 00 00 00 02 08 7C 3E 08 04 04 00 00 00 00 01 00 02 00 19 86 00 3F 05 0B 03 0D 08

Toxic Spikes
00 C0 27 00 A8 27 0A 03 19 88 00 C0 1D 9F 00 3F 1C 02 XX YY ZZ 08 82 05 14 00 00 00 00 00 18 00 1E 00 04 0A 19 88 00 C0 1D 9F 00 3F 1C 02 XX YY ZZ 08 82 05 14 00 00 00 E8 FF 18 00 1E 00 04 0A 1D 9F 00 3F 1C 02 XX YY ZZ 08 82 05 14 00 00 00 18 00 18 00 1E 00 05 0B 03 08

ZZ XX YY
A8 27 C0 27 D0 C9 3A 08 F0 1C 23 08 00 00 00 00 FC 1C 23 08 B1 E8 0D 08

Flame Burst
00 D6 27 00 BF 27 00 2D 27 1C 90 00 C0 05 02 02 4C 5D 3E 08 82 06 14 00 00 00 F0 FF 18 00 14 00 01 00 04 04 02 4C 5D 3E 08 82 06 14 00 00 00 00 00 18 00 14 00 01 00 04 04 02 4C 5D 3E 08 82 06 14 00 00 00 10 00 18 00 14 00 01 00 04 10 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 F0 FF F1 FF 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 10 00 FB FF 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 F4 FF 12 00 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 00 00 05 00 01 00 00 00 19 AA 00 3F 04 03 05 08 08

Also, a lame attempt at Flash Cannon
00 E3 27 00 E4 27 00 E5 27 0A 00 0C 0C 08 02 24 7B 3E 08 02 05 01 00 02 00 00 00 04 00 00 00 05 03 41 E5 0A 08 02 04 00 00 3C 00 02 00 0C 00 19 CE 00 C0 04 1E 19 CE 00 C0 04 1E 19 CE 00 C0 02 D4 61 3E 08 02 01 00 00 04 19 19 CE 00 C0 04 14 19 CE 00 C0 04 0F 19 CE 00 C0 04 0A 04 06 1C CE 00 C0 06 05 05 02 04 62 3E 08 02 03 00 00 10 00 10 00 04 02 02 04 62 3E 08 02 03 00 00 F0 FF F0 FF 19 70 00 C0 05 02 24 7B 3E 08 02 05 01 00 04 00 04 00 00 00 00 00 0B 00 0D 05 0E D0 0E 1D 08

My version of Drain Punch, since I don't like the current one with the heavy orange
00 2F 27 00 A3 27 00 9F 27 00 97 27 04 01 0A 03 0C 0C 08 19 74 00 3F 02 10 67 3E 08 83 05 00 00 00 00 14 00 01 00 00 00 02 08 7C 3E 08 82 04 00 00 00 00 01 00 00 00 03 F9 89 09 08 05 05 01 00 00 00 05 00 05 00 01 00 05 02 24 7B 3E 08 02 05 01 00 01 00 00 00 07 00 00 00 05 0E 44 EC 1C 08 05 04 0F 0E C9 56 1D 08 05 02 24 7B 3E 08 02 05 01 00 01 00 07 00 00 00 00 00 05 0B 03 0D 08

EDIT: Blue Flare(revision)
00 20 28 00 2D 27 0A 03 2A 01 02 XX YY ZZ 08 03 04 00 00 00 00 38 00 00 00 19 89 00 C0 04 02 02 XX YY ZZ 08 03 04 00 00 00 00 38 00 04 00 19 89 00 C0 04 02 02 XX YY ZZ 08 03 04 00 00 00 00 38 00 08 00 19 89 00 C0 04 02 02 XX YY ZZ 08 03 04 00 00 00 00 38 00 0C 00 19 89 00 C0 04 02 02 XX YY ZZ 08 03 04 00 00 00 00 38 00 10 00 19 89 00 C0 04 02 02 XX YY ZZ 08 03 04 00 00 00 00 38 00 14 00 19 89 00 C0 04 02 02 XX YY ZZ 08 03 04 00 00 00 00 38 00 18 00 19 89 00 C0 05 02 9C 4E 3D 08 02 00 2D 27 0A 03 28 01 0C 0C 08 03 F9 89 09 08 05 05 00 00 00 00 02 00 2E 00 01 00 04 06 03 01 B1 0A 08 05 01 64 00 1B 8B 00 C0 3F 02 00 0E XX2 YY2 ZZ2 08 0E XX2 YY2 ZZ2 08 0E XX2 YY2 ZZ2 08 03 F9 89 09 08 05 05 01 00 03 00 00 00 2B 00 01 00 0E XX2 YY2 ZZ2 08 0E XX2 YY2 ZZ2 08 0E XX2 YY2 ZZ2 08 0E XX2 YY2 ZZ2 08 0E XX2 YY2 ZZ2 08 0E XX2 YY2 ZZ2 08 0E XX2 YY2 ZZ2 08 0E XX2 YY2 ZZ2 08 05 0B 03 0D 08

ZZ YY XX
2D 27 20 28 D8 C9 3A 08 48 5D 3E 08 00 00 00 00 FC 1C 23 08 E9 CD 0A

ZZ2 YY2 XX2
02 XX3 YY3 ZZ3 08 03 04 0A 00 0A 00 00 00 10 00 04 02 02 XX3 YY3 ZZ3 08 03 04 0A 00 0A 00 00 00 10 00 04 02 0F

ZZ3 YY3 XX3
2D 27 20 28 D8 C9 3A 08 CC 59 3E 08 00 00 00 00 FC 1C 23 08 25 B0 0A 08

Shadowraze
April 27th, 2013, 01:50 PM
Well maybe if you clean up your english a little bit then I will tell you about the post I made about battle animations on Ruby, and the one PinkParkaGirl posted about new moves in Ruby.

Btw here are some very simple animations.

Force Palm
00 C0 27 00 9F 27 00 97 27 0A 03 28 01 0C 0C 08 19 80 00 3F 02 E0 66 3E 08 02 08 F0 FF 00 00 00 00 00 00 0A 00 01 00 03 00 00 00 05 19 84 00 3F 02 XX YY ZZ 08 03 04 00 00 00 00 01 00 02 00 03 F9 89 09 08 05 05 01 00 04 00 00 00 06 00 01 00 05 0B 03 0D 08

ZZ YY XX
97 27 C0 27 58 CB 3A 08 F0 1C 23 08 00 00 00 00 F8 7B 3E 08 61 A5 0B 08

Rock Climb
03 39 83 0A 08 02 02 00 00 03 00 04 08 1C A0 00 C0 26 03 05 00 97 27 00 5A 27 00 4A 27 0A 03 28 01 0C 0C 08 03 D1 4B 0B 08 02 00 05 03 D5 9B 09 08 02 05 00 00 01 00 1E 00 01 00 00 00 02 08 7C 3E 08 04 04 00 00 00 00 01 00 02 00 19 86 00 3F 05 0B 03 0D 08

Toxic Spikes
00 C0 27 00 A8 27 0A 03 19 88 00 C0 1D 9F 00 3F 1C 02 XX YY ZZ 08 82 05 14 00 00 00 00 00 18 00 1E 00 04 0A 19 88 00 C0 1D 9F 00 3F 1C 02 XX YY ZZ 08 82 05 14 00 00 00 E8 FF 18 00 1E 00 04 0A 1D 9F 00 3F 1C 02 XX YY ZZ 08 82 05 14 00 00 00 18 00 18 00 1E 00 05 0B 03 08

ZZ XX YY
A8 27 C0 27 D0 C9 3A 08 F0 1C 23 08 00 00 00 00 FC 1C 23 08 B1 E8 0D 08

Flame Burst
00 D6 27 00 BF 27 00 2D 27 1C 90 00 C0 05 02 02 4C 5D 3E 08 82 06 14 00 00 00 F0 FF 18 00 14 00 01 00 04 04 02 4C 5D 3E 08 82 06 14 00 00 00 00 00 18 00 14 00 01 00 04 04 02 4C 5D 3E 08 82 06 14 00 00 00 10 00 18 00 14 00 01 00 04 10 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 F0 FF F1 FF 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 10 00 FB FF 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 F4 FF 12 00 01 00 00 00 19 AA 00 3F 04 03 02 94 3F 3E 08 84 04 00 00 05 00 01 00 00 00 19 AA 00 3F 04 03 05 08 08

Also, a lame attempt at Flash Cannon
00 E3 27 00 E4 27 00 E5 27 0A 00 0C 0C 08 02 24 7B 3E 08 02 05 01 00 02 00 00 00 04 00 00 00 05 03 41 E5 0A 08 02 04 00 00 3C 00 02 00 0C 00 19 CE 00 C0 04 1E 19 CE 00 C0 04 1E 19 CE 00 C0 02 D4 61 3E 08 02 01 00 00 04 19 19 CE 00 C0 04 14 19 CE 00 C0 04 0F 19 CE 00 C0 04 0A 04 06 1C CE 00 C0 06 05 05 02 04 62 3E 08 02 03 00 00 10 00 10 00 04 02 02 04 62 3E 08 02 03 00 00 F0 FF F0 FF 19 70 00 C0 05 02 24 7B 3E 08 02 05 01 00 04 00 04 00 00 00 00 00 0B 00 0D 05 0E D0 0E 1D 08

My version of Drain Punch, since I don't like the current one with the heavy orange
00 2F 27 00 A3 27 00 9F 27 00 97 27 04 01 0A 03 0C 0C 08 19 74 00 3F 02 10 67 3E 08 83 05 00 00 00 00 14 00 01 00 00 00 02 08 7C 3E 08 82 04 00 00 00 00 01 00 00 00 03 F9 89 09 08 05 05 01 00 00 00 05 00 05 00 01 00 05 02 24 7B 3E 08 02 05 01 00 01 00 00 00 07 00 00 00 05 0E 44 EC 1C 08 05 04 0F 0E C9 56 1D 08 05 02 24 7B 3E 08 02 05 01 00 01 00 07 00 00 00 00 00 05 0B 03 0D 08

EDIT: Blue Flare(revision)
00 20 28 00 2D 27 0A 03 2A 01 02 XX YY ZZ 08 03 04 00 00 00 00 38 00 00 00 19 89 00 C0 04 02 02 XX YY ZZ 08 03 04 00 00 00 00 38 00 04 00 19 89 00 C0 04 02 02 XX YY ZZ 08 03 04 00 00 00 00 38 00 08 00 19 89 00 C0 04 02 02 XX YY ZZ 08 03 04 00 00 00 00 38 00 0C 00 19 89 00 C0 04 02 02 XX YY ZZ 08 03 04 00 00 00 00 38 00 10 00 19 89 00 C0 04 02 02 30 39 73 08 03 04 00 00 00 00 38 00 14 00 19 89 00 C0 04 02 02 XX YY ZZ 08 03 04 00 00 00 00 38 00 18 00 19 89 00 C0 05 02 9C 4E 3D 08 02 00 2D 27 0A 03 28 01 0C 0C 08 03 F9 89 09 08 05 05 00 00 00 00 02 00 2E 00 01 00 04 06 03 01 B1 0A 08 05 01 64 00 1B 8B 00 C0 3F 02 00 0E XX2 YY2 ZZ2 08 0E XX2 YY2 ZZ2 08 0E XX2 YY2 ZZ2 08 03 F9 89 09 08 05 05 01 00 03 00 00 00 2B 00 01 00 0E XX2 YY2 ZZ2 08 0E XX2 YY2 ZZ2 08 0E XX2 YY2 ZZ2 08 0E XX2 YY2 ZZ2 08 0E XX2 YY2 ZZ2 08 0E XX2 YY2 ZZ2 08 0E XX2 YY2 ZZ2 08 0E XX2 YY2 ZZ2 08 05 0B 03 0D 08

ZZ YY XX
2D 27 20 28 D8 C9 3A 08 48 5D 3E 08 00 00 00 00 FC 1C 23 08 E9 CD 0A

ZZ2 YY2 XX2
02 XX3 YY3 ZZ3 08 03 04 0A 00 0A 00 00 00 10 00 04 02 02 XX3 YY3 ZZ3 08 03 04 0A 00 0A 00 00 00 10 00 04 02 0F

ZZ3 YY3 XX3
2D 27 20 28 D8 C9 3A 08 CC 59 3E 08 00 00 00 00 FC 1C 23 08 25 B0 0A 08

Ok, gonna test them all now and edit this post in case of any problems with your animations.

MrDollSteak
April 28th, 2013, 12:42 AM
Next few animations I have!

Brave Bird

00 97 27 00 2C 28 0E CF 59 1D 08 0A 00 03 F9 A7 0B
08 0A 05 02 00 00 00 00 00 10 00 FF 7F 04 04 03 E1
78 0B 08 05 01 00 00 05 03 11 D4 0D 08 05 02 E7 00
C0 FF 02 C4 6D 3E 08 82 00 04 0E 03 1D 8B 09 08 02
05 01 00 0A 00 00 00 12 00 01 00 03 DD D3 0D 08 05
02 86 00 3F 00 04 14 03 DD 79 0B 08 05 01 01 00 04
02 03 F9 A7 0B 08 0A 05 02 00 00 00 0F 00 00 00 FF
7F 05 0B 00 0E FF 59 1D 08 13 24 AD 1C 08 19 B9 00
C0 03 61 B6 0B 08 02 00 05 08 03 39 83 0A 08 02 02
00 00 03 00 04 08 1C A0 00 C0 26 03 05 08 0A 00 0C
0F 00 03 F9 12 0E 08 02 01 00 00 19 D3 00 C0 05 0D
0B 00 04 01 08

Ice Shard

00 4A 27 00 16 28 00 97 27 02 54 4E 3D 08 02 02 04
00 06 00 04 03 19 BA 00 C0 02 XX YY ZZ 08 82 06 10
00 00 00 00 00 00 00 19 00 01 01 05 02 XX2 YY2 ZZ2
08 83 04 00 00 00 00 01 00 01 00 19 7C 00 3F 02 XX3
YY3 ZZ3 08 82 06 00 00 00 00 14 00 18 00 0E 00 02
00 03 F9 89 09 08 02 05 01 00 03 00 00 00 05 00 01
00 02 XX3 YY3 ZZ3 08 82 06 05 00 00 00 EC FF 18 00
0E 00 01 00 02 XX3 YY3 ZZ3 08 82 06 00 00 05 00 14
00 E8 FF 0E 00 02 00 02 XX3 YY3 ZZ3 08 82 06 FB FF
00 00 EC FF E8 FF 0E 00 02 00 05 08

At offset ZZ YY XX

16 28 16 28 38 CA 3A 08 A8 74 3E 08 00 00 00 00 40
75 3E 08 75 50 0B 08

At offset ZZ2 YY2 XX2

97 27 16 28 58 CB 3A 08 F0 1C 23 08 00 00 00 00 F8
7B 3E 08 61 A5 0B 08

At 0ffset 223 YY3 XX3

4A 27 16 28 D8 C9 3A 08 A8 73 3E 08 00 00 00 00 FC
1C 23 08 F9 46 0B 08

Blue Flare

00 2D 27 00 A4 27 0A 03 28 01 0C 0C 08 03
F9 89 09 08 05 05 00 00 00 00 02 00 2E 00 01 00 04
06 03 01 B1 0A 08 05 01 64 00 1B 8B 00 C0 3F 02 00
0E XX YY ZZ 08 0E XX YY ZZ 08 0E XX YY ZZ 08 03 F9
89 09 08 05 05 01 00 03 00 00 00 2B 00 01 00 0E XX
YY ZZ 08 0E XX YY ZZ 08 0E XX YY ZZ 08 0E XX YY ZZ
08 0E XX YY ZZ 08 0E XX YY ZZ 08 0E XX YY ZZ 08 0E
XX YY ZZ 08 05 0B 03 0D 08 02 XX2 YY2 ZZ2 08 03 04
0A 00 0A 00 00 00 10 00 04 02 02 XX2 YY2 ZZ2 08 03
04 0A 00 0A 00 00 00 10 00 04 02 0F 00 15 28 19 D4
00 00 03 11 48 0B 08 05 01 00 00 04 10 02 XX3 YY3
ZZ3 08 28 04 0A 00 00 09 60 00 00 00 04 0A 02 XX3
YY3 ZZ3 08 28 04 5A 00 00 08 60 00 00 00 04 0A 02
XX3 YY3 ZZ3 08 28 04 32 00 00 0A 60 00 00 00 04 0A
02 XX3 YY3 ZZ3 08 28 04 14 00 00 09 60 00 00 00 04
0A 02 XX3 YY3 ZZ3 08 28 04 46 00 C0 07 60 00 00 00
04 0A 02 XX3 YY3 ZZ3 08 28 04 00 00 00 0B 60 00 00
00 04 0A 02 XX3 YY3 ZZ3 08 28 04 3C 00 00 0A 60 00
00 00 08

At offset ZZ YY XX

02 XX2 YY2 ZZ2 08 03 04 0A 00 0A 00 00 00 10 00 04
02 02 XX2 YY2 ZZ2 08 03 04 0A 00 0A 00 00 00 10 00
04 02 0F 00 15 28 19 D4 00 00 03 11 48 0B 08 05 01
00 00 04 10 02 XX3 YY3 ZZ3 08 28 04 0A 00 00 09 60
00 00 00 04 0A 02 XX3 YY3 ZZ3 08 28 04 5A 00 00 08
60 00 00 00 04 0A 02 XX3 YY3 ZZ3 08 28 04 32 00 00
0A 60 00 00 00 04 0A 02 XX3 YY3 ZZ3 08 28 04 14 00
00 09 60 00 00 00 04 0A 02 XX3 YY3 ZZ3 08 28 04 46
00 C0 07 60 00 00 00 04 0A 02 XX3 YY3 ZZ3 08 28 04
00 00 00 0B 60 00 00 00 04 0A 02 XX3 YY3 ZZ3 08 28
04 3C 00 00 0A 60 00 00 00 08 00 A5 27 0A 03 28 01
0C 0C 08 04 00

At offset ZZ2 YY2 XX2

2D 27 A4 27 D8 C9 3A 08 CC 59 3E 08 00 00 00 00 FC
1C 23 08 25 B0 0A 08

At offset ZZ3 YY3 XX3

15 28 A4 27 F8 C9 3A 08 F0 1C 23 08 00 00 00 00 FC
1C 23 08 A9 4A 0B 08

Volt Switch

00 E3 27 00 E4 27 00 E5 27 0A 00 0C 0C 08 02 24 7B
3E 08 02 05 01 00 02 00 00 00 04 00 00 00 05 03 41
E5 0A 08 02 04 00 00 3C 00 02 00 0C 00 19 CE 00 C0
04 1E 19 CE 00 C0 04 1E 19 CE 00 C0 02 D4 61 3E 08
02 01 00 00 04 19 19 CE 00 C0 04 14 19 CE 00 C0 04
0F 19 CE 00 C0 04 0A 04 06 1C CE 00 C0 06 05 05 02
04 62 3E 08 02 03 00 00 10 00 10 00 04 02 02 04 62
3E 08 02 03 00 00 F0 FF F0 FF 19 70 00 C0 05 02 24
7B 3E 08 02 05 01 00 04 00 04 00 00 00 00 00 0B 00
0D 00 BB 27 00 1B 27 19 83 00 C0 02 DC 5F 3E 08 83
06 0A 00 00 00 00 00 00 00 1E 00 00 00 02 08 60 3E
08 84 07 0A 00 00 00 10 00 1E 00 00 00 28 00 00 00
02 08 60 3E 08 84 07 0A 00 00 00 10 00 1E 00 40 00
28 00 01 00 02 08 60 3E 08 84 07 0A 00 00 00 10 00
1E 00 80 00 28 00 00 00 02 08 60 3E 08 84 07 0A 00
00 00 10 00 1E 00 C0 00 28 00 02 00 02 08 60 3E 08
84 07 0A 00 00 00 08 00 1E 00 20 00 28 00 00 00 02
08 60 3E 08 84 07 0A 00 00 00 08 00 1E 00 60 00 28
00 01 00 02 08 60 3E 08 84 07 0A 00 00 00 08 00 1E
00 A0 00 28 00 00 00 02 08 60 3E 08 84 07 0A 00 00
00 08 00 1E 00 E0 00 28 00 02 00 05 03 1D 8B 09 08
02 05 01 00 04 00 00 00 05 00 01 00 04 0F 1D 70 00
3F 13 0E D4 58 1D 08 05 08

Leaf Tornado

00 4F 27 19 8F 00 3F 03 F9 89 09 08 05 05 01 00 00
00 02 00 2F 00 01 00 0E XX YY ZZ 08 0E XX YY ZZ 08
0E XX YY ZZ 08 05 08 02 XX2 YY2 ZZ2 08 82 07 00 00
1C 00 10 02 1E 00 0D 00 32 00 01 00 04 02 02 XX2
YY2 ZZ2 08 82 07 00 00 20 00 E0 01 14 00 10 00 D2
FF 01 00 04 02 02 XX2 YY2 ZZ2 08 82 07 00 00 21 00
40 02 14 00 08 00 2A 00 01 00 04 02 02 XX2 YY2 ZZ2
08 82 07 00 00 1F 00 90 01 19 00 0B 00 D6 FF 01 00
04 02 02 38 74 3E 08 82 07 00 00 1C 00 00 02 19 00
10 00 2E 00 01 00 04 02 02 XX2 YY2 ZZ2 08 82 07 00
00 21 00 D0 01 1E 00 0F 00 CE FF 01 00 04 02 0F

At offset ZZ YY XX

02 XX2 YY2 ZZ2 08 82 07 00 00 1C 00 10 02 1E 00 0D
00 32 00 01 00 04 02 02 XX2 YY2 ZZ2 08 82 07 00 00
20 00 E0 01 14 00 10 00 D2 FF 01 00 04 02 02 XX2
YY2 ZZ2 08 82 07 00 00 21 00 40 02 14 00 08 00 2A
00 01 00 04 02 02 XX2 YY2 ZZ2 08 82 07 00 00 1F 00
90 01 19 00 0B 00 D6 FF 01 00 04 02 02 XX2 YY2 ZZ2
08 82 07 00 00 1C 00 00 02 19 00 10 00 2E 00 01 00
04 02 02 XX2 YY2 ZZ2 08 82 07 00 00 21 00 D0 01 1E
00 0F 00 CE FF 01 00 04 02 0F

At offset ZZ2 YY2 XX2

4F 27 4F 27 D0 C9 3A 08 00 2C 3E 08 00 00 00 00 FC
1C 23 08 7D 47 0B 08


Grass Knot EDIT: I've raised the particle. Use this not the one in the OP

00 B0 27 00 97 27 02 9C 4E 3D 08 02 05 00 00 14 00
00 00 00 00 04 00 02 XX YY ZZ 08 82 06 E8 FF 13 00
28 00 08 00 A0 00 00 00 04 04 02 08 7C 3E 08 82 04
F8 FF 08 00 01 00 02 00 03 81 99 09 08 02 04 06 00
80 01 01 00 02 00 19 74 00 3F 05 02 84 4E 3D 08 02
03 00 00 01 00 04 00 08 03 B5 94 0B 08 05 03 05 00
0A 00 32 00 03 B5 94 0B 08 05 03 04 00 0A 00 32 00
19 E3 00 00 04 0A 02 3C 7B 3E 08 02 07 01 00 03 00
01 00 00 00 0E 00 FF 7F 0E 00 04 10 02 3C 7B 3E 08
02 07 01 00 03 00 01 00 00 00 0E 00 FF 7F 0E 00 08

At offset ZZ YY XX

B0 27 B0 27 F8 C9 3A 08 4C 2C 3E 08 00 00 00 00 FC
1C 23 08 29 0C 0B 08


Drill Run

00 97 27 00 24 27 14 15 16 03 01 98 0B 08 05 03 01
00 05 00 FF FF 17 0C 0C 08 02 50 35 3E 08 02 01 00
00 19 9B 00 C0 05 04 02 02 50 35 3E 08 02 01 01 00
02 BC 37 3E 08 84 03 00 00 00 00 0C 00 05 09 14 00
03 D1 8C 09 08 02 05 00 00 02 00 00 00 28 00 01 00
03 D1 8C 09 08 02 05 01 00 0A 00 00 00 28 00 01 00
02 98 7C 3E 08 83 04 00 00 00 00 01 00 03 00 19 9F
00 3F 04 04 02 98 7C 3E 08 83 04 00 00 02 00 01 00
03 00 19 9F 00 3F 04 04 02 98 7C 3E 08 83 04 FC FF
03 00 01 00 03 00 19 9F 00 3F 04 04 02 98 7C 3E 08
83 04 F8 FF FB FF 01 00 03 00 19 9F 00 3F 04 04 02
98 7C 3E 08 83 04 04 00 F4 FF 01 00 03 00 19 9F 00
3F 04 04 02 98 7C 3E 08 83 04 10 00 00 00 01 00 03
00 19 9F 00 3F 04 04 02 98 7C 3E 08 83 04 05 00 12
00 01 00 03 00 19 9F 00 3F 04 04 02 98 7C 3E 08 83
04 EF FF 0C 00 01 00 02 00 19 9F 00 3F 04 04 02 98
7C 3E 08 83 04 EB FF F1 FF 01 00 02 00 19 9F 00 3F
04 04 02 98 7C 3E 08 83 04 08 00 E5 FF 01 00 02 00
19 9F 00 3F 04 04 02 98 7C 3E 08 83 04 20 00 00 00
01 00 02 00 19 9F 00 3F 04 04 02 50 35 3E 08 02 01
02 00 05 15 16 10 07 FF FF 17 08 14 08 16 03 2D B8
0B 08 05 04 00 09 00 03 00 00 FF FF 13 C1 A3 1C 08


Sacred Sword

00 15 27 0A 00 0C 0C 08 19 B8 00 C0 03 7D 90 09 08
02 05 00 00 10 00 06 00 01 00 04 00 02 F8 3B 3E 08
02 02 00 00 00 00 04 16 03 6D 9F 0B 08 02 07 15 27
02 00 02 00 F2 7F 10 00 00 00 00 00 05 0B 00 0D 04
01 00 C7 27 02 A4 35 3E 08 82 03 01 00 F8 FF 00 00
19 81 00 3F 04 04 02 XX YY ZZ 08 82 03 01 00 08 00
00 00 03 1D 8B 09 08 02 05 01 00 04 00 00 00 12 00
01 00 19 81 00 3F 05 08

At offset ZZ YY XX

C7 27 15 27 D8 C9 3A 08 9C 35 3E 08 00 00 00 00 FC
1C 23 08 41 59 0A 08

Quiver Dance

02 24 7B 3E 08 02 05 01 00 01 00 00 00 0A 00 E7 2C
05 00 09 28 00 E4 27 0A 00 28 00 04 01 03 E1 75 0B
08 05 00 19 C4 00 C0 04 08 03 89 62 07 08 05 05 09
28 00 4C 0E 00 00 00 03 00 02 XX YY ZZ 02 01 00 00
02 XX YY ZZ 02 01 2B 00 02 XX YY ZZ 02 01 55 00 02
XX YY ZZ 02 01 80 00 02 XX YY ZZ 02 01 AA 00 02 XX
YY ZZ 02 01 D5 00 04 1E 19 C4 00 C0 04 1E 19 C4 00
C0 05 0B 00 04 01 02 24 7B 3E 08 02 05 01 00 01 00
0A 00 00 00 E7 2C 05 0B 03 0D 08

At offset XX YY ZZ

09 28 E4 27 D0 C9 3A 08 F0 1C 23 08 00 00 00 00 FC
1C 23 08 49 74 0B 08

Coil (This is constrict's animation, so there's no real need to insert it)

00 CA 27 1C 94 00 3F 06 04 02 0C 2D 3E 08 84 04 00
00 10 00 00 00 02 00 04 07 02 0C 2D 3E 08 83 04 00
00 00 00 00 00 02 00 02 0C 2D 3E 08 82 04 00 00 08
00 01 00 02 00 04 07 02 0C 2D 3E 08 83 04 00 00 F8
FF 01 00 02 00 04 08 03 1D 8B 09 08 02 05 01 00 03
00 00 00 06 00 01 00 04 14 19 A3 00 3F 10 07 FF FF
05 08 11 32 18 1D 08 AF 18 1D 08

Perri Lightfoot
April 28th, 2013, 07:26 AM
Some Ruby ports for those of us who eschew Fire Red:

Post has gotten too large, so click spoiler to view!
Roost (original by dreamengine)
00 1E 28 0A 03 29 19 CA 00 3F 04 00 02 98 A4 3D 08 80 08 00 00 F0 FF 40 00 02 00 68 00 28 2C 20 00 01 00 04 06 02 98 A4 3D 08 80 08 00 00 F0 FF 20 00 02 00 68 00 28 2C 20 00 01 00 02 98 A4 3D 08 80 08 00 00 F0 FF 00 00 02 00 68 00 28 2C 20 00 01 00 04 06 02 98 A4 3D 08 80 08 00 00 F0 FF E0 00 02 00 68 00 28 2C 20 00 01 00 02 98 A4 3D 08 80 08 00 00 F0 FF 80 00 02 00 68 00 28 2C 20 00 01 00 04 06 02 98 A4 3D 08 80 08 00 00 F0 FF C0 00 02 00 68 00 28 2C 20 00 01 00 02 98 A4 3D 08 80 08 00 00 F0 FF A0 00 02 00 68 00 28 2C 20 00 01 00 04 06 02 98 A4 3D 08 80 08 00 00 F0 FF 60 00 02 00 68 00 28 2C 20 00 01 00 05 0B 03 00 2F 27 05 0B 02 0D 04 01 0E F5 5E 1D 08 05 08

Hammer Arm (original by dreamengine)
00 9F 27 00 97 27 0A 03 28 01 0C 0C 08 19 87 00 3F 02 78 9F 3D 08 02 08 F0 FF 00 00 00 00 00 00 0A 00 01 00 03 00 00 00 05 19 8B 00 3F 02 A8 B4 3D 08 03 04 00 00 00 00 01 00 02 00 03 7D 7E 0A 08 05 05 01 00 04 00 00 00 06 00 01 00 05 0B 03 0D 05 0E 31 AF 1C 08 08

Earth Power (original by DoesntKnowHowToPlay)
00 2D 27 00 33 27 14 15 16 03 B1 1B 0E 08 05 03 01 00 05 00 FF FF 1C 91 00 3F 0B 03 03 7D 7E 0A 08 05 05 01 00 00 00 03 00 19 00 01 00 02 78 B0 3D 08 C2 03 01 00 05 00 00 00 04 01 02 78 B0 3D 08 C2 03 01 00 F6 FF F1 FF 04 01 02 78 B0 3D 08 82 03 01 00 00 00 19 00 04 01 02 78 B0 3D 08 C2 03 01 00 0F 00 05 00 04 01 02 78 B0 3D 08 C2 03 01 00 E7 FF 00 00 04 01 02 78 B0 3D 08 82 03 01 00 1E 00 1E 00 04 01 02 78 B0 3D 08 82 03 01 00 E5 FF 19 00 04 01 02 78 B0 3D 08 C2 03 01 00 00 00 08 00 05 02 E0 1F 3C 08 C2 03 00 00 00 00 04 00 05 0E F3 61 1D 08 08

U-Turn (original by 11bayerf1)
00 05 28 00 3B 27 0A 01 0C 0C 08 19 91 00 C0 02 XX YY ZZ 08 02 02 0A 00 F6 FF 05 03 8D 1F 0E 08 02 06 02 00 00 00 04 00 02 00 08 00 1F 00 05 01 05 28 00 06 28 02 B0 1F 3C 08 02 02 06 00 04 00 04 04 19 C1 00 3F 02 XX2 YY2 ZZ2 08 82 02 0A 00 F6 FF 05 01 06 28 00 97 27 03 A1 7F 0A 08 02 05 01 00 03 00 00 00 0A 00 01 00 02 50 B5 3D 08 83 05 F6 FF F8 FF 01 00 01 00 08 00 19 7B 00 3F 04 08 02 50 B5 3D 08 83 05 0A 00 08 00 01 00 01 00 08 00 19 8D 00 3F 05 0B 01 0D 08 00 D0 27 00 A6 27 19 A1 00 3F 02 3C 23 40 08 82 00 04 0A 03 7D 7E 0A 08 03 05 01 00 03 00 00 00 0A 00 01 00 05 03 8D 1F 0E 08 02 06 04 00 00 00 04 00 00 00 0C 00 1A 68 0E 87 5F 1D 08 05 08 19 E2 00 C0 03 E5 12 13 08 02 00 08

ZZ YY XX
05 28 3B 27 34 DF 37 08 8C A1 3D 08 00 00 00 00 10 29 1E 08 39 38 0D 08

ZZ2 YY2 XX2
06 28 3B 27 3C DF 37 08 D4 A1 3D 08 00 00 00 00 10 29 1E 08 39 38 0D 08

Power Gem (original by dreamengine)
03 39 2A 0E 08 0A 05 1B 00 01 00 00 00 0C 00 00 00 05 04 0C 03 39 2A 0E 08 0A 05 02 00 01 00 08 00 00 00 00 00 03 65 18 0E 08 05 03 00 00 02 00 10 00 1C EF 00 C0 04 08 03 39 2A 0E 08 0A 05 02 00 01 00 00 00 0F 00 FF 7F 04 14 03 39 2A 0E 08 0A 05 02 00 01 00 0F 00 00 00 FF 7F 05 03 39 2A 0E 08 0A 05 19 00 01 00 08 00 00 00 00 00 00 E4 27 00 10 28 00 11 28 0A 02 28 00 0C 0C 08 02 14 A1 3D 08 29 04 82 00 A0 00 02 00 68 00 04 08 02 14 A1 3D 08 29 04 A0 00 C0 00 00 00 60 00 04 08 02 14 A1 3D 08 29 04 3C 00 20 01 03 00 58 00 04 08 05 19 8D 00 3F 05 0B 02 0D 04 01 08

Bullet Punch (original by dreamengine)
1C 78 00 C0 1C 02 03 4D 0A 0E 08 05 03 00 00 00 00 00 00 05 00 97 27 00 9F 27 0A 03 0C 0C 08 03 01 85 0A 08 02 05 00 00 14 00 00 00 00 00 04 00 04 04 02 A8 B4 3D 08 02 04 F1 FF 12 00 01 00 00 00 19 7B 00 3F 04 01 03 7D 7E 0A 08 02 05 01 00 05 00 00 00 19 00 01 00 02 A8 9F 3D 08 03 05 F1 FF 12 00 08 00 01 00 00 00 04 03 02 A8 B4 3D 08 02 04 00 00 FC FF 01 00 00 00 19 7B 00 3F 04 01 02 A8 9F 3D 08 03 05 00 00 FC FF 08 00 01 00 00 00 04 03 02 A8 B4 3D 08 02 04 0F 00 09 00 01 00 00 00 19 7B 00 3F 04 01 02 A8 9F 3D 08 03 05 0F 00 09 00 08 00 01 00 00 00 04 05 02 E0 1F 3C 08 02 03 00 00 00 00 05 00 05 0B 03 0D 08

Close Combat (original by dreamengine)
14 09 17 03 59 3A 0E 08 05 04 00 F7 00 00 01 00 FF FF 00 97 27 00 9F 27 0A 03 0C 0C 08 03 01 85 0A 08 02 05 00 00 14 00 00 00 00 00 04 00 04 04 02 A8 B4 3D 08 02 04 F1 FF 12 00 01 00 00 00 19 7B 00 3F 04 01 03 7D 7E 0A 08 02 05 01 00 05 00 00 00 19 00 01 00 02 A8 9F 3D 08 03 05 F1 FF 12 00 08 00 01 00 00 00 04 03 02 A8 B4 3D 08 02 04 00 00 FC FF 01 00 00 00 19 7B 00 3F 04 01 02 A8 9F 3D 08 03 05 00 00 FC FF 08 00 01 00 00 00 04 03 02 A8 B4 3D 08 02 04 0F 00 09 00 01 00 00 00 19 7B 00 3F 04 01 02 A8 9F 3D 08 03 05 0F 00 09 00 08 00 01 00 00 00 04 05 02 E0 1F 3C 08 02 03 00 00 00 00 05 00 05 0B 03 0D 0E F3 61 1D 08 08

Nasty Plot (original by 11bayerf1)
00 6D 27 0E XX YY ZZ 08 04 08 02 8C A8 3D 08 14 00 19 BA 00 C0 04 36 1C BA 00 C0 10 03 05 0E F3 61 1D 08 08 00 5B 27 00 71 27 19 BD 00 C0 0E E7 61 1D 08 02 24 A8 3D 08 14 00 02 50 74 3D 08 13 03 20 00 F8 FF 00 00 02 50 74 3D 08 13 03 20 00 10 00 01 00 1C C4 00 C0 15 02 04 3C 19 B0 00 C0 04 1E 1C B0 00 C0 14 02 04 46 19 C2 00 C0 05 0E F3 61 1D 08

At offset ZZ YY XX

14 00 16 03 61 C5 12 08 05 00 17 0F 15 16 10 07

Alternate Animation at offset ZZ YY XX (traditional stationary Dark-type move background)

14 00 16 03 59 3A 0E 08 05 00 17 0F 15 16 10 07

Focus Blast (original by dreamengine)
14 09 17 03 59 3A 0E 08 05 04 00 F7 00 00 01 00 FF FF 00 E4 27 00 10 28 00 11 28 0A 02 28 00 0C 0C 08 02 FC A0 3D 08 82 01 00 00 19 8C 00 C0 04 14 02 28 B4 3D 08 02 04 04 00 01 00 B4 00 01 00 03 41 B3 12 08 05 02 EA 00 00 00 04 28 02 14 A1 3D 08 29 04 C8 00 60 00 01 00 78 00 04 08 02 14 A1 3D 08 29 04 14 00 F8 00 04 00 70 00 04 08 02 14 A1 3D 08 29 04 82 00 A0 00 02 00 68 00 04 08 02 14 A1 3D 08 29 04 A0 00 C0 00 00 00 60 00 04 08 02 14 A1 3D 08 29 04 3C 00 20 01 03 00 58 00 04 4A 02 2C A1 3D 08 83 01 00 00 19 C1 00 C0 04 10 03 A1 7F 0A 08 02 05 01 00 08 00 00 00 10 00 01 00 19 8D 00 3F 05 0B 02 0D 04 01 0E F3 61 1D 08 08

Rock Polish (original by DoesntKnowHowToPlay)
00 9A 27 0A 01 0C 0C 08 19 80 00 3F 02 28 6B 3D 08 02 03 28 00 E0 FF 00 00 04 05 03 7D 7E 0A 08 02 05 01 00 00 00 03 00 0A 00 01 00 05 0B 01 0D 19 C0 00 C0 03 8D 38 0E 08 02 00 05 08

Poison Jab (original by dreamengine)
00 A6 27 00 06 28 0A 01 0C 0C 08 19 C1 00 3F 02 E0 A1 3D 08 82 02 0A 00 F6 FF 05 01 06 28 00 97 27 03 A1 7F 0A 08 02 05 01 00 03 00 00 00 0A 00 01 00 02 50 B5 3D 08 83 05 F6 FF F8 FF 01 00 01 00 08 00 19 7B 00 3F 04 08 02 50 B5 3D 08 83 05 0A 00 08 00 01 00 01 00 08 00 19 8D 00 3F 05 0E 87 5F 1D 08 05 0B 01 0D 08

Aura Sphere (original by dreamengine)
14 09 17 03 59 3A 0E 08 05 04 00 F7 00 00 01 00 FF FF 00 C0 27 04 0F 1F 59 B0 12 08 07 A8 00 C0 FF 3F 00 05 00 05 00 00 00 05 00 02 A8 AE 3D 08 82 03 10 00 10 00 08 00 05 19 9F 00 3F 03 A1 7F 0A 08 02 05 01 00 04 00 00 00 08 00 01 00 05 0E F3 61 1D 08 08

Dark Pulse (original by 11bayerf1)
14 00 16 03 59 3A 0E 08 05 04 00 00 00 00 01 00 FF FF 00 2D 27 00 C0 27 00 DB 27 00 C0 27 0A 03 03 F9 2C 0D 08 02 01 00 00 02 XX2 YY2 ZZ2 08 03 06 00 00 00 00 00 00 00 00 1F 00 08 00 19 F1 00 C0 02 XX YY ZZ 08 02 04 00 00 1D 00 F4 FF 00 00 02 XX YY ZZ 08 02 04 00 00 F4 FF E3 FF 01 00 04 10 03 F9 2C 0D 08 02 01 00 00 02 XX2 YY2 ZZ2 08 03 06 00 00 00 00 00 00 00 00 1F 00 08 00 19 F1 00 C0 02 XX YY ZZ 08 02 04 00 00 0C 00 E3 FF 01 00 02 XX YY ZZ 08 02 04 00 00 E3 FF F4 FF 00 00 04 10 03 F9 2C 0D 08 02 01 00 00 02 XX2 YY2 ZZ2 08 03 06 00 00 00 00 00 00 00 00 1F 00 08 00 19 F1 00 C0 02 XX YY ZZ 08 02 04 00 00 18 00 E8 FF 01 00 02 XX YY ZZ 08 02 04 00 00 E8 FF E8 FF 00 00 05 0B 03 0E F3 61 1D 08 08

At offset ZZ YY XX

2D 27 C0 27 34 DF 37 08 04 29 1E 08 00 00 00 00 10 29 1E 08 69 2D 0D 08

At offset ZZ2 YY2 XX2

DB 27 C0 27 1C E1 37 08 04 29 1E 08 00 00 00 00 1C 79 3D 08 19 13 0D 08

Night Slash (original by Chaos Rush)
14 00 16 03 59 3A 0E 08 05 04 00 00 00 00 00 00 FF FF 00 C7 27 02 38 6E 3D 08 82 03 01 00 F8 FF 00 00 19 88 00 3F 04 04 02 38 6E 3D 08 82 03 01 00 08 00 00 00 03 A1 7F 0A 08 02 05 01 00 04 00 00 00 12 00 01 00 19 88 00 3F 05 0E F3 61 1D 08 08

Aqua Tail (original by 11bayerf1)
00 A4 27 00 AB 27 00 9D 27 0A 03 0C 0C 08 03 7D 7E 0A 08 05 05 00 00 00 00 02 00 17 00 01 00 04 05 19 8E 00 C0 02 48 93 3D 08 02 04 0A 00 0A 00 19 00 00 00 04 04 19 8E 00 C0 02 48 93 3D 08 02 04 F1 FF 00 00 19 00 00 00 04 04 19 8E 00 C0 02 48 93 3D 08 02 04 14 00 0A 00 19 00 00 00 04 04 19 8E 00 C0 02 48 93 3D 08 02 04 00 00 F6 FF 19 00 00 00 04 04 19 8E 00 C0 02 48 93 3D 08 02 04 F6 FF 0F 00 19 00 00 00 04 04 19 8E 00 C0 02 48 93 3D 08 02 04 19 00 14 00 19 00 00 00 04 04 19 8E 00 C0 02 48 93 3D 08 02 04 EC FF 14 00 19 00 00 00 04 04 19 8E 00 C0 02 48 93 3D 08 02 04 0C 00 00 00 19 00 00 00 05 00 25 28 00 97 27 02 B0 1F 3C 08 02 02 04 00 06 00 04 04 19 7A 00 3F 02 E4 2A 40 08 82 02 F0 FF F0 FF 04 08 02 DC B3 3D 08 02 07 1F 00 05 00 01 00 FF 7F 0A 00 00 00 00 00 02 A8 B4 3D 08 83 04 00 00 00 00 01 00 02 00 19 8B 00 3F 02 F8 1F 3C 08 02 05 01 00 F4 FF 0A 00 00 00 03 00 02 E0 1F 3C 08 02 03 00 00 00 00 05 00 04 03 03 55 81 0A 08 02 05 01 00 00 00 03 00 06 00 01 00 04 05 02 E0 1F 3C 08 02 03 01 00 00 00 06 00 04 0A 05 0B 03 0D 08

Air Slash (original by dreamengine)
0E FB 61 1D 08 00 C7 27 02 38 6E 3D 08 82 03 01 00 F8 FF 00 00 19 88 00 3F 04 04 02 38 6E 3D 08 82 03 01 00 08 00 00 00 03 A1 7F 0A 08 02 05 01 00 04 00 00 00 12 00 01 00 19 88 00 3F 05 0E F3 61 1D 08 08

Seed Bomb (original by dreamengine)
00 16 27 02 28 76 3D 08 82 02 14 00 00 00 04 05 02 28 76 3D 08 82 02 14 00 00 00 04 05 02 28 76 3D 08 82 02 14 00 00 00 04 05 03 A1 7F 0A 08 02 05 01 00 02 00 00 00 1E 00 01 00 02 28 76 3D 08 82 02 14 00 00 00 04 05 02 28 76 3D 08 82 02 14 00 00 00 04 05 02 28 76 3D 08 82 02 14 00 00 00 04 08 00 D6 27 00 BF 27 19 A7 00 C0 02 94 75 3D 08 84 04 06 00 05 00 01 00 00 00 19 B1 00 3F 04 03 02 28 78 3D 08 84 04 F0 FF F1 FF 01 00 00 00 19 B1 00 3F 04 03 02 28 78 3D 08 84 04 10 00 FB FF 01 00 00 00 19 B1 00 3F 04 03 02 28 78 3D 08 84 04 F4 FF 12 00 01 00 00 00 19 B1 00 3F 04 03 02 28 78 3D 08 84 04 00 00 05 00 01 00 00 00 19 B1 00 3F 04 03 05 08 08

X-Scissor (original by dreamengine)
14 17 16 03 59 3A 0E 08 05 04 00 FA 00 00 00 01 FF FF 00 9F 27 00 2D 28 0A 03 04 28 19 88 00 3F 02 DC B3 3D 08 02 07 1F 00 03 00 01 00 FF 7F 0A 00 00 00 0A 00 02 20 B5 3D 08 03 04 00 00 00 00 01 00 14 00 03 7D 7E 0A 08 05 05 01 00 07 00 00 00 09 00 01 00 05 0B 03 0D 0E F3 61 1D 08 08

Bug Buzz (original by DoesntKnowHowToPlay)
14 17 16 03 59 3A 0E 08 05 04 00 FA 00 00 00 00 FF FF 04 00 03 39 2A 0E 08 0A 05 01 00 00 00 04 00 04 00 00 00 04 08 00 F1 27 00 DB 27 0A 03 03 F9 2C 0D 08 02 01 00 00 02 A4 79 3D 08 03 06 00 00 00 00 00 00 00 00 1F 00 08 00 19 F1 00 C0 02 C8 7C 3D 08 02 04 00 00 1D 00 F4 FF 00 00 02 C8 7C 3D 08 02 04 00 00 F4 FF E3 FF 01 00 04 10 03 F9 2C 0D 08 02 01 00 00 02 A4 79 3D 08 03 06 00 00 00 00 00 00 00 00 1F 00 08 00 19 F1 00 C0 02 C8 7C 3D 08 02 04 00 00 0C 00 E3 FF 01 00 02 C8 7C 3D 08 02 04 00 00 E3 FF F4 FF 00 00 04 10 03 F9 2C 0D 08 02 01 00 00 02 A4 79 3D 08 03 06 00 00 00 00 00 00 00 00 1F 00 08 00 19 F1 00 C0 02 C8 7C 3D 08 02 04 00 00 18 00 E8 FF 01 00 02 C8 7C 3D 08 02 04 00 00 E8 FF E8 FF 00 00 05 0B 03 17 04 06 05 0B 03 04 00 15 16 03 7D 2A 0E 08 0A 05 01 00 00 00 04 00 00 00 00 00 10 07 FF FF 17 08 FF FF 17 08

Drain Punch (original by dreamengine)
00 2F 27 00 A3 27 00 9F 27 00 97 27 04 01 0A 03 0C 0C 08 19 7B 00 3F 02 A8 9F 3D 08 83 05 00 00 00 00 14 00 01 00 00 00 02 A8 B4 3D 08 82 04 00 00 00 00 01 00 00 00 03 7D 7E 0A 08 05 05 01 00 00 00 05 00 05 00 01 00 05 02 C4 B3 3D 08 02 05 01 00 01 00 00 00 07 00 00 00 05 0E 96 F4 1C 08 05 04 0F 0E F5 5E 1D 08 05 02 C4 B3 3D 08 02 05 01 00 01 00 07 00 00 00 00 00 05 0B 03 0D 08

Vacuum Wave (original by dreamengine)
00 97 27 00 9F 27 0A 01 04 02 02 C4 B3 3D 08 02 05 01 00 00 00 00 00 10 00 00 00 0C 0C 08 19 8C 00 3F 02 58 A0 3D 08 03 04 00 00 00 00 00 00 32 00 03 39 2A 0E 08 0A 05 04 00 02 00 00 00 07 00 FF 7F 04 32 02 A8 B4 3D 08 02 04 00 00 00 00 01 00 00 00 03 A1 7F 0A 08 02 05 01 00 04 00 00 00 16 00 01 00 03 39 2A 0E 08 0A 05 04 00 02 00 00 00 00 00 FF 7F 02 DC B3 3D 08 02 07 1F 00 03 00 01 00 00 00 08 00 00 00 00 00 19 7B 00 3F 05 0B 01 0D 04 02 08

Energy Ball (original by 11bayerf1)
02 C4 B3 3D 08 02 05 01 00 02 00 00 00 0D 00 AA 33 05 00 C0 27 00 B0 27 04 0F 1F 59 B0 12 08 07 A8 00 C0 FF 3F 00 05 00 05 00 00 00 05 00 02 XX YY ZZ 08 82 03 10 00 10 00 08 00 05 19 9F 00 3F 03 A1 7F 0A 08 02 05 01 00 04 00 00 00 08 00 01 00 02 C4 B3 3D 08 02 05 01 00 02 00 0D 00 00 00 AA 33 05 0B 03 0D 08

At offset ZZ YY XX

C0 27 B0 27 94 DF 37 08 04 29 1E 08 00 00 00 00 A4 AE 3D 08 41 DF 0D 08

Brave Bird (original by 11bayerf1)
00 97 27 00 2C 28 0E FB 61 1D 08 0A 00 03 39 2A 0E 08 0A 05 02 00 00 00 00 00 10 00 FF 7F 04 04 03 25 FC 0D 08 05 01 00 00 05 03 41 B3 12 08 05 02 EE 00 C0 FF 02 5C A6 3D 08 82 00 04 0E 03 A1 7F 0A 08 02 05 01 00 0A 00 00 00 12 00 01 00 03 0D B3 12 08 05 02 8D 00 3F 00 04 14 03 25 FD 0D 08 05 01 01 00 04 02 03 39 2A 0E 08 0A 05 02 00 00 00 0F 00 00 00 FF 7F 05 0B 00 0E 2B 62 1D 08 13 84 B5 1C 08 19 C0 00 C0 03 8D 38 0E 08 02 00 05 08 03 4D 07 0D 08 02 02 00 00 03 00 04 08 1C A7 00 C0 26 03 05 08 0A 00 0C 0F 00 03 15 F3 12 08 02 01 00 00 19 DA 00 C0 05 0D 0B 00 04 01 08

Switcheroo (original by dreamengine)
14 00 17 00 F0 27 00 DF 27 02 F4 67 3D 08 02 02 D8 FF 50 00 02 F4 67 3D 08 02 02 D8 FF D0 00 04 10 19 CD 00 00 03 39 1E 0D 08 03 00 03 C9 1E 0D 08 03 00 04 1E 19 87 00 00 04 18 19 87 00 00 04 10 19 87 00 00 04 10 19 87 00 00 04 10 19 87 00 00 04 10 19 87 00 00 04 10 19 E2 00 00 03 7D 7E 0A 08 03 05 00 00 05 00 00 00 07 00 02 00 03 7D 7E 0A 08 03 05 01 00 05 00 00 00 07 00 02 00 05 15 17 08

Giga Impact (original by dreamengine)
00 97 27 0A 03 0C 0C 08 19 98 00 C0 02 C8 1F 3C 08 02 03 06 00 01 00 00 00 05 04 0B 02 F8 1F 3C 08 02 05 00 00 1A 00 00 00 00 00 05 00 04 06 02 A8 B4 3D 08 04 04 F6 FF 00 00 01 00 00 00 1C 8D 00 3F 0A 02 0E E9 85 1C 08 04 01 02 F8 1F 3C 08 02 05 01 00 E4 FF 00 00 00 00 03 00 05 03 55 81 0A 08 02 05 01 00 04 00 00 00 0C 00 01 00 05 04 0A 02 E0 1F 3C 08 02 03 00 00 00 00 06 00 04 05 02 E0 1F 3C 08 02 03 01 00 00 00 06 00 05 0B 03 0D 15 17 08

Bullet Punch (original by dreamengine)
1C 78 00 C0 1C 02 03 4D 0A 0E 08 05 03 00 00 00 00 00 00 05 00 97 27 00 9F 27 0A 03 0C 0C 08 03 01 85 0A 08 02 05 00 00 14 00 00 00 00 00 04 00 04 04 02 A8 B4 3D 08 02 04 F1 FF 12 00 01 00 00 00 19 7B 00 3F 04 01 03 7D 7E 0A 08 02 05 01 00 05 00 00 00 19 00 01 00 02 A8 9F 3D 08 03 05 F1 FF 12 00 08 00 01 00 00 00 04 03 02 A8 B4 3D 08 02 04 00 00 FC FF 01 00 00 00 19 7B 00 3F 04 01 02 A8 9F 3D 08 03 05 00 00 FC FF 08 00 01 00 00 00 04 03 02 A8 B4 3D 08 02 04 0F 00 09 00 01 00 00 00 19 7B 00 3F 04 01 02 A8 9F 3D 08 03 05 0F 00 09 00 08 00 01 00 00 00 04 05 02 E0 1F 3C 08 02 03 00 00 00 00 05 00 05 0B 03 0D 08

Avalanche (original by 11bayerf1)
00 4A 27 00 3B 27 0A 03 02 28 B4 3D 08 02 04 07 00 01 00 0B 00 01 00 02 XX YY ZZ 08 82 04 FB FF 01 00 FB FF 01 00 19 83 00 3F 04 02 02 XX YY ZZ 08 82 04 05 00 00 00 06 00 01 00 19 83 00 3F 04 02 02 XX YY ZZ 08 82 04 13 00 01 00 0A 00 01 00 19 83 00 3F 04 02 02 XX YY ZZ 08 82 04 E9 FF 02 00 F6 FF 01 00 19 83 00 3F 03 7D 7E 0A 08 02 05 01 00 00 00 05 00 32 00 01 00 03 7D 7E 0A 08 02 05 03 00 00 00 05 00 32 00 01 00 04 02 0E XX2 YY2 ZZ2 08 0E XX2 YY2 ZZ2 08 05 0B 03 08 02 XX YY ZZ 08 82 04 EC FF 00 00 F6 FF 01 00 19 83 00 3F 04 02 02 XX YY ZZ 08 82 04 1C 00 01 00 0A 00 01 00 19 83 00 3F 04 02 02 XX YY ZZ 08 82 04 F6 FF 01 00 FB FF 01 00 19 83 00 3F 04 02 02 XX YY ZZ 08 82 04 0A 00 00 00 06 00 01 00 19 83 00 3F 04 02 02 XX YY ZZ 08 82 04 18 00 01 00 0A 00 01 00 19 83 00 3F 04 02 02 XX YY ZZ 08 82 04 E0 FF 02 00 F6 FF 01 00 19 83 00 3F 04 02 02 XX YY ZZ 08 82 04 EC FF 00 00 F6 FF 01 00 19 83 00 3F 04 02 02 XX YY ZZ 08 82 04 1E 00 02 00 0A 00 01 00 19 83 00 3F 04 02 0F 00 97 27 0A 01 04 01 14 01 17 0C 0C 08 02 B0 1F 3C 08 02 02 06 00 04 00 04 06 19 7A 00 3F 02 A8 B4 3D 08 02 04 00 00 00 00 01 00 02 00 03 A1 7F 0A 08 02 05 01 00 01 00 00 00 08

At offset ZZ YY XX

4A 27 3B 27 34 DF 37 08 40 AC 3D 08 00 00 00 00 10 29 1E 08 9D CE 0D 08

At offset ZZ2 YY2 XX2

02 XX YY ZZ 08 82 04 EC FF 00 00 F6 FF 01 00 19 83 00 3F 04 02 02 XX YY ZZ 08 82 04 1C 00 01 00 0A 00 01 00 19 83 00 3F 04 02 02 XX YY ZZ 08 82 04 F6 FF 01 00 FB FF 01 00 19 83 00 3F 04 02 02 XX YY ZZ 08 82 04 0A 00 00 00 06 00 01 00 19 83 00 3F 04 02 02 XX YY ZZ 08 82 04 18 00 01 00 0A 00 01 00 19 83 00 3F 04 02 02 XX YY ZZ 08 82 04 E0 FF 02 00 F6 FF 01 00 19 83 00 3F 04 02 02 XX YY ZZ 08 82 04 EC FF 00 00 F6 FF 01 00 19 83 00 3F 04 02 02 XX YY ZZ 08 82 04 1E 00 02 00 0A 00 01 00 19 83 00 3F 04 02 0F 00 97 27 0A 01 04 01 14 01 17 0C 0C 08

Ice Shard (original by 11bayerf1)
00 4A 27 00 16 28 00 97 27 02 B0 1F 3C 08 02 02 04 00 06 00 04 03 19 C1 00 C0 02 XX YY ZZ 08 82 06 10 00 00 00 00 00 00 00 19 00 01 01 05 02 XX2 YY2 ZZ2 08 83 04 00 00 00 00 01 00 01 00 19 83 00 3F 02 XX3 YY3 ZZ3 08 82 06 00 00 00 00 14 00 18 00 0E 00 02 00 03 7D 7E 0A 08 02 05 01 00 03 00 00 00 05 00 01 00 02 XX3 YY3 ZZ3 08 82 06 05 00 00 00 EC FF 18 00 0E 00 01 00 02 XX3 YY3 ZZ3 08 82 06 00 00 05 00 14 00 E8 FF 0E 00 02 00 02 XX3 YY3 ZZ3 08 82 06 FB FF 00 00 EC FF E8 FF 0E 00 02 00 05 08

At offset ZZ YY XX

16 28 16 28 94 DF 37 08 48 AD 3D 08 00 00 00 00 E0 AD 3D 08 79 D9 0D 08

At offset ZZ2 YY2 XX2

97 27 16 28 B4 E0 37 08 04 29 1E 08 00 00 00 00 98 B4 3D 08 A1 27 0E 08

At offset ZZ3 YY3 XX3

4A 27 16 28 34 DF 37 08 40 AC 3D 08 00 00 00 00 10 29 1E 08 61 CF 0D 08

Shadow Claw (original by 11bayerf1)
14 02 16 03 59 3A 0E 08 05 04 00 00 00 00 00 00 FF FF 00 C7 27 02 38 6E 3D 08 82 03 01 00 F8 FF 00 00 19 88 00 3F 04 04 02 38 6E 3D 08 82 03 01 00 08 00 00 00 03 A1 7F 0A 08 02 05 01 00 04 00 00 00 12 00 01 00 19 88 00 3F 05 0E F3 61 1D 08 08

Thunder Fang (original by romancandle)
00 9B 27 00 97 27 0A 01 0C 0C 08 19 A1 00 3F 02 D0 B1 3D 08 02 06 00 00 E0 FF 00 00 00 00 33 03 0A 00 02 D0 B1 3D 08 02 06 00 00 20 00 04 00 00 00 CD FC 0A 00 04 0A 02 A8 B4 3D 08 02 04 00 00 00 00 01 00 02 00 03 7D 7E 0A 08 05 05 01 00 00 00 04 00 07 00 01 00 05 0B 01 0D 04 01 00 97 27 00 9F 27 00 35 27 0A 01 0C 0C 08 02 D0 97 3D 08 02 02 00 00 F0 FF 04 01 02 D0 97 3D 08 02 02 00 00 10 00 04 01 19 DD 00 3F 03 25 23 0E 08 02 03 01 01 01 01 01 01 04 02 03 7D 7E 0A 08 02 05 01 00 00 00 03 00 0F 00 01 00 02 A8 B4 3D 08 03 04 00 00 00 00 01 00 02 00 04 01 02 C4 B3 3D 08 02 05 07 00 02 00 10 00 00 00 00 00 04 14 05 0B 01 0D 08

Ice Fang (original by romancandle)
00 9B 27 00 97 27 0A 01 0C 0C 08 19 A1 00 3F 02 D0 B1 3D 08 02 06 00 00 E0 FF 00 00 00 00 33 03 0A 00 02 D0 B1 3D 08 02 06 00 00 20 00 04 00 00 00 CD FC 0A 00 04 0A 02 A8 B4 3D 08 02 04 00 00 00 00 01 00 02 00 03 7D 7E 0A 08 05 05 01 00 00 00 04 00 07 00 01 00 05 0B 01 0D 04 01 00 9D 27 00 97 27 00 9F 27 0E 36 5C 1D 08 04 05 03 39 2A 0E 08 0A 05 04 00 02 00 09 00 00 00 4C 7F 05 02 C4 B3 3D 08 02 05 04 00 00 00 07 00 00 00 00 00 05 0B 03 0D 08

Fire Fang (original by romancandle)
00 9B 27 00 97 27 0A 01 0C 0C 08 19 A1 00 3F 02 D0 B1 3D 08 02 06 00 00 E0 FF 00 00 00 00 33 03 0A 00 02 D0 B1 3D 08 02 06 00 00 20 00 04 00 00 00 CD FC 0A 00 04 0A 02 A8 B4 3D 08 02 04 00 00 00 00 01 00 02 00 03 7D 7E 0A 08 05 05 01 00 00 00 04 00 07 00 01 00 05 0B 01 0D 04 01 00 9F 27 00 2D 27 00 97 27 0A 03 0C 0C 08 03 39 2A 0E 08 0A 05 04 00 02 00 00 00 09 00 1F 00 0E A2 11 1D 08 04 04 19 93 00 3F 05 03 39 2A 0E 08 0A 05 04 00 00 00 09 00 00 00 1F 00 05 0B 03 0D 08

Please credit the original creators first and myself second if you use these - they did the real hard work; what I did was tedious but far simpler. The major difference between the strings are the pointers involved, but there's also a few minor byte differences here and there. This post will be edited as I port more moves. :)

dreamengine
April 28th, 2013, 08:14 AM
Leaf Tornado

00 B0 27 19 8F 00 3F 03 F9 89 09 08 05 05 01 00 00
00 02 00 2F 00 01 00 0E XX YY ZZ 08 0E XX YY ZZ 08
0E XX YY ZZ 08 05 08 02 XX2 YY2 ZZ2 08 82 07 00 00
1C 00 10 02 1E 00 0D 00 32 00 01 00 04 02 02 XX2
YY2 ZZ2 08 82 07 00 00 20 00 E0 01 14 00 10 00 D2
FF 01 00 04 02 02 XX2 YY2 ZZ2 08 82 07 00 00 21 00
40 02 14 00 08 00 2A 00 01 00 04 02 02 XX2 YY2 ZZ2
08 82 07 00 00 1F 00 90 01 19 00 0B 00 D6 FF 01 00
04 02 02 38 74 3E 08 82 07 00 00 1C 00 00 02 19 00
10 00 2E 00 01 00 04 02 02 XX2 YY2 ZZ2 08 82 07 00
00 21 00 D0 01 1E 00 0F 00 CE FF 01 00 04 02 0F

At offset ZZ YY XX

02 XX2 YY2 ZZ2 08 82 07 00 00 1C 00 10 02 1E 00 0D
00 32 00 01 00 04 02 02 XX2 YY2 ZZ2 08 82 07 00 00
20 00 E0 01 14 00 10 00 D2 FF 01 00 04 02 02 XX2
YY2 ZZ2 08 82 07 00 00 21 00 40 02 14 00 08 00 2A
00 01 00 04 02 02 XX2 YY2 ZZ2 08 82 07 00 00 1F 00
90 01 19 00 0B 00 D6 FF 01 00 04 02 02 XX2 YY2 ZZ2
08 82 07 00 00 1C 00 00 02 19 00 10 00 2E 00 01 00
04 02 02 XX2 YY2 ZZ2 08 82 07 00 00 21 00 D0 01 1E
00 0F 00 CE FF 01 00 04 02 0F

At offset ZZ2 YY2 XX2

4F 27 4F 27 D0 C9 3A 08 00 2C 3E 08 00 00 00 00 FC
1C 23 08 7D 47 0B 08


Leaf Tornado is missing a 00 4F 27 in the very beginning. Other than that they're very nice. I guess you beat me to a working Blue Flare, but hey third time is a charm! :D

Blue Flare
00 20 28 00 2D 27 0A 03 2A 01 02 XX YY ZZ 08 03 04 00 00 00 00 38 00 00 00 19 89 00 C0 04 02 02 XX YY ZZ 08 03 04 00 00 00 00 38 00 04 00 19 89 00 C0 04 02 02 XX YY ZZ 08 03 04 00 00 00 00 38 00 08 00 19 89 00 C0 04 02 02 XX YY ZZ 08 03 04 00 00 00 00 38 00 0C 00 19 89 00 C0 04 02 02 XX YY ZZ 08 03 04 00 00 00 00 38 00 10 00 19 89 00 C0 04 02 02 XX YY ZZ 08 03 04 00 00 00 00 38 00 14 00 19 89 00 C0 04 02 02 XX YY ZZ 08 05 00 2D 27 0A 03 28 01 0C 0C 08 03 F9 89 09 08 05 05 00 00 00 00 02 00 2E 00 01 00 04 06 03 01 B1 0A 08 05 01 64 00 1B 8B 00 C0 3F 02 00 0E XX2 YY2 ZZ2 08 0E XX2 YY2 ZZ2 08 0E XX2 YY2 ZZ2 08 03 F9 89 09 08 05 05 01 00 03 00 00 00 2B 00 01 00 0E XX2 YY2 ZZ2 08 0E XX2 YY2 ZZ2 08 0E XX2 YY2 ZZ2 08 0E XX2 YY2 ZZ2 08 0E XX2 YY2 ZZ2 08 0E XX2 YY2 ZZ2 08 0E XX2 YY2 ZZ2 08 0E XX2 YY2 ZZ2 08 05 0B 03 0D 08

ZZ YY XX
2D 27 20 28 D8 C9 3A 08 48 5D 3E 08 00 00 00 00 FC 1C 23 08 E9 CD 0A 08

ZZ2 YY2 XX2
02 XX3 YY3 ZZ3 08 03 04 0A 00 0A 00 00 00 10 00 04 02 02 XX3 YY3 ZZ3 08 03 04 0A 00 0A 00 00 00 10 00 04 02 0F 00 15 28 19 D4 00 00 03 11 48 0B 08 05 01 00 00 04 10 02 XX4 YY4 ZZ4 08 28 04 0A 00 00 09 60 00 00 00 04 0A 02 XX4 YY4 ZZ4 08 28 04 5A 00 00 08 60 00 00 00 04 0A 02 XX4 YY4 ZZ4 08 28 04 32 00 00 0A 60 00 00 00 04 0A 02 XX4 YY4 ZZ4 08 28 04 14 00 00 09 60 00 00 00 04 0A 02 XX4 YY4 ZZ4 08 28 04 46 00 C0 07 60 00 00 00 04 0A 02 XX4 YY4 ZZ4 08 28 04 00 00 00 0B 60 00 00 00 04 0A 02 XX4 YY4 ZZ4 08 28 04 3C 00 00 0A 60 00 00 00 08

ZZ3 YY3 XX3
2D 27 20 28 D8 C9 3A 08 CC 59 3E 08 00 00 00 00 FC 1C 23 08 25 B0 0A 08

ZZ4 YY4 XX4
15 28 20 28 F8 C9 3A 08 F0 1C 23 08 00 00 00 00 FC 1C 23 08 A9 4A 0B 08

toasterr
April 28th, 2013, 12:18 PM
Haven't studied the whole thread so I don't know if one's been posted, but I can contribute a Shell Smash anim I created a couple of months ago.

00 A1 27 00 97 27 0A 01 0C 0C 08 19 95 00 3F 02 48 79 3E 08 02 06 E0 FF 00 00 02 00 33 03 00 00 0A 00 02 48 79 3E 08 02 06 20 00 00 00 06 00 CD FC 00 00 0A 00 04 0A 02 08 7C 3E 08 02 04 00 00 00 00 01 00 02 00 03 F9 89 09 08 05 05 01 00 03 00 00 00 05 00 01 00 05 0B 01 0D 05 0E B9 89 1C 08

Note that I made this when I was fooling around with pointers and such, so it may have a few poor practices. (It's also probably not very good.) Use if you want. As far as I know it's bug-free.

MrDollSteak
April 28th, 2013, 10:07 PM
Leaf Tornado is missing a 00 4F 27 in the very beginning. Other than that they're very nice. I guess you beat me to a working Blue Flare, but hey third time is a charm! :D


Thanks for pointing that out! Fixed now. I put BO instead of 4F from testing. Also your earlier Power Gem code didn't work. It froze about half way I'm guessing. Could you just have a look at that? Because it started off pretty well ahahah.

Haven't studied the whole thread so I don't know if one's been posted, but I can contribute a Shell Smash anim I created a couple of months ago.


I actually really like it. Personally I would have used the rocks breaking from rock smash as opposed to the explosions but it still looks fine. Very dramatic.

Dragon Pulse

02 24 7B 3E 08 02 05 01 00 01 00 00 00 04 00 00 00
05 00 B3 27 00 A6 27 19 B6 00 C0 1F 39 CF 0D 08 07
C1 00 C0 FF 3F 00 03 00 04 00 00 00 0F 00 0E XX YY
ZZ 08 0E XX YY ZZ 08 03 05 97 09 08 05 05 00 00 06
00 00 08 04 00 01 00 03 DD 9B 0B 08 02 06 04 00 02
00 02 00 00 00 0C 00 5F 7E 0E XX YY ZZ 08 0E XX YY
ZZ 08 0E XX YY ZZ 08 0E XX YY ZZ 08 0E XX YY ZZ 08
0E XX YY ZZ 08 0E XX YY ZZ 08 0E XX YY ZZ 08 0E XX
YY ZZ 08 05 04 01 02 24 7B 3E 08 02 05 01 00 01 00
04 00 00 00 00 00 05 0B 03 0D 08

At offset ZZ YY XX

02 XX2 YY2 ZZ2 08 82 06 10 00 00 00 00 00 00 00 0D
00 00 00 04 04 0F 00 B3 27 0E BB 59 1D 08 0E 1D 0E
1D 08 0E 1D 0E 1D 08 0E 1D 0E 1D 08 03 DD 9B 0B 08
02 06 04 00 02 00 02 00 00 00 0C 00 5F 7E 05 04 01
0E C7 59 1D 08 08 19 B1 00 C0 02 XX2 YY2 ZZ2 08 82
06 00 00 08 00 00 00 08 00 1B 00 00 00 02 XX2 YY2
ZZ2 08 82 06 10 00 F8 FF 00 00 F8 FF 1B 00 00 00 04
06 0F

At offset ZZ2 YY2 XX2

B3 27 A6 27 18 CA 3A 08 F0 1C 23 08 00 00 00 00 FC
1C 23 08 F5 5D 07 08

I wanted to have more animations done, but looking at some of the moves that are left, it would appear that many of them may need custom backgrounds (A fiery one springs to mind) so they'll be awhile. Especially because i'm terrible at inserting them, so far I've only managed to get one out of four i've tried inserting in correctly. So /shrug.

jbrown12333
April 29th, 2013, 01:09 PM
Is someone going to ultimately compile all of these into a rombase of sorts, so that we lower-level/recreational hackers can also enjoy the new moves (and so more experienced hackers don't need to worry about inserting and repointing each time they start a hack).

This is all very impressive work - keep it up!

dreamengine
April 29th, 2013, 05:24 PM
Thanks for pointing that out! Fixed now. I put BO instead of 4F from testing. Also your earlier Power Gem code didn't work. It froze about half way I'm guessing. Could you just have a look at that? Because it started off pretty well ahahah.

Dragon Pulse

02 24 7B 3E 08 02 05 01 00 01 00 00 00 04 00 00 00
05 00 B3 27 00 A6 27 19 B6 00 C0 1F 39 CF 0D 08 07
C1 00 C0 FF 3F 00 03 00 04 00 00 00 0F 00 0E XX YY
ZZ 08 0E XX YY ZZ 08 03 05 97 09 08 05 05 00 00 06
00 00 08 04 00 01 00 03 DD 9B 0B 08 02 06 04 00 02
00 02 00 00 00 0C 00 5F 7E 0E XX YY ZZ 08 0E XX YY
ZZ 08 0E XX YY ZZ 08 0E XX YY ZZ 08 0E XX YY ZZ 08
0E XX YY ZZ 08 0E XX YY ZZ 08 0E XX YY ZZ 08 0E XX
YY ZZ 08 05 04 01 02 24 7B 3E 08 02 05 01 00 01 00
04 00 00 00 00 00 05 0B 03 0D 08

At offset ZZ YY XX

02 XX2 YY2 ZZ2 08 82 06 10 00 00 00 00 00 00 00 0D
00 00 00 04 04 0F 00 B3 27 0E BB 59 1D 08 0E 1D 0E
1D 08 0E 1D 0E 1D 08 0E 1D 0E 1D 08 03 DD 9B 0B 08
02 06 04 00 02 00 02 00 00 00 0C 00 5F 7E 05 04 01
0E C7 59 1D 08 08 19 B1 00 C0 02 XX2 YY2 ZZ2 08 82
06 00 00 08 00 00 00 08 00 1B 00 00 00 02 XX2 YY2
ZZ2 08 82 06 10 00 F8 FF 00 00 F8 FF 1B 00 00 00 04
06 0F

At offset ZZ2 YY2 XX2

B3 27 A6 27 18 CA 3A 08 F0 1C 23 08 00 00 00 00 FC
1C 23 08 F5 5D 07 08

I wanted to have more animations done, but looking at some of the moves that are left, it would appear that many of them may need custom backgrounds (A fiery one springs to mind) so they'll be awhile. Especially because i'm terrible at inserting them, so far I've only managed to get one out of four i've tried inserting in correctly. So /shrug.

Try the Power Gem on my original post again. I just copied it wrong. Nice Dragon Pulse, but I feel it might look better with palette 00 20 28, but that's just my opinion. Oh yeah! I found my old tilesets, but they looks pretty ugly so I'm going to redo them probably :P

MrDollSteak
April 29th, 2013, 05:33 PM
Is someone going to ultimately compile all of these into a rombase of sorts, so that we lower-level/recreational hackers can also enjoy the new moves (and so more experienced hackers don't need to worry about inserting and repointing each time they start a hack).

This is all very impressive work - keep it up!

That's certainly a possibility, but to be honest it's not the greatest priority at the moment. Because most of these moves are really quite easy to insert. The tutorials themselves are brilliant, so it would seem like a waste to put them all into a patch. Additionally the problem with making it a patch is that the offsets may overwrite the work of a hacker depending on where they put their routines or scripts.

Try the Power Gem on my original post again. I just copied it wrong. Nice Dragon Pulse, but I feel it might look better with palette 00 20 28, but that's just my opinion. Oh yeah! I found my old tilesets, but they looks pretty ugly so I'm going to redo them probably

Will do! 'm up for changing it because I thought it was a tad dark myself as well, it does fit the purple though. I'll try 20 28 and tell you what I think. Hrm that's a pity I'm sure they were alright. I found a list on Serebii somewhere with all the Gen 4 backgrounds. Give it a google :)

EDIT: Power Gem looks great. 20 28 not so much. A6 stays. Dragon Pulse is supposed to be a lightish purple, but since I couldn't find one I guess it should stay dark.

dreamengine
April 29th, 2013, 06:49 PM
Will do! 'm up for changing it because I thought it was a tad dark myself as well, it does fit the purple though. I'll try 20 28 and tell you what I think. Hrm that's a pity I'm sure they were alright. I found a list on Serebii somewhere with all the Gen 4 backgrounds. Give it a google :)

EDIT: Power Gem looks great. 20 28 not so much. A6 stays. Dragon Pulse is supposed to be a lightish purple, but since I couldn't find one I guess it should stay dark.

I found those a long time ago :) Personally I think it's too much work to resize them since most of them won't be used.

Thanks. Yeah I was about unsure about 20 28 myself, but I was just looking at the BW animation to yeah it's all good. I also come bearing a gift. A fire background that can scroll in any direction you want :D

MrDollSteak
April 30th, 2013, 12:16 AM
I found those a long time ago :) Personally I think it's too much work to resize them since most of them won't be used.

Thanks. Yeah I was about unsure about 20 28 myself, but I was just looking at the BW animation to yeah it's all good. I also come bearing a gift. A fire background that can scroll in any direction you want :D

Ooo that's brilliant thanks! It'll come in really handy.

I think it'll go really well with Inferno, Magma Storm etc.

Bix Nood
May 2nd, 2013, 01:21 PM
I can't seem to make the Growth script work on BSP. Whenever I try to compile it, it gives me the following message "Parameter 2 on line 4 is too long. Maximum value is 0xFFFFFFFF or 4294967295."

Edit: It works, but replace 0x@notsunny with @notsunny and 0x@sunny with @sunny.

MrDollSteak
May 3rd, 2013, 01:26 AM
I can't seem to make the Growth script work on BSP. Whenever I try to compile it, it gives me the following message "Parameter 2 on line 4 is too long. Maximum value is 0xFFFFFFFF or 4294967295."

Edit: It works, but replace 0x@notsunny with @notsunny and 0x@sunny with @sunny.

Yeah the 0x isn't supposed to be there. Only do that if you have actually offsets you want to use. I think its just from conversion that it looks like that.

Shadowraze
May 6th, 2013, 01:38 AM
Sorry guys, If I haven't updated the thread for a while I was busy with other things (aka watching SNK). LOL

Just finished updating the main post! Now make more of those awesome effect and animations. :3

Also here's a better Ominous Wind animation. :3

Ominous Wind - Shadowraze (I just basically took Heat Wave's Animation and then added the backgroundd color and made it purple the one just like in Giga Drain. :3
02 24 7B 3E 08 02 05 01 00 04 00 00 00 0E 00 28 2C 05 00 15 28 03 21 AA 0B 08 05 05 15 28 00 00 06 00 06 00 1F 00 03 11 48 0B 08 05 01 01 00 03 A5 DA 0A 08 06 02 06 00 1F 00 1B E9 00 C0 3F 02 00 04 04 03 01 D8 0A 08 05 00 04 0C 02 50 74 3E 08 28 04 0A 00 00 09 60 00 01 00 04 0A 02 50 74 3E 08 28 04 5A 00 00 08 60 00 01 00 04 0A 02 50 74 3E 08 28 04 32 00 00 0A 60 00 01 00 04 0A 02 50 74 3E 08 28 04 14 00 00 09 60 00 01 00 04 0A 02 50 74 3E 08 28 04 46 00 C0 07 60 00 01 00 04 0A 02 50 74 3E 08 28 04 00 00 00 0B 60 00 01 00 04 0A 02 50 74 3E 08 28 04 3C 00 00 0A 60 00 01 00 02 24 7B 3E 08 02 05 01 00 04 00 0E 00 00 00 28 2C 05 0B 03 0D 08

Also, lately I've been making a documentation of the pallete used in the particles here's the current list that I have. :3

Palletes
00 97 27 = Light Brown
00 9F 27 = Black
00 A4 27 = Blue
00 74 27 = Yellow
00 2D 27 = Light Yellow
00 9D 27 = Yellow
00 35 27 = Light Violet
00 99 27 = Light Brown
00 9A 27 = Light Brown
00 19 27 = Grey
00 15 27 = Orange with some blue colors
00 B2 27 = Black
00 AC 27 = Black with some purple colors
00 48 27 = Light Yellow
00 2F 28 = Green
00 5A 27 = Black
00 24 27 = Red Orange
00 B3 27 = Orange w/ White
00 B1 27 = Black
00 A6 27 = Black and Purple
00 2B 27 = Light Yellow
00 9B 27 = Black

toasterr
May 22nd, 2013, 12:52 PM
The Power Gem posted here doesn't work - it throws an error halfway through the animation.

Because I don't want this post to just saying something here doesn't work, I'll put forth a suggestion - some moves (Cotton Guard's an example that doesn't have an anim here yet) benefit from just taking the animation from other, existing moves, and switching the target to "self" or whatnot. For example, Cotton Guard can be made by using Cotton Spore.

I'll also contribute a Draco Meteor that I have. It could probably do with a palette change, but it should be a decent start.

14 10 17 03 2D B8 0B 08 05 04 00 00 00 00 00 00 FF FF 00 4A 27 0A 03 02 88 7B 3E 08 02 04 07 00 01 00 0B 00 01 00 02 B4 73 3E 08 82 04 FB FF 01 00 FB FF 01 00 19 7C 00 3F 04 02 02 B4 73 3E 08 82 04 05 00 00 00 06 00 01 00 19 7C 00 3F 04 02 02 B4 73 3E 08 82 04 13 00 01 00 0A 00 01 00 19 7C 00 3F 04 02 02 B4 73 3E 08 82 04 E9 FF 02 00 F6 FF 01 00 19 7C 00 3F 03 F9 89 09 08 02 05 01 00 00 00 05 00 32 00 01 00 03 F9 89 09 08 02 05 03 00 00 00 05 00 32 00 01 00 04 02 0E 23 9C 1C 08 0E 23 9C 1C 08 05 0B 03 0E C7 59 1D 08 08 FF 14 00 16 03 2D B8 0B 08 05 04 00 00 00 00 00 00 FF FF 00 C7 27 02 A4 35 3E 08 82 03 01 00 F8 FF 00 00 19 81 00 3F 04 04 02 A4 35 3E 08 82 03 01 00 08 00 00 00 03 1D 8B 09 08 02 05 01 00 04 00 00 00 12 00 01 00 19 81 00 3F 05 0E C7 59 1D 08 08

hackstar
May 24th, 2013, 04:07 AM
Wow many of these new moves made by Dream engine,Great work.

dreamengine
May 25th, 2013, 08:15 AM
The Power Gem posted here doesn't work - it throws an error halfway through the animation.

Try the one in my OP. It should be fixed.

@Shadowraze, if you could update that, that'd be great!

Perri Lightfoot
June 8th, 2013, 07:55 PM
Dragon Pulse

02 24 7B 3E 08 02 05 01 00 01 00 00 00 04 00 00 00
05 00 B3 27 00 A6 27 19 B6 00 C0 1F 39 CF 0D 08 07
C1 00 C0 FF 3F 00 03 00 04 00 00 00 0F 00 0E XX YY
ZZ 08 0E XX YY ZZ 08 03 05 97 09 08 05 05 00 00 06
00 00 08 04 00 01 00 03 DD 9B 0B 08 02 06 04 00 02
00 02 00 00 00 0C 00 5F 7E 0E XX YY ZZ 08 0E XX YY
ZZ 08 0E XX YY ZZ 08 0E XX YY ZZ 08 0E XX YY ZZ 08
0E XX YY ZZ 08 0E XX YY ZZ 08 0E XX YY ZZ 08 0E XX
YY ZZ 08 05 04 01 02 24 7B 3E 08 02 05 01 00 01 00
04 00 00 00 00 00 05 0B 03 0D 08

At offset ZZ YY XX

02 XX2 YY2 ZZ2 08 82 06 10 00 00 00 00 00 00 00 0D
00 00 00 04 04 0F 00 B3 27 0E BB 59 1D 08 0E 1D 0E
1D 08 0E 1D 0E 1D 08 0E 1D 0E 1D 08 03 DD 9B 0B 08
02 06 04 00 02 00 02 00 00 00 0C 00 5F 7E 05 04 01
0E C7 59 1D 08 08 19 B1 00 C0 02 XX2 YY2 ZZ2 08 82
06 00 00 08 00 00 00 08 00 1B 00 00 00 02 XX2 YY2
ZZ2 08 82 06 10 00 F8 FF 00 00 F8 FF 1B 00 00 00 04
06 0F

At offset ZZ2 YY2 XX2

B3 27 A6 27 18 CA 3A 08 F0 1C 23 08 00 00 00 00 FC
1C 23 08 F5 5D 07 08

I tried porting this Dragon Pulse to Ruby, and the game resets when the move is used without even attempting to play any of the animation. To try and check where the error might have been coming from, I tried using the code exactly as you'd typed it (adding in pointers in place of all the xx yy zz's, of course) in Fire Red and while it didn't reset, it played a sound briefly and then froze. D: Is this script simply broken or am I doing something wrong? For reference, the offsets I'm using in both Ruby and Fire Red are 950D6C (script start), 950E10 for XX YY ZZ, and 950E86 for XX2 YY2 ZZ2. I tried different offsets in both games to make sure this wasn't the problem and the attack STILL does not work in either, and I'm at a loss as to what I could be doing wrong. Would you have any suggestions?

MrDollSteak
June 16th, 2013, 04:56 PM
I tried porting this Dragon Pulse to Ruby, and the game resets when the move is used without even attempting to play any of the animation. To try and check where the error might have been coming from, I tried using the code exactly as you'd typed it (adding in pointers in place of all the xx yy zz's, of course) in Fire Red and while it didn't reset, it played a sound briefly and then froze. D: Is this script simply broken or am I doing something wrong? For reference, the offsets I'm using in both Ruby and Fire Red are 950D6C (script start), 950E10 for XX YY ZZ, and 950E86 for XX2 YY2 ZZ2. I tried different offsets in both games to make sure this wasn't the problem and the attack STILL does not work in either, and I'm at a loss as to what I could be doing wrong. Would you have any suggestions?

Just to make sure are you typing the pointers in reverse? From what I can see, the script seems to be ok, and I believe Dreamengine managed to use it as well.

Just in case, a small example would be that 950E10 would be written as 10 0E 95 in the script.

If it is still working I'll try setting it up myself in a new rom to see if there is a problem with it.

pawell6
June 18th, 2013, 04:39 AM
Animation for draco meteor (it looks nice):

00 D9 27 00 F9 27 00 97 27 00 9F 27 19 E3 00 3F 14 10 17 05 02 XX YY ZZ 08 83 05 D0 FF C0 FF 48 00 20 00 1E 00 04 0A 02 XX YY ZZ 08 83 05 90 FF C0 FF 08 00 20 00 1E 00 04 28 02 XX2 YY2 ZZ2 08 83 04 00 00 00 00 00 00 1E 00 02 XX YY ZZ 08 83 05 B0 FF C0 FF 28 00 20 00 1E 00 04 14 19 7C 00 3F 04 0A 15 17 05 08
Offset XX YY ZZ:
D9 27 D9 27 D8 C9 3A 08 F0 1C 23 08 00 00 00 00 FC 1C 23 08 1D 32 0E 08
Offset XX2 YY2 ZZ2:
97 27 97 27 58 CB 3A 08 F0 1C 23 08 00 00 00 00 88 67 3E 08 ED 0C 0B 08

Anguscr4p
July 3rd, 2013, 07:11 PM
So, I understand that these are for FireRed, and I also get why FireRed is the favored game to hack, but out of curiosity: What would it take to add these into Emerald?

Obviously I'd need to find the move table and add more moves, but what else needs to be done outside of that?

GoGoJJTech
July 13th, 2013, 03:53 PM
Poison Jab Animation (My first animation)-
00 97 27 00 9F 27 0A 01 04 02 02 24 7B 3E 08 02 05 01 00 00 00 00 00 10 00 00 00 0C 0C 08 19 85 00 3F 02 C0 67 3E 08 03 04 00 00 00 00 00 00 32 00 03 F9 A7 0B 08 0A 05 04 00 02 00 00 00 07 00 FF 7F 04 32 0E 89 7D 1C 08 02 08 7C 3E 08 02 04 00 00 00 00 01 00 00 00 03 1D 8B 09 08 02 05 01 00 04 00 00 00 16 00 01 00 03 F9 A7 0B 08 0A 05 04 00 02 00 00 00 00 00 FF 7F 02 3C 7B 3E 08 02 07 1F 00 03 00 01 00 00 00 08 00 00 00 00 00 19 74 00 3F 05 0B 01 0D 04 02 15 17 00 B1 27 00 97 27 00 A6 27 0A 01 28 01 0C 0C 08 0E 5B 57 1D 08 05 0B 01 0D 08 00 B1 27 00 97 27 0A 01 28 01 0C 0C 08 1C 99 00 C0 06 02 02 F4 72 3E 08 82 05 0A 00 FC FF 00 00 FC FF 14 00 02 F4 72 3E 08 82 05 14 00 0C 00 0A 00 0C 00 14 00 04 14 03 1D 8B 09 08 02 05 01 00 02 00 00 00 05 00 01 00 02 20 7C 3E 08 03 04 00 00 FC FF 01 00 03 00 1C 9F 00 3F 05 02 04 01 02 20 7C 3E 08 03 04 0A 00 0C 00 01 00 03 00 05 0B 01 0D 08 00 2D 27 1F 11 CE 0D 08 02 89 00 8A 00 0E 89 7B 1C 08 0E 89 7B 1C 08 0E 89 7B 1C

MrDollSteak
July 17th, 2013, 07:12 AM
Animation for draco meteor (it looks nice):

That does look very nice! Thanks for that. I'll get Tajaros to add that to the OP at some point.

Shadowraze
July 19th, 2013, 02:14 AM
That does look very nice! Thanks for that. I'll get Tajaros to add that to the OP at some point.

I'll probably add that to the OP tomorrow.

MrDollSteak
July 19th, 2013, 06:09 AM
I'll probably add that to the OP tomorrow.

Brilliant I was going to PM you!

I've also got a new animation:

Flame Charge

00 2D 27 00 97 27 0A 03 0C 0C 08 19 C3 00 C0 03 7D 90 09 08 02 05 00 00 0C 00 06 00 06 00 03 00 02 XX YY ZZ 08 02 04 00 00 E8 FF 08 00 8C 00 02 XX2 YY2 ZZ2 08 02 04 10 00 E8 FF 08 00 64 00 02 XX2 YY2 ZZ2 08 02 04 F0 FF E8 FF 08 00 64 00 04 0F 02 XX YY ZZ 08 02 04 00 00 E8 FF 08 00 8C 00 02 XX2 YY2 ZZ2 08 02 04 20 00 E8 FF 08 00 64 00 02 XX2 YY2 ZZ2 08 02 04 E0 FF E8 FF 08 00 64 00 04 0F 02 XX YY ZZ 08 02 04 00 00 E8 FF 08 00 8C 00 02 XX2 YY2 ZZ2 08 02 04 18 00 E8 FF 08 00 64 00 02 XX2 YY2 ZZ2 08 02 04 E8 FF E8 FF 08 00 64 00 04 1E 02 XX2 YY2 ZZ2 08 02 04 10 00 E8 FF 00 00 64 00 02 XX2 YY2 ZZ2 08 02 04 F0 FF E8 FF 00 00 64 00 04 1E 02 XX2 YY2 ZZ2 08 02 04 14 00 F0 FF 0E 00 50 00 02 XX2 YY2 ZZ2 08 02 04 EC FF F2 FF 10 00 50 00 05 02 9C 4E 3D 08 02 05 00 00 18 00 00 00 00 00 05 00 04 03 19 86 00 3F 02 08 7C 3E 08 03 04 00 00 00 00 01 00 00 00 03 F9 89 09 08 02 05 01 00 06 00 00 00 08 00 01 00 05 04 08 02 84 4E 3D 08 02 03 00 00 00 00 07 00 05 0B 03 0D 08

Offset XX YY ZZ
2D 27 2D 27 D8 C9 3A 08 CC 59 3E 08 00 00 00 00 FC 1C 23 08 21 29 0A 08

Offset XX2 YY2 ZZ2
2D 27 2D 27 C8 C9 3A 08 90 2B 3E 08 00 00 00 00 FC 1C 23 08 ED 29 0A 08

Shadowraze
July 19th, 2013, 08:25 PM
Brilliant I was going to PM you!

I've also got a new animation:

Flame Charge

00 2D 27 00 97 27 0A 03 0C 0C 08 19 C3 00 C0 03 7D 90 09 08 02 05 00 00 0C 00 06 00 06 00 03 00 02 XX YY ZZ 08 02 04 00 00 E8 FF 08 00 8C 00 02 XX2 YY2 ZZ2 08 02 04 10 00 E8 FF 08 00 64 00 02 XX2 YY2 ZZ2 08 02 04 F0 FF E8 FF 08 00 64 00 04 0F 02 XX YY ZZ 08 02 04 00 00 E8 FF 08 00 8C 00 02 XX2 YY2 ZZ2 08 02 04 20 00 E8 FF 08 00 64 00 02 XX2 YY2 ZZ2 08 02 04 E0 FF E8 FF 08 00 64 00 04 0F 02 XX YY ZZ 08 02 04 00 00 E8 FF 08 00 8C 00 02 XX2 YY2 ZZ2 08 02 04 18 00 E8 FF 08 00 64 00 02 XX2 YY2 ZZ2 08 02 04 E8 FF E8 FF 08 00 64 00 04 1E 02 XX2 YY2 ZZ2 08 02 04 10 00 E8 FF 00 00 64 00 02 XX2 YY2 ZZ2 08 02 04 F0 FF E8 FF 00 00 64 00 04 1E 02 XX2 YY2 ZZ2 08 02 04 14 00 F0 FF 0E 00 50 00 02 XX2 YY2 ZZ2 08 02 04 EC FF F2 FF 10 00 50 00 05 02 9C 4E 3D 08 02 05 00 00 18 00 00 00 00 00 05 00 04 03 19 86 00 3F 02 08 7C 3E 08 03 04 00 00 00 00 01 00 00 00 03 F9 89 09 08 02 05 01 00 06 00 00 00 08 00 01 00 05 04 08 02 84 4E 3D 08 02 03 00 00 00 00 07 00 05 0B 03 0D 08

Offset XX YY ZZ
2D 27 2D 27 D8 C9 3A 08 CC 59 3E 08 00 00 00 00 FC 1C 23 08 21 29 0A 08

Offset XX2 YY2 ZZ2
2D 27 2D 27 C8 C9 3A 08 90 2B 3E 08 00 00 00 00 FC 1C 23 08 ED 29 0A 08

On second thought why not ask fuji to make you the owner of this thread since I don't really have time right now. (I don't really know when I'll be back to rom hacking) teehee

MrDollSteak
July 20th, 2013, 06:41 PM
On second thought why not ask fuji to make you the owner of this thread since I don't really have time right now. (I don't really know when I'll be back to rom hacking) teehee

That's a shame to hear! Oh well I'll ask. I wish you the best with your various other projects, and school etc.

daniilS
October 5th, 2013, 03:13 AM
I have made a simple script that swaps the defense and special defense stats. This can be used for the moves psystrike, psyshock, secret sword, and custom moves (f.e. physical doing special damage). Here it is, in BSP form:


#dynamic 0x720000
#freespacebyte 0xFF

#include moves.bsh

#org @start
attackcanceler
accuracycheck 0x1D695E 0x0
call @swapphysicalspecialdefence
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
cmd5c 0x0
waitstate
datahpupdate 0x0
graphicalhpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
call @swapphysicalspecialdefence
goto 0x1D6947

@swapphysicalspecialdefence
copyarray 0x020247DC @fourbytesoffreespace 2
copyarray 0x020247DA 0x020247DC 2
copyarray @fourbytesoffreespace 0x020247DA 2
copyarray 0x02024840 @anotherfourbytesoffreespace 2
copyarray 0x0202483E 0x02024840 2
copyarray @anotherfourbytesoffreespace 0x0202483E 2
return

MrDollSteak
October 5th, 2013, 08:17 AM
I have made a simple script that swaps the defense and special defense stats. This can be used for the moves psystrike, psyshock, secret sword, and custom moves (f.e. physical doing special damage). Here it is, in BSP form:


#dynamic 0x720000
#freespacebyte 0xFF

#include moves.bsh

#org @start
attackcanceler
accuracycheck 0x1D695E 0x0
call @swapphysicalspecialdefence
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
cmd5c 0x0
waitstate
datahpupdate 0x0
graphicalhpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
call @swapphysicalspecialdefence
goto 0x1D6947

@swapphysicalspecialdefence
copyarray 0x020247DC @fourbytesoffreespace 2
copyarray 0x020247DA 0x020247DC 2
copyarray @fourbytesoffreespace 0x020247DA 2
copyarray 0x02024840 @anotherfourbytesoffreespace 2
copyarray 0x0202483E 0x02024840 2
copyarray @anotherfourbytesoffreespace 0x0202483E 2
return



This is very useful! How much testing have you done?
My main concern is whether it'll work for double battles?
ie. If you were to target the second opponent's pokemon,
or your own pokemon would it still work?

DoesntKnowHowToPlay
October 5th, 2013, 10:24 AM
You're either missing the player's pokemon or the second set of mons in double battles. Also it appears to do nothing to stat mods which is a big deal, Psyshock is supposed to get you around the target's Calm Mind boosts.

Also I'm pretty sure the AI would run damage calcs thinking it's doing special damage and use it horribly wrong. This sort of thing should probably be handled with assembly instead (don't ask me how to do it as imo the move is dumb)

daniilS
October 5th, 2013, 11:39 AM
You're either missing the player's pokemon or the second set of mons in double battles. Also it appears to do nothing to stat mods which is a big deal, Psyshock is supposed to get you around the target's Calm Mind boosts.

Also I'm pretty sure the AI would run damage calcs thinking it's doing special damage and use it horribly wrong. This sort of thing should probably be handled with assembly instead (don't ask me how to do it as imo the move is dumb)

I have indeed forgotten the player's pokemon. (It will probably never be used also.) I'm looking at how to swap stat changes, will add both soon. (Probably tomorrow). And I actually really like psystrike because it gives Mewtwo a big boost against opponents otherwise undefeatable.

And again, you're right, but I don't have much asm skills yet. This is an incomplete solution, but it can be useful.

LCCoolJ95
October 7th, 2013, 06:57 AM
I would really love if there was some way to have these codes converted and ported into a Ruby rom, ready to be used :)

bcrobert
October 25th, 2013, 07:54 PM
Are the codes actually not usable in R/S/E or is it just because of the repointing process at the beginning? Like, let's say I do all of the necessary repoints/edits, with the offsets corrected for the version, and then copy one of these codes into the game. Would it work or do these codes point to specific places in the ROM instead of just ID values that are shared between 3rd gen games?

The reason I ask is that I thought the tables for move data, effect data, animation data etc should be identical but placed at different locations. It's not like I won't make my own move effects and animations if I need to, but I'd like to know if there's a reasonable way to port these before spending too much free time splicing moves.

EDIT. Implied, but if this was a stupid question I apologize. :P

GlaciaTaso
December 10th, 2013, 03:12 AM
Thank you very much.
really helpful :)

BugMania
December 20th, 2013, 01:21 PM
Worry Seed:

#dynamic 0x128a8d0
#freespacebyte 0xFF

#include moves.bsh

#org @start
attackcanceler
accuracycheck 0x81D695E 0x0
jumpifbyte 0x0 0x02023d6f 0x2 @op2
jumpifbyte 0x0 0x02023d6f 0x3 @op3
setbyte 0x2023C5C 0xf
goto @end

#org @end
attackstring
ppreduce
attackanimation
waitanimation
end

#org @op2
setbyte 0x2023cb4 0xf
goto @end

#org @op3
setbyte 0x2023d0c 0xf
goto @end

Spherical Ice
December 24th, 2013, 02:19 AM
While not a Gen 5/4 move, this animation might be useful for others who are adding Moonblast.

http://i.imgur.com/0ObqkOS.gif
00 D2 27 00 D3 27 0C 00 10 02 24 7B 3E 08 02 05 01 00 01 00 00 00 10 00 00 00 05 02 34 37 3E 08 02 02 78 00 20 00 03 49 60 07 08 03 05 00 00 10 00 10 00 00 00 01 00 19 CC 00 00 04 1E 02 64 37 3E 08 28 02 F4 00 00 00 04 14 03 C1 5F 0A 08 02 00 05 00 B3 27 19 B6 00 C0 1F 39 CF 0D 08 07 C1 00 C0 FF 3F 00 03 00 04 00 00 00 0F 00 0E D4 0D 1D 08 0E D4 0D 1D 08 03 05 97 09 08 05 05 00 00 06 00 00 08 04 00 01 00 03 DD 9B 0B 08 02 06 04 00 02 00 02 00 00 00 0C 00 5F 7E 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 05 04 01 08 82 06 10


There's also this version (http://i.imgur.com/zm0LiuT.gif), which I think looks better, but I can't get it to work without freezing.
00 D2 27 00 D3 27 0C 00 10 02 24 7B 3E 08 02 05 01 00 01 00 00 00 10 00 00 00 05 02 34 37 3E 08 02 02 78 00 20 00 03 49 60 07 08 03 05 00 00 10 00 10 00 00 00 01 00 19 CC 00 00 04 1E 02 64 37 3E 08 28 02 F4 00 00 00 00 B3 27 19 B6 00 C0 1F 39 CF 0D 08 07 C1 00 C0 FF 3F 00 03 00 04 00 00 00 0F 00 0E D4 0D 1D 08 0E D4 0D 1D 08 03 05 97 09 08 05 05 00 00 06 00 00 08 04 00 01 00 03 DD 9B 0B 08 02 06 04 00 02 00 02 00 00 00 0C 00 5F 7E 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 05 04 01 00 00 04 1E 02 64 37 3E 08 28 02 F4 03 49 60 07 08 03 05 00 00 10 00 10 00 00 00 01 00 19 CC 00 00 04 1E 02 64 37 3E 08 28 02 F4 15 17


edit
I've also got Draco Meteor working.

http://i.imgur.com/YG2G0H6.gif

00 F9 27
00 WW 28
00 97 27
1B C9 00 C0 3F 03 00
14 10 17
05 02 ZZ YY XX 08 83 05 D0 FF C0 FF 28 00 10 00 1F 00 04
05 02 ZZ YY XX 08 83 05 90 FF C0 FF 38 00 28 00 1F 00 04
05 02 ZZ YY XX 08 83 05 90 FF C0 FF 18 00 18 00 1F 00 04
28 02 ZZ YY XX 08 83 05 B0 FF C0 FF 20 00 20 00 1F 00 04
14 19 74 00 3F 02 08 7C 3E 08 83
04 00 00 00 00 01 00 01 00 03 1D 8B 09 08
02 05 01 00 05 00 00 00 14 00 01 00 05 04 0A 15 17 05 08

where WW = the particle ID for the 16x16 rock sprite (http://i.imgur.com/nDu8sWa.png) and at the offset XXYYZZ there is the following:

WW 28 WW 28 D0 C9 3A 08 F0 1C 23 08 00 00 00 00 FC 1C 23 08 1D 32 0E 08 WW 28 WW 28 D0 C9 3A 08 F0 1C 23 08 00 00 00 00 FC 1C 23 08 C5 9B 0A 08 0A 28 0A 28 E0 C9 3A 08 F0 1C 23 08 00 00 00 00 FC 1C 23 08 D1 34 0E 08 F0 27 F0 27 D8 C9 3A 08 F0 1C 23 08 00 00 00 00 FC 1C 23 08 85 3E 0E 08 00 00 04 00 40 00 04 00

(the 28s following WW should be 27 if you are using a particle from the first table. see MrDollSteak's tutorial on particles for more info)

Tlachtli
January 8th, 2014, 09:48 PM
There's also this version (http://i.imgur.com/zm0LiuT.gif), which I think looks better, but I can't get it to work without freezing.
00 D2 27 00 D3 27 0C 00 10 02 24 7B 3E 08 02 05 01 00 01 00 00 00 10 00 00 00 05 02 34 37 3E 08 02 02 78 00 20 00 03 49 60 07 08 03 05 00 00 10 00 10 00 00 00 01 00 19 CC 00 00 04 1E 02 64 37 3E 08 28 02 F4 00 00 00 00 B3 27 19 B6 00 C0 1F 39 CF 0D 08 07 C1 00 C0 FF 3F 00 03 00 04 00 00 00 0F 00 0E D4 0D 1D 08 0E D4 0D 1D 08 03 05 97 09 08 05 05 00 00 06 00 00 08 04 00 01 00 03 DD 9B 0B 08 02 06 04 00 02 00 02 00 00 00 0C 00 5F 7E 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 05 04 01 00 00 04 1E 02 64 37 3E 08 28 02 F4 03 49 60 07 08 03 05 00 00 10 00 10 00 00 00 01 00 19 CC 00 00 04 1E 02 64 37 3E 08 28 02 F4 15 17


I took a stab at making your second one work, and I think it came out pretty well:

Moonblast:
http://imageshack.com/a/img689/5003/4aif.gif
00 D2 27 00 D3 27 00 B3 27 0C 00 10 02 24 7B 3E 08 02 05 01 00 01 00 00 00 10 00 00 00 05 02 34 37 3E 08 02 02 78 00 20 00 03 49 60 07 08 03 05 00 00 10 00 10 00 00 00 01 00 19 CC 00 00 04 64 19 B6 00 C0 1F 39 CF 0D 08 07 C1 00 C0 FF 3F 00 03 00 04 00 00 00 0F 00 0E D4 0D 1D 08 0E D4 0D 1D 08 03 05 97 09 08 05 05 00 00 06 00 00 08 04 00 01 00 03 DD 9B 0B 08 02 06 04 00 02 00 02 00 00 00 0C 00 5F 7E 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 04 14 03 C1 5F 0A 08 02 00 05 08

Edit 3: I just realized this thread is supposed to be FireRed only :( I took out the Emerald animations, maybe I'll repost them somewhere else. I don't have any plans to port them to FireRed though.

BugMania
January 17th, 2014, 08:16 AM
Here is the "Flame Burst":

______________________
#dynamic 0xXXXXXXXX
#freespacebyte 0xFF

#include moves.bsh

#org @start
jumpifhalfword 0x1 0x2023D4A 0x39 @demange
jumpifspecialstatusflag 0x0 0x40000 0x1 @demange
orword 0x2023DD0 0x40000
setbyte 0x2023FD2 0x2

#org @demange
attackcanceler
accuracycheck 0x81D695E 0x0
attackstring
ppreduce
critcalc
cmd5
cmd6
cmd7
attackanimation
waitanimation
missmessage
cmd5c 0x0
waitstate
graphicalhpupdate 0x0
datahpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
seteffectwithchancetarget
faintpokemon 0x0 0x0 0x8000000
setbyte 0x2023FD8 0x0
cmd49 0x0 0x0
setbyte 0x2023D50 0x0
setbyte 0x2FF7D20 0x1
attackcanceler
setbyte 0x2FF7D20 0x0
jumpifbyte 0x0 0x2023D50 0x0 @end
pause 0xA
jumpifability 0x0 0x12 @end
jumpifability 0x0 0x62 @end
graphicalhpupdate 0x0
datahpupdate 0x0
printstring 0x184
waitmessage 0x40
faintpokemon 0x0 0x0 0x8000000
setbyte 0x2023FD8 0x0
#org @end
end
_________________________________

But first, I must show how it is possible to apply a new effect in the system.

You may have noticed that I used a very sinister method at this code.
Well, go to a table in 0x8025011C
This table is responsible for commands like "attackcanceler"
Leave in the first Halfworld an offset other to a free memory space +1.
In the free space that you chose, you must pass this routine that i will show:
_________________________________
.align 2
.thumb

main:
PUSH {R1-R2}
LDR R1, =0x02FF7D20
LDRH R1, [R1]
LDR R2, =0x08770FC0
MOV R0, #0x4
MUL R1, R0, R1
ADD R1, R2, R1
LDR R1, [R1]
MOV R0, R1
POP {R1-R2}
BX R0



________________________________
That code can read one byte at 0x2FF7D20 (or any other offsets)
and sum a number in a table that must be in "0xXXXXXX".
""setbyte 0x2FF7D20 0x1
attackcanceler
setbyte 0x2FF7D20 0x0""
________________________________

This table must to have in your first Halfworld these bytes:
D7 61 01 08
If 0x2FF7D20 is 0x0, run to the "attackcanceler".

So do not forget to always leave the "setbyte 0x2FF7D20 0x0"
________________________________
type in table "XXXXXX", an offset to a new routine ... here:

.align 2
.thumb

main:
push {r1-r3}
ldr r1, =0x2023Bcc
ldr r1, [r1]
cmp r1, #0x2
beq end
ldr r1, =0x02023d6c
ldrb r1, [r1]
ldr r2, =0x02023d6c
cmp r1, #0x2
beq zero
cmp r1, #0x3
beq one
cmp r1, #0x0
beq two
cmp r1, #0x1
beq three
end:
pop {r1-r3}
PUSH {LR}
LDR R1, =0x2023D74
LDR R0, [R1]
ADD R0, #0x1
STR R0, [R1]
POP {R0}
BX R0

zero:
mov r1, #0x0
strb r1, [r2]
ldr r1, =0x2023C10
b divide
one:
mov r1, #0x1
strb r1, [r2]
ldr r1, =0x2023C68
b divide
two:
mov r1, #0x2
strb r1, [r2]
ldr r1, =0x2023CC0
b divide
three:
mov r1, #0x3
strb r1, [r2]
ldr r1, =0x2023D18
b divide
divide:
mov r3, #0x4
sub r3, r1, r3
ldrh r3, [r3]
cmp r3, #0x0
ldrh r1, [r1]
beq end
mov r3, #0x0
divid2: add r3, #0x1
mov r2, #0x10
mul r2, r3, r2
cmp r2, r1
blo divid2
cmp r3, #0x1
beq end2
sub r3, #0x1
end2: ldr r1, =0x02023D50
strh r3, [r1]
b end
_______________________________________

this will make possible the "FlameBurstCalculationDemageCommand"!!

GOLDstandard
January 19th, 2014, 12:33 AM
wow great anims tlachti, play rough looks fantastic

Leafbarrett
January 25th, 2014, 11:38 PM
*snip*
Edit 2: More Fairy move animations! Better quality GIFs! I used the Japanese names for some of the moves in-game, because the English ones were too long.
*snip*At least one person has the decency to make codes for Emerald... It seems like everyone just kinda ignores the fact that Emerald exists at all and don't bother even trying to make things for it.

EDIT: So after stumbling through the tutorial made for Fire Red and doing a lot of messing with pointers and praying, I managed to get a functional Flare Blitz effect for Emerald. To save the other poor saps who might be trying to do this stuff the effort:
00 01 5E 8A 2D 08 00 00 02 03 04 05 06 07 09 0A 0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 12 40 00 2E 35 43 02 02 E6 15 2E 35 43 02 02 03 15 28 47 8A 2D 08

EDIT2: ****ing miracles, man, how do they work. I got Doesnt's Hammer Arm to work in Emerald. I think. It does the stat drop correctly under normal circumstances, at least.
#org 0xE4A98C
attackcanceler
accuracycheck 0x82D8A5E 0x0
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c 0x0
waitstate
graphicalhpupdate 0x0
datahpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
jumpifbyte 0x4 0x2023DCC 0x29 0x82D8A47
jumpifstat 0x1 0x0 0x3 0x0 0x82D8A47
setbyte 0x202448F 0x0
playstatchangeanimation 0x1 0x8 0x9
setbyte 0x202448E 0x93
statbuffchange 0x81 true 0x82D8A47
printfromtable 0x85CC89C
waitmessage 0x40
goto 0x82D8A47

Shadowraze
February 1st, 2014, 03:40 PM
Ok, guys it seems I'm back into business. So I'll be adding some of the post in the main thread once I finished the things that I needed to do today.

Leafbarrett
February 5th, 2014, 05:15 AM
Ok, guys it seems I'm back into business. So I'll be adding some of the post in the main thread once I finished the things that I needed to do today.
Do you plan on making, like, an Emerald section?

LCCoolJ95
February 5th, 2014, 07:54 AM
Do you plan on making, like, an Emerald section?
:)

http://www.troll.me/images2/vaas-far/i-really-like-this-post-it-is-a-nice-post.jpg

But yeah, in all seriousness, it would be awesome if Emerald had some representation for new move animations and effects.

Leafbarrett
February 5th, 2014, 01:27 PM
Speaking of that, maybe I'm not as wholly incompetent as I make myself out to be. Only mostly.

Focus Blast (Emerald)
14 09 17 03 61 76 11 08 05 04 00 F7 00 00 01 00 FF FF 00 E4 27 00 10 28 00 11 28 0A 02 28 00 0C 0C 08 02 EC 5F 59 08 82 01 00 00 19 8C 00 C0 04 14 02 D8 72 59 08 02 04 04 00 01 00 B4 00 01 00 03 45 92 15 08 05 02 EA 00 00 00 04 28 02 04 60 59 08 29 04 C8 00 60 00 01 00 78 00 04 08 02 04 60 59 08 29 04 14 00 F8 00 04 00 70 00 04 08 02 04 60 59 08 29 04 82 00 A0 00 02 00 68 00 04 08 02 04 60 59 08 29 04 A0 00 C0 00 00 00 60 00 04 08 02 04 60 59 08 29 04 3C 00 20 01 03 00 58 00 04 4A 02 1C 60 59 08 83 01 00 00 19 C1 00 C0 04 10 03 D1 52 0D 08 02 05 01 00 08 00 00 00 10 00 01 00 19 8D 00 3F 05 0B 02 0D 04 01 0E DD 7C 2D 08 08

robin22gongon
February 8th, 2014, 05:19 PM
Uhh... Hey guys! ^_^ I have just one little suggestion. Why don't we put gifs of the move animations in the first post? It would surely be a great showcase and at least a preview of what hackers can expect. :)

Tlachtli
February 22nd, 2014, 09:24 PM
I re-did Growth effect from the first post and brought the animation more in-line with the other multi-stat moves (I based my script off of the one for Dragon Dance). It'll now show the single grey stat animation when raising both stats, or the appropriate single-stat animation when only raising Attack or Sp Atk. It will still sharply raise stats in sunlight as well.

https://imageshack.com/a/img849/5756/t56.gif

Emerald:
#dynamic 0x08000000

#org @start
jumpifabilitypresent 0xD @notsunny
jumpifabilitypresent 0x4D @notsunny
jumpifhalfword 0x4 weather 0x60 @sunny
goto @notsunny

#org @notsunny
attackcanceler
attackstring
ppreduce
jumpifstat 0x1 0x3 0x1 0xC @notsunnyboostattack
jumpifstat 0x1 0x0 0x4 0xC @statsmaxed
goto @notsunnyboostattack

#org @notsunnyboostattack
attackanimation
waitanimation
setbyte 0x202448F 0x0
playstatchangeanimation 0x1 0x12 0x0
setbyte statchange 0x11
statbuffchange 0x1 TRUE @notsunnyboostspatk
jumpifbyte 0x0 multistringchooser 0x2 @notsunnyboostspatk
printfromtable 0x85CC89C
waitmessage 0x40
goto @notsunnyboostspatk

#org @notsunnyboostspatk
setbyte statchange 0x14
statbuffchange 0x1 TRUE @end
jumpifbyte 0x0 multistringchooser 0x2 @end
printfromtable 0x85CC89C
waitmessage 0x40
goto @end

#org @sunny
attackcanceler
attackstring
ppreduce
jumpifstat 0x1 0x3 0x1 0xC @sunnyboostattack
jumpifstat 0x1 0x0 0x4 0xC @statsmaxed
goto @sunnyboostattack

#org @sunnyboostattack
attackanimation
waitanimation
setbyte 0x202448F 0x0
playstatchangeanimation 0x1 0x12 0x0
setbyte statchange 0x21
statbuffchange 0x1 TRUE @sunnyboostspatk
jumpifbyte 0x0 multistringchooser 0x2 @sunnyboostspatk
printfromtable 0x85CC89C
waitmessage 0x40
goto @sunnyboostspatk

#org @sunnyboostspatk
setbyte statchange 0x24
statbuffchange 0x1 TRUE @end
jumpifbyte 0x0 multistringchooser 0x2 @end
printfromtable 0x85CC89C
waitmessage 0x40
goto @end

#org @statsmaxed
pause 0x20
orbyte outcome 0x20
printstring 0x19
waitmessage 0x40
goto @end

#org @end
setbyte 0x2024488 0x0
cmd49 0x0 0x0
end

FireRed:
#dynamic 0x08000000

#org @start
jumpifabilitypresent 0xD @notsunny
jumpifabilitypresent 0x4D @notsunny
jumpifhalfword 0x4 weather 0x60 @sunny
goto @notsunny

#org @notsunny
attackcanceler
attackstring
ppreduce
jumpifstat 0x1 0x3 0x1 0xC @notsunnyboostattack
jumpifstat 0x1 0x0 0x4 0xC @statsmaxed
goto @notsunnyboostattack

#org @notsunnyboostattack
attackanimation
waitanimation
setbyte 0x2023FDF 0x0
playstatchangeanimation 0x1 0x12 0x0
setbyte statchange 0x11
statbuffchange 0x1 TRUE @notsunnyboostspatk
jumpifbyte 0x0 multistringchooser 0x2 @notsunnyboostspatk
printfromtable 0x83FE57C
waitmessage 0x40
goto @notsunnyboostspatk

#org @notsunnyboostspatk
setbyte statchange 0x14
statbuffchange 0x1 TRUE @end
jumpifbyte 0x0 multistringchooser 0x2 @end
printfromtable 0x83FE57C
waitmessage 0x40
goto @end

#org @sunny
attackcanceler
attackstring
ppreduce
jumpifstat 0x1 0x3 0x1 0xC @sunnyboostattack
jumpifstat 0x1 0x0 0x4 0xC @statsmaxed
goto @sunnyboostattack

#org @sunnyboostattack
attackanimation
waitanimation
setbyte 0x2023FDF 0x0
playstatchangeanimation 0x1 0x12 0x0
setbyte statchange 0x21
statbuffchange 0x1 TRUE @sunnyboostspatk
jumpifbyte 0x0 multistringchooser 0x2 @sunnyboostspatk
printfromtable 0x83FE57C
waitmessage 0x40
goto @sunnyboostspatk

#org @sunnyboostspatk
setbyte statchange 0x24
statbuffchange 0x1 TRUE @end
jumpifbyte 0x0 multistringchooser 0x2 @end
printfromtable 0x83FE57C
waitmessage 0x40
goto @end

#org @statsmaxed
pause 0x20
orbyte outcome 0x20
printstring 0x19
waitmessage 0x40
goto @end

#org @end
setbyte 0x2023FD8 0x0
cmd49 0x0 0x0
end

BugMania
February 23rd, 2014, 08:01 AM
This is the Captivate effect :

#org @start
setbyte 0x2023FDE 0xA4
goto 0x929C98B

#org 0x129C98B
attackcanceler
jumpifsecondarystatus 0x0 0x1000000 0x81D7DF0
accuracycheck 0x81D695E 0x0
attackstring
ppreduce
setbyte 0x2FF7D20 0xYY
setbyte 0x2FF7D24 0x0
attackcanceler
tryinfatuatetarget @next

#org @next
setbyte 0x2FF7D20 0xYY
setbyte 0x2FF7D24 0x1
attackcanceler
jumpifbyte 0x0 0x2FF7D24 0x1 @fail
setbyte 0x2FF7D24 0x0
statbuffchange 0x1 0x81D6C5D
jumpifbyte 0x3 0x2023E87 0x2 0x81D6C4B
jumpifbyte 0x0 0x2023E87 0x3 0x81D6C5D
pause 0x20
goto 0x81D6C55

#org @fail
pause 0x20
printstring 0xE5
waitmessage 0x40
goto 0x81D694E

And it is the assembly routine as I showed at my last post:

.align 2
.thumb

main: push {r1-r3}
ldr r0, =0x02023C36
ldr r1, =0x02023D6C
ldrb r1, [r1]
mov r2, #0x58
mul r1, r2, r1
add r0, r1, r0
ldr r1, =0x02FF7D24
add r3, r1, #0x2
ldrb r2, [r1]
cmp r2, #0x1
beq Pick
ldrb r0, [r0]
strb r0, [r3]
b end
Pick: ldrb r2, [r0]
ldrb r3, [r3]
strb r3, [r0]
cmp r2, #0x0
beq end
mov r0, #0x0
strb r0, [r1]
end: ldr r0, =0x02FF7d20
mov r1, #0x0
strb r1, [r0]
POP {R1-R3}
PUSH {LR}
LDR R1, =0x2023D74
LDR R0, [R1]
ADD R0, #0x1
STR R0, [R1]
POP {R0}
BX R0
-------------------------------------
Ok, now lets go at an little explication... At setbyte 0x2FF7D20 0xYY ... attackcanceler, you shoud change YY to your table number... Of mode that I show at the my last post.

My routine can change the target's love location and devolve if the byte 0x2FF7D24 are with the number 0x1

Of this mode, is possible use a attracts incantation if the pokemon are with love stats without possibility of remove it!


This is the captivate animation:


00 E2 27 00 56 27 05 0A 02 0C 0E 05 05 03 F9 A7 0B 08 0A 05 01 00 0A 00 00 00 03 00 FF 7F 03 7D 90 09 08 02 05 00 00 08 00 01 00 02 00 03 00 02 28 C9 29 09 03 02 00 00 24 00 04 03 02 28 C9 29 09 03 02 F0 FF 2C 00 1C DA 00 C0 03 06 02 28 C9 29 09 03 02 E5 FF 18 00 04 08 02 28 C9 29 09 03 02 0C 00 0D 00 04 03 02 28 C9 29 09 03 02 10 00 2C 00 0E A8 C8 29 09 05 0B 02 05 0E 10 CC 29 09 03 F9 A7 0B 08 0A 05 01 00 03 00 03 00 00 00 FF 7F 05 0B 03 0D 08

02 28 C9 29 09:
E2 27 E2 27 B0 CB 3A 08 5C CA 29 09 00 00 00 00 FC 1C 23 08 61 98 0A 08

5C CA 29 09:
60 CA 29 09 08:
00 1A 00 04 00 10 00 00 00 00 00 FF FF 00 00

0E A8 C8 29 09:
02 10 C9 29 09 02 04 07 00 00 00 00 00 01 00 04 06 02 10 C9 29 09 02 04 0F 00 F8 FF 00 00 01 00 04 05 02 10 C9 29 09 02 04 0E 00 14 00 00 00 01 00 04 07 02 10 C9 29 09 02 04 FA FF F1 FF 00 00 01 00 04 06 02 10 C9 29 09 02 04 04 00 0A 00 00 00 01 00 04 06 02 10 C9 29 09 02 04 FA FF 12 00 00 00 01 00 0F

02 10 C9 29 09:
56 27 56 27 B0 CB 3A 08 D0 6E 3E 08 00 00 00 00 FC 1C 23 08 D1 31 0B 08


0E 10 CC 29 09:
04 01 0A 03 05 2A 01 0C 0E 05 05 1C C1 00 C0 02 05 03 7D 90 09 08 02 05 01 00 04 00 01 00 01 00 04 00 02 F4 CB 29 09 02 04 01 00 E8 FF 1A 00 02 00 04 04 02 F4 CB 29 09 02 04 01 00 0E 00 1C 00 01 00 04 04 02 F4 CB 29 09 02 04 01 00 FB FF 0A 00 02 00 04 04 02 F4 CB 29 09 02 04 01 00 1C 00 1A 00 03 00 04 04 02 F4 CB 29 09 02 04 01 00 F4 FF 00 00 01 00 0F

02 F4 CB 29 09:
E2 27 E2 27 B0 CB 3A 08 5C CA 29 09 00 00 00 00 FC 1C 23 08 D9 5A 0A 08


And the resources:

http://www.pokecommunity.com/images/attach/png.gif Fairys atacar.png (http://www.pokecommunity.com/attachment.php?attachmentid=71092&stc=1&d=1393171181) (970 Bytes) Image "0xE2 27"

http://www.pokecommunity.com/images/attach/wav.gif swift2.wav (http://www.pokecommunity.com/attachment.php?attachmentid=71093&stc=1&d=1393171181) (29.7 KB) sound 0xDA

http://www.pokecommunity.com/images/attach/wav.gif Magic2.wav (http://www.pokecommunity.com/attachment.php?attachmentid=71094&stc=1&d=1393171181) (32.9 KB) sound 0xC1

You can see a video of the animation in this page:
http://www.youtube.com/watch?v=x_qinL1_S9Q

Leafbarrett
March 13th, 2014, 03:46 AM
I re-did Growth effect from the first post and brought the animation more in-line with the other multi-stat moves (I based my script off of the one for Dragon Dance). It'll now show the single grey stat animation when raising both stats, or the appropriate single-stat animation when only raising Attack or Sp Atk. It will still sharply raise stats in sunlight as well.

https://imageshack.com/a/img849/5756/t56.gif

Emerald:
#dynamic 0x08000000

#org @start
jumpifabilitypresent 0xD @notsunny
jumpifabilitypresent 0x4D @notsunny
jumpifhalfword 0x4 weather 0x60 @sunny
goto @notsunny

#org @notsunny
attackcanceler
attackstring
ppreduce
jumpifstat 0x1 0x3 0x1 0xC @notsunnyboostattack
jumpifstat 0x1 0x0 0x4 0xC @statsmaxed
goto @notsunnyboostattack

#org @notsunnyboostattack
attackanimation
waitanimation
setbyte 0x202448F 0x0
playstatchangeanimation 0x1 0x12 0x0
setbyte statchange 0x11
statbuffchange 0x1 TRUE @notsunnyboostspatk
jumpifbyte 0x0 multistringchooser 0x2 @notsunnyboostspatk
printfromtable 0x85CC89C
waitmessage 0x40
goto @notsunnyboostspatk

#org @notsunnyboostspatk
setbyte statchange 0x14
statbuffchange 0x1 TRUE @end
jumpifbyte 0x0 multistringchooser 0x2 @end
printfromtable 0x85CC89C
waitmessage 0x40
goto @end

#org @sunny
attackcanceler
attackstring
ppreduce
jumpifstat 0x1 0x3 0x1 0xC @sunnyboostattack
jumpifstat 0x1 0x0 0x4 0xC @statsmaxed
goto @sunnyboostattack

#org @sunnyboostattack
attackanimation
waitanimation
setbyte 0x202448F 0x0
playstatchangeanimation 0x1 0x12 0x0
setbyte statchange 0x21
statbuffchange 0x1 TRUE @sunnyboostspatk
jumpifbyte 0x0 multistringchooser 0x2 @sunnyboostspatk
printfromtable 0x85CC89C
waitmessage 0x40
goto @sunnyboostspatk

#org @sunnyboostspatk
setbyte statchange 0x24
statbuffchange 0x1 TRUE @end
jumpifbyte 0x0 multistringchooser 0x2 @end
printfromtable 0x85CC89C
waitmessage 0x40
goto @end

#org @statsmaxed
pause 0x20
orbyte outcome 0x20
printstring 0x19
waitmessage 0x40
goto @end

#org @end
setbyte 0x2024488 0x0
cmd49 0x0 0x0
end

FireRed:
#dynamic 0x08000000

#org @start
jumpifabilitypresent 0xD @notsunny
jumpifabilitypresent 0x4D @notsunny
jumpifhalfword 0x4 weather 0x60 @sunny
goto @notsunny

#org @notsunny
attackcanceler
attackstring
ppreduce
jumpifstat 0x1 0x3 0x1 0xC @notsunnyboostattack
jumpifstat 0x1 0x0 0x4 0xC @statsmaxed
goto @notsunnyboostattack

#org @notsunnyboostattack
attackanimation
waitanimation
setbyte 0x2023FDF 0x0
playstatchangeanimation 0x1 0x12 0x0
setbyte statchange 0x11
statbuffchange 0x1 TRUE @notsunnyboostspatk
jumpifbyte 0x0 multistringchooser 0x2 @notsunnyboostspatk
printfromtable 0x83FE57C
waitmessage 0x40
goto @notsunnyboostspatk

#org @notsunnyboostspatk
setbyte statchange 0x14
statbuffchange 0x1 TRUE @end
jumpifbyte 0x0 multistringchooser 0x2 @end
printfromtable 0x83FE57C
waitmessage 0x40
goto @end

#org @sunny
attackcanceler
attackstring
ppreduce
jumpifstat 0x1 0x3 0x1 0xC @sunnyboostattack
jumpifstat 0x1 0x0 0x4 0xC @statsmaxed
goto @sunnyboostattack

#org @sunnyboostattack
attackanimation
waitanimation
setbyte 0x2023FDF 0x0
playstatchangeanimation 0x1 0x12 0x0
setbyte statchange 0x21
statbuffchange 0x1 TRUE @sunnyboostspatk
jumpifbyte 0x0 multistringchooser 0x2 @sunnyboostspatk
printfromtable 0x83FE57C
waitmessage 0x40
goto @sunnyboostspatk

#org @sunnyboostspatk
setbyte statchange 0x24
statbuffchange 0x1 TRUE @end
jumpifbyte 0x0 multistringchooser 0x2 @end
printfromtable 0x83FE57C
waitmessage 0x40
goto @end

#org @statsmaxed
pause 0x20
orbyte outcome 0x20
printstring 0x19
waitmessage 0x40
goto @end

#org @end
setbyte 0x2023FD8 0x0
cmd49 0x0 0x0
end
You put one too many zeroes in your #dynamic command.

EDIT: Uhhh... BSP doesn't seem to like using dynamic commands for Emerald. The script got mangled when I tried to decompile it after compiling it. I would post the version I made with hardcoded pointers, but that wouldn't end well for most people, would it?

Also, the shortcut words "weather" and "multistringchooser" are broken for Emerald, unless there's an updated version I'm not aware of.
Replace "multistringchooser" with 0x2024337.
Replace "weather" with 0x20243CC.
Like this:
Emerald only:
#dynamic 0x0800000

#org @start
jumpifabilitypresent 0xD @notsunny
jumpifabilitypresent 0x4D @notsunny
jumpifhalfword 0x4 0x20243CC 0x60 @sunny
goto @notsunny

#org @notsunny
attackcanceler
attackstring
ppreduce
jumpifstat 0x1 0x3 0x1 0xC @notsunnyboostattack
jumpifstat 0x1 0x0 0x4 0xC @statsmaxed
goto @notsunnyboostattack

#org @notsunnyboostattack
attackanimation
waitanimation
setbyte 0x202448F 0x0
playstatchangeanimation 0x1 0x12 0x0
setbyte statchange 0x11
statbuffchange 0x1 TRUE @notsunnyboostspatk
jumpifbyte 0x0 0x2024337 0x2 @notsunnyboostspatk
printfromtable 0x85CC89C
waitmessage 0x40
goto @notsunnyboostspatk

#org @notsunnyboostspatk
setbyte statchange 0x14
statbuffchange 0x1 TRUE @end
jumpifbyte 0x0 0x2024337 0x2 @end
printfromtable 0x85CC89C
waitmessage 0x40
goto @end

#org @sunny
attackcanceler
attackstring
ppreduce
jumpifstat 0x1 0x3 0x1 0xC @sunnyboostattack
jumpifstat 0x1 0x0 0x4 0xC @statsmaxed
goto @sunnyboostattack

#org @sunnyboostattack
attackanimation
waitanimation
setbyte 0x202448F 0x0
playstatchangeanimation 0x1 0x12 0x0
setbyte statchange 0x21
statbuffchange 0x1 TRUE @sunnyboostspatk
jumpifbyte 0x0 0x2024337 0x2 @sunnyboostspatk
printfromtable 0x85CC89C
waitmessage 0x40
goto @sunnyboostspatk

#org @sunnyboostspatk
setbyte statchange 0x24
statbuffchange 0x1 TRUE @end
jumpifbyte 0x0 0x2024337 0x2 @end
printfromtable 0x85CC89C
waitmessage 0x40
goto @end

#org @statsmaxed
pause 0x20
orbyte outcome 0x20
printstring 0x19
waitmessage 0x40
goto @end

#org @end
setbyte 0x2024488 0x0
cmd49 0x0 0x0
end

Tlachtli
April 8th, 2014, 06:17 PM
You put one too many zeroes in your #dynamic command.

EDIT: Uhhh... BSP doesn't seem to like using dynamic commands for Emerald. The script got mangled when I tried to decompile it after compiling it. I would post the version I made with hardcoded pointers, but that wouldn't end well for most people, would it?

Also, the shortcut words "weather" and "multistringchooser" are broken for Emerald, unless there's an updated version I'm not aware of.
Replace "multistringchooser" with 0x2024337.
Replace "weather" with 0x20243CC.
Like this:
Emerald only:
#dynamic 0x0800000

#org @start
jumpifabilitypresent 0xD @notsunny
jumpifabilitypresent 0x4D @notsunny
jumpifhalfword 0x4 0x20243CC 0x60 @sunny
goto @notsunny

#org @notsunny
attackcanceler
attackstring
ppreduce
jumpifstat 0x1 0x3 0x1 0xC @notsunnyboostattack
jumpifstat 0x1 0x0 0x4 0xC @statsmaxed
goto @notsunnyboostattack

#org @notsunnyboostattack
attackanimation
waitanimation
setbyte 0x202448F 0x0
playstatchangeanimation 0x1 0x12 0x0
setbyte statchange 0x11
statbuffchange 0x1 TRUE @notsunnyboostspatk
jumpifbyte 0x0 0x2024337 0x2 @notsunnyboostspatk
printfromtable 0x85CC89C
waitmessage 0x40
goto @notsunnyboostspatk

#org @notsunnyboostspatk
setbyte statchange 0x14
statbuffchange 0x1 TRUE @end
jumpifbyte 0x0 0x2024337 0x2 @end
printfromtable 0x85CC89C
waitmessage 0x40
goto @end

#org @sunny
attackcanceler
attackstring
ppreduce
jumpifstat 0x1 0x3 0x1 0xC @sunnyboostattack
jumpifstat 0x1 0x0 0x4 0xC @statsmaxed
goto @sunnyboostattack

#org @sunnyboostattack
attackanimation
waitanimation
setbyte 0x202448F 0x0
playstatchangeanimation 0x1 0x12 0x0
setbyte statchange 0x21
statbuffchange 0x1 TRUE @sunnyboostspatk
jumpifbyte 0x0 0x2024337 0x2 @sunnyboostspatk
printfromtable 0x85CC89C
waitmessage 0x40
goto @sunnyboostspatk

#org @sunnyboostspatk
setbyte statchange 0x24
statbuffchange 0x1 TRUE @end
jumpifbyte 0x0 0x2024337 0x2 @end
printfromtable 0x85CC89C
waitmessage 0x40
goto @end

#org @statsmaxed
pause 0x20
orbyte outcome 0x20
printstring 0x19
waitmessage 0x40
goto @end

#org @end
setbyte 0x2024488 0x0
cmd49 0x0 0x0
end

For keywords like weather and multistringchooser to work you need to have the BPEE section of BSP's .ini filled in, forgot to mention that. Here it is, since it isn't included with BSP:

baselocationbattledata=0x02024084
baselocationpartydata=0x02024744
attacker=0x0202420B
target=0x0202420C
attackerpartner=0x0202420D
targetpartner=0x0202420E
move=0x20241EA
battletype=0x02022FEC
terrainbyte=0x02022FF0
weather=0x20243CC
weatherturns=0x020243F8
numberofpokemon=0x0202406C
attackdamage=0x20241F0
knockedoffitem=0x02024208
loopcounter=0x02024212
currentposition=0x02024214
outcome=0x0202427C
effectchooser=0x2024335
multistringchooser=0x02024337
damagemultiplier=0x2024482
statchange=0x202448E
MoveEffectTable=0x2D86A8
MoveDataTable=0x31C898
MoveNames=0x31977C
NumberOfMoves=354
NumberOfStrings=0x171
StringTable=0x5CC270
Although there was a typo in my earlier post, it wasn't an extra zero; I should have left off the leading 08, since BSP like 6-digit dynamic addresses and not 8-digit ones. So that line should read:
#freespace 0xFF
#dynamic 0x000000Or any address you'd want to use for your starting point. Also, declaring the free space as 0xFF seems to help when it doesn't like compiling for Emerald.

marios92
April 9th, 2014, 01:00 AM
No patch exist (Like Mr.DollSteak) for new moves and ability for Ruby? ^^

GoGoJJTech
April 9th, 2014, 11:53 AM
No patch exist (Like Mr.DollSteak) for new moves and ability for Ruby? ^^

No. Ruby's engine is unstable and not fit for asm hacking like that. You should really use FR. :D

LCCoolJ95
April 10th, 2014, 05:04 AM
No. Ruby's engine is unstable and not fit for asm hacking like that. You should really use FR. :D
Well, what if other hackers don't want to use Fire Red and want to hack other games?

ThomasWinwood
April 10th, 2014, 06:38 AM
Emerald has everything you could ever want from Ruby and more, on top of being built on top of all the improvements of FireRed.

marios92
April 10th, 2014, 06:50 AM
so also for Emerald don't exist a patch for new moves and ability?

Germaniac
April 10th, 2014, 09:13 AM
Well, what if other hackers don't want to use Fire Red and want to hack other games?
Well, if they're good enough they might be able to port any of RSE features to FR

GoGoJJTech
April 10th, 2014, 12:08 PM
Well, if they're good enough they might be able to port any of RSE features to FR

Not even that
It's the wanting of it
And it REALLY doesn't matter the game you build on, CUZ YOU'RE CHANGING IT ANYWAY
It matters the ENGINE and FR's ENGINE is the better one of the 3, and more researched one, so why fight it

KDS
April 14th, 2014, 07:30 AM
This is my first effect (Psycho shift):

#dynamic 0xYourOffest
#freespacebyte 0xFF

#include std.bsh

#org @psycoshift
attackcanceler
accuracycheck 0x1D695E 0x0
attackstring
ppreduce
jumpifsecondarystatus BANK_TARGET 0x1000000 0x81D7DF2
jumpifstatus BANK_USER 0x10 @burnandcure
jumpifstatus BANK_USER 0x8 @poisonandcure
jumpifstatus BANK_USER 0x80 @toxicandcure
jumpifstatus BANK_USER 0x40 @paralijeandcure
jumpifstatus BANK_USER 0x7 @sleepandcure
goto 0x81D7DF2

#org @burnandcure
jumpifsecondarystatus 0x0 0x1000000 0x81D7DF2
jumpifstatus 0x0 0x10 0x81D7F91
jumpiftype 0x0 0xA 0x81D7E04
jumpifability 0x0 0x29 0x81D7F77
jumpifstatus 0x0 0xFF 0x81D7DF2
jumpifhalverset 0x0 0x20 0x81D8B39
attackanimation
waitanimation
setbyte 0x2023E85 0x3
seteffecttarget
cureifburnedparalysedorpoisoned 0x81D7DF2
cmd98 0x1
goto 0x81D694E

#org @poisonandcure
jumpifability 0x0 0x11 0x81D6E4F
jumpifsecondarystatus 0x0 0x1000000 0x81D7DF2
jumpifstatus 0x0 0x8 0x81D6E41
jumpifstatus 0x0 0x80 0x81D6E41
jumpiftype 0x0 0x3 0x81D7E04
jumpiftype 0x0 0x8 0x81D7E04
jumpifstatus 0x0 0xFF 0x81D7DF2
jumpifhalverset 0x0 0x20 0x81D8B39
attackanimation
waitanimation
setbyte 0x2023E85 0x2
seteffecttarget
cureifburnedparalysedorpoisoned 0x81D7DF2
cmd98 0x1
goto 0x81D694E

#org @paralijeandcure
jumpifability 0x0 0x7 0x81D7245
jumpiftype 0x0 0xD 0x81D7E04
jumpifsecondarystatus 0x0 0x1000000 0x81D7DF2
cmd6
jumpifbyte 0x4 0x2023DCC 0x29 0x81D7DF2
jumpifstatus 0x0 0x40 0x81D7237
jumpifstatus 0x0 0xFF 0x81D7DF2
jumpifhalverset 0x0 0x20 0x81D8B39
attackanimation
waitanimation
setbyte 0x2023E85 0x5
seteffecttarget
cureifburnedparalysedorpoisoned 0x81D7DF2
cmd98 0x1
goto 0x81D694E

#org @toxicandcure
jumpifability 0x0 0x11 0x81D6E4F
jumpifsecondarystatus 0x0 0x1000000 0x81D7DF2
jumpifstatus 0x0 0x8 0x81D6E41
jumpifstatus 0x0 0x80 0x81D6E41
jumpifstatus 0x0 0xFF 0x81D7DF2
jumpiftype 0x0 0x3 0x81D7E04
jumpiftype 0x0 0x8 0x81D7E04
jumpifhalverset 0x0 0x20 0x81D8B39
attackanimation
waitanimation
setbyte 0x2023E85 0x6
seteffecttarget
cureifburnedparalysedorpoisoned 0x81D7DF2
cmd98 0x1
goto 0x81D694E

#org @sleepandcure
jumpifsecondarystatus 0x0 0x1000000 0x81D7DF2
jumpifstatus 0x0 0x7 0x81D69B0
jumpifcannotsleep 0x81D69CC
jumpifstatus 0x0 0xFF 0x81D7DF2
jumpifhalverset 0x0 0x20 0x81D8B39
attackanimation
waitanimation
setbyte 0x2023E85 0x1
seteffecttarget
clearstatus 0x1
jumpifbyte 0x0 0x02023D6B 0x0 @slot1
jumpifbyte 0x0 0x02023D6B 0x1 @slot2
jumpifbyte 0x0 0x02023D6B 0x2 @slot3
jumpifbyte 0x0 0x02023D6B 0x3 @slot4

#org @slot1
bicbyte 0x20242D4 0xFF
cmd98 0x1
goto 0x81D694E

#org @slot2
bicbyte 0x202407C 0xFF
cmd98 0x1
goto 0x81D694E

#org @slot3
bicbyte 0x2024338 0xFF
cmd98 0x1
goto 0x81D694E

#org @slot4
bicbyte 0x20240E0 0xFF
cmd98 0x1
goto 0x81D694E




Bugs:
1. Fixed :D. Used cmd98 0x1 to fixed that problem and also placed the cureifburnedparalysedorpoisoned 0x81D7DF2 after setting the status so that you do not get affected by synchronize ability.
2. Fixed :D:D. Earlier, using the clearstatus command I partially managed to cure the user's sleep. But it still displayed the sleep icon.

Therefore the move can effectively shift paralysis, toxic, burn, poison and sleep (Creselia's sleeptalk,rest,psycoshift strategy XD).

KDS
April 20th, 2014, 03:00 AM
Some more effects:

Freeze Shock/Ice burn

#dynamic 0x740000
#freespacebyte 0xFF

#org @freezeshock
jumpifsecondarystatus 0x1 0x1000 @execute
jumpifword 0x4 0x2023DD0 0x200 @execute
setbyte 0x2023FD3 0x3
call @firstturn
goto 0x81D694E

#org @execute
attackcanceler
setbyte 0x2023E85 0xC
setbyte 0x2023FDC 0x1
clearstatus 0x1
orword 0x2023DD0 0x800
setbyte 0x2023E85 0x5 (0x3 instead 0x5 for ice burn)
goto 0x81D6927

#org @firstturn
attackcanceler
attackstring
waitmessage 0x40
ppreduce
attackanimation
waitanimation
orword 0x2023DD0 0x8000000
setbyte 0x2023E85 0x4C
seteffecttarget
copyarray 0x2023E87 0x2023FD3 0x1
printstring 0xA5
waitmessage 0x40
return

Set 30% effect accuracy in a move editor like PGE.

Geomancy:

#dynamic 0x730000
#freespacebyte 0xFF

#org @geomancy
jumpifsecondarystatus 0x1 0x1000 @execute
jumpifword 0x4 0x2023DD0 0x200 @execute
setbyte 0x2023FD3 0x3
call @firstturn
goto 0x81D694E

#org @execute
attackcanceler
setbyte 0x2023E85 0xC
setbyte 0x2023FDC 0x1
clearstatus 0x1
orword 0x2023DD0 0x800
goto @boost

#org @boost
attackstring
ppreduce
jumpifstat 0x1 0x3 0x4 0xC @spattack
jumpifstat 0x1 0x3 0x5 0xC @spattack
jumpifstat 0x1 0x0 0x3 0xC 0x81D85E7
goto @spattack

#org @spattack
attackanimation
waitanimation
setbyte 0x2023FDF 0x0
playstatchangeanimation 0x1 0x30 0x0
setbyte 0x2023FDE 0x24
statbuffchange 0x1 true @spdef
jumpifbyte 0x0 0x2023E87 0x2 @spdef
printfromtable 0x83FE57C
waitmessage 0x40
goto @spdef

#org @spdef
setbyte 0x2023FDE 0x25
statbuffchange 0x1 true @speed
jumpifbyte 0x0 0x2023E87 0x2 @speed
printfromtable 0x83FE57C
waitmessage 0x40
goto @speed

#org @speed
setbyte 0x2023FDE 0x23
statbuffchange 0x1 true 0x81D694E
jumpifbyte 0x0 0x2023E87 0x2 0x81D694E
printfromtable 0x83FE57C
waitmessage 0x40
goto 0x81D694E

#org @firstturn
attackcanceler
attackstring
waitmessage 0x40
ppreduce
attackanimation
waitanimation
orword 0x2023DD0 0x8000000
setbyte 0x2023E85 0x4C
seteffecttarget
copyarray 0x2023E87 0x2023FD3 0x1
printstring 0xA5
waitmessage 0x40
return


These moves display a charging message in their charging turn which can be easily changed by the argument in printstring command.

KDS
April 25th, 2014, 09:07 AM
Some updated effects for the old moves:

1. Knock off:

This emulates the gen 6 buff for Knock Off. Using pawell and kurapika's Acrobatics' effect and reading the JPAN's incredibly useful Battle Script Thread, I managed to create this. The problem is that to emulate knock off's 1.5 increase when the foe is holding an item, the damage multiplier set to 3 and set to 2 for normal damage. To compensate for this you have to set its base power to 32 or 33 (i.e 65/2 to emulate Gen VI damage nearly) or 'the actual intended base power that you want to keep in you game' divided by 2. Because I am unable to manipulate damage increase in fractions using battle scripts.
Anyways, here is the code.
#dynamic 0x(YourOffset)
#freespacebyte 0xFF

#org @start
jumpifbyte 0x0 0x02023D6C 0x0 @slot1
jumpifbyte 0x0 0x02023D6C 0x1 @slot2
jumpifbyte 0x0 0x02023D6C 0x2 @slot3
jumpifbyte 0x0 0x02023D6C 0x3 @slot4
goto @doubledamage

#org @slot1
jumpifhalfword 0x1 0x02023C12 0x0 @tripledamage
goto @doubledamage

#org @slot2
jumpifhalfword 0x1 0x02023C6A 0x0 @tripledamage
goto @doubledamage

#org @slot3
jumpifhalfword 0x1 0x02023CC2 0x0 @tripledamage
goto @doubledamage

#org @slot4
jumpifhalfword 0x1 0x02023D1A 0x0 @tripledamage
goto @doubledamage

#org @tripledamage
setbyte damagemultiplier 0x3
goto 0x81D8263

#org @doubledamage
setbyte damagemultiplier 0x2
goto 0x81D6900

So it works effectively but the problem is that it displays the half of actual intended power.

2. Blizzard (infinite accuracy in hail and chance to freeze opponent)
#dynamic 0x(YourOffset)
#freespacebyte 0xFF

#org @blizzard
setbyte 0x2023E85 0x4
jumpifhalfword 0x0 weather 0x80 @notmiss
goto 0x81D6900

#org @notmiss
attackcanceler
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c 0x0
waitstate
graphicalhpupdate 0x0
datahpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
seteffectwithchancetarget
faintpokemon 0x0 0x0 0x0
setbyte 0x2023FD8 0x0
cmd49 0x0 0x0
end


3. Charge (set charge and raise user's sp. def by one stafe)
#dynamic 0x(YourOffset)
#freespacebyte 0xFF

#org @charge
attackcanceler
attackstring
ppreduce
setcharge
attackanimation
waitanimation
printstring 0xA5
waitmessage 0x40
jumpifstat 0x1 0x0 0x5 0xC 0x81D694E
setbyte 0x2023FDE 0x15
statbuffchange 0x1 true 0x81D694E
jumpifbyte 0x0 0x2023E87 0x2 0x81D694E
playstatchangeanimation 0x1 0x30 0x0
printfromtable 0x83FE57C
waitmessage 0x40
goto 0x81D694E


New Effect:
Hex (inflict double damage to a status-ed foe)

#dynamic 0x(YourOffset)
#freespacebyte 0xFF

#org @hex
jumpifstatus 0x0 0x10 @doubledamage
jumpifstatus 0x0 0x8 @doubledamage
jumpifstatus 0x0 0x80 @doubledamage
jumpifstatus 0x0 0x40 @doubledamage
jumpifstatus 0x0 0x7 @doubledamage
goto 0x81D6900

#org @doubledamage
setbyte damagemultiplier 0x2
goto 0x81D6900

Jambo51
May 8th, 2014, 04:47 AM
So basically this is a RAM versus ROM trade-off.

Then you have chosen poorly.

When writing a script or a programme of any description, the last thing you should be concerned about is the ROM space, as there is 114 times as much ROM space as there is RAM space in a GBA ROM (assuming a 32 meg ROM).

But that isn't even the biggest issue. Your script wastes unnecessary CPU cycles reading from and writing to these RAM addresses, meaning that the CPU has to sit and wait on data to be returned to it from the memory chip. Time where the CPU is idle, not processing anything, but continuing to drain battery power.

In order of importance, it's processor time, ram usage, rom usage. So if you can spare your processor from having to do more, even if it costs a significant amount of ROM space, you should do it.

ETA: Original post changed, so this is largely irrelevant now. Nonetheless, I'll leave it here as a cautionary post.

DoesntKnowHowToPlay
May 8th, 2014, 05:27 AM
^this, albeit for somewhat different reasons

I'd like to point out, since a lot of people seem to be unaware, that the AI runs damage calcs to determine move power, but it does not run battle scripts beforehand. Damage-modifying effects like Sacred Sword, Venoshock, Brine, and Acrobatics should be implemented into the damage calc (x3ecec) if you want the AI to be able to use them in the proper context. In the same vein note which effect slot you're putting your scripts in if you want the AI to use them sensibly. While you can't expect the AI to be sane with unused effect slots, you can probably expect it to not be a complete idiot with Quiver Dance if it's mapped to Calm Mind, or Flame Charge that's mapped to Metal Claw.

Also is 0x02FF7D20 even a legal address on the GBA? I thought that part of RAM only went up to x0203FFFF.

Jambo51
May 8th, 2014, 07:41 AM
Also is 0x02FF7D20 even a legal address on the GBA? I thought that part of RAM only went up to x0203FFFF.

It's legal on an emulator, but not on the real hardware. Good catch, as I missed this.

Also this:
Hex (inflict double damage to a status-ed foe)

#dynamic 0x(YourOffset)
#freespacebyte 0xFF

#org @hex
jumpifstatus 0x0 0x10 @doubledamage
jumpifstatus 0x0 0x8 @doubledamage
jumpifstatus 0x0 0x80 @doubledamage
jumpifstatus 0x0 0x40 @doubledamage
jumpifstatus 0x0 0x7 @doubledamage
goto 0x81D6900

#org @doubledamage
setbyte damagemultiplier 0x2
goto 0x81D6900


Can be combined into a single check:

#org @hex
jumpifstatus 0x0 0xFF @doubledamage
goto 0x81D6900

#org @doubledamage
setbyte damagemultiplier 0x2
goto 0x81D6900

KDS
May 8th, 2014, 09:16 AM
@Jambo51 - Aah, thank you. I'm inexperienced, so I don't know about the GBA system properly. I will keep this in mind for the next time. I'll update this code so it will use only 2 RAM bytes and try to put it somewhere in the 0x02000000-x0203FFFF region if there is free space (I don't know the offsets, can anyone tell?. It would be a great help). And also thanks for the correction of the hex check, I really forgot about this.

@DoesntKnowHowToPlay - You are right about the AI. I am aware of this (I read one of your posts in this thread mentioning about this). I don't have the ASM skills to modify the command (hopefully,
someday I or someone else can). These types of scripts can serve as decent placeholders for the time being. Also, thanks for telling about the RAM region limit.

I tested this move. It was working properly in an emulator (in double battles too), but because i used an outside RAM region so it will not work on GBA.

EDIT: I have now updated the code in the OP (it is not complete because of not knowing the free RAM offsets). If further improvement need to be done, then advice is welcome.

Shadowraze
May 11th, 2014, 06:03 AM
Well after 10,001 years I finally updated the OP! :)

Thanks for all your contributions everyone especially to MrDollSteak, KDS, Bugmania, Spherical Ice now lets get some animating and coding going on. :D

I would probably add in 6th gen moves and other versions some time later since they are not my top priority now.

mamamama
May 11th, 2014, 06:39 AM
Well after 10,001 years I finally updated the OP! :)

Thanks for all your contributions everyone especially to MrDollSteak, KDS, Bugmania, Spherical Ice now lets get some animating and coding going on. :D

I would probably add in 6th gen moves and other versions some time later since they are not my top priority now.

On the first page, 11bayerf1 made an animation for Payback that doesn't work. The only thing that needs to be done to fix it is to add 08 after every pointer which 11bayerf1 seems to have forgotten when adding it.

This animation looks really nice so you should definitely add it with the added 08's after every instance of ZZ YY XX(2,3,4)

GoGoJJTech
May 11th, 2014, 08:17 AM
On the first page, 11bayerf1 made an animation for Payback that doesn't work. The only thing that needs to be done to fix it is to add 08 after every pointer which 11bayerf1 seems to have forgotten when adding it.

This animation looks really nice so you should definitely add it with the added 08's after every instance of ZZ YY XX(2,3,4)

also I tested the quiver dance one and it freezes after it says I used it
I added it 3 different times in different roms, so it's not my sanity :P
(not necessary for me but it's just to help)

mamamama
May 17th, 2014, 03:40 PM
3. Charge (set charge and raise user's sp. def by one stafe)
#dynamic 0x(YourOffset)
#freespacebyte 0xFF

#org @charge
attackcanceler
attackstring
ppreduce
setcharge
attackanimation
waitanimation
printstring 0xA5
waitmessage 0x40
setbyte 0x2023FDE 0x15
statbuffchange 0x1 true 0x81D694E
jumpifbyte 0x0 0x2023E87 0x2 0x81D694E
playstatchangeanimation 0x1 0x30 0x0
printfromtable 0x83FE57C
waitmessage 0x40
goto 0x81D694E



Your Charge will freeze if you max out the Sp. Def and try to raise another level. You'll need to add "Jumpifstat 0x1 0x0 0x5 0xC 0x81D694E" after waitmessage 0x40 to fix it.

mamamama
May 18th, 2014, 12:39 PM
Sorry for the double post, but I actually have a contribution as well as a question

These are my Close Combat Effect scripts:

Method 1:

Emerald:

#dynamic 0xXXXXXX
#freespacebyte 0xFF

#include moves.bsh

#org @start
attackcanceler
accuracycheck 0x82D8A5E 0x0
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c 0x0
waitstate
graphicalhpupdate 0x0
datahpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
jumpifstat 0x1 0x3 0x2 0x0 @next
jumpifstat 0x1 0x0 0x5 0x0 @end

#org @next
setbyte 0x202448F 0x0
playstatchangeanimation 0x1 0xE 0x1
setbyte 0x202448E
statbuffchange 0x41 TRUE @next2
jumpifbyte 0x0 0x2024337 0x2 @next2
printfromtable 0x85CC89C
waitmessage 0x40

#org @next2
setbyte 0x202448E 0x95
statbuffchange 0x41 TRUE @end
jumpifbyte 0x0 0x2024337 0x2 @end
printfromtable 0x85CC89C
waitmessage 0x40

#org @end
goto 0x82D8A4E


Fire Red:

#dynamic 0xXXXXXX
#freespacebyte 0xFF

#include moves.bsh

#org @start
attackcanceler
accuracycheck 0x81D695E 0x0
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c 0x0
waitstate
graphicalhpupdate 0x0
datahpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
jumpifstat 0x1 0x3 0x2 0x0 @next
jumpifstat 0x1 0x0 0x5 0x0 @end

#org @next
setbyte 0x2023FDF 0x0
playstatchangeanimation 0x1 0xE 0x1
setbyte 0x2023FDE 0x92
statbuffchange 0x41 TRUE @next2
jumpifbyte 0x0 0x2023E87 0x2 @next2
printfromtable 0x83FE57C
waitmessage 0x40

#org @next2
setbyte 0x2023FDE 0x95
statbuffchange 0x41 TRUE @end
jumpifbyte 0x0 0x2023E87 0x2 @end
printfromtable 0x83FE57C
waitmessage 0x40

#org @end
goto 0x81D694E


Method 2:
I'll just post one version of this:

Fire Red:

#dynamic 0xXXXXXX
#freespacebyte 0xFF

#include moves.bsh

#org @start
attackcanceler
accuracycheck 0x81D695E
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c 0x0
waitstate
graphicalhpupdate 0x0
datahpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
setbyte 0x2023E85 0xD7
seteffectwithchancetarget
setbyte 0x2023E85 0xDA
seteffectwithchancetarget
goto 0x81D6947


While both of these can be used fine, they have their problems.

Method 1 has an animation which is consistent with the rest of the game: 1 grey downwards anmation for both stats. However, if, say, the user Has -4 in Defense and -6 (maximum, - 3 and - 5 works fine) in Sp. Def at one point, neither will be lowered. It only works if the stats are lowered at the same phase.

Method 2 has good functionality as it treats both stats seperately. However, it has 1 animation for each stat so you have to go through two "lower stats animation" every time you use the move (which is inconsistent with the rest of the game).

So yeah, feel free to use whichever you want. I would love if someone else could help me see what I miss in the first animation to make it have 1 animation for lowering the stats but treat Sp. Def and Def separately.

KDS
May 18th, 2014, 05:35 PM
^ i tested it on my system, it worked fine even in the case of max sp. def but if you are saying i'll take a look again

Chaos Rush
May 18th, 2014, 10:00 PM
Here's my Roost animation for Emerald:
00 1E 28 0A 03 29 19 CA 00 3F 04 00 02 88 63 59 08 80 08 00 00 F0 FF 40 00 02 00 68 00 28 2C 20 00 01 00 04 06 02 88 63 59 08 80 08 00 00 F0 FF 20 00 02 00 68 00 28 2C 20 00 01 00 02 88 63 59 08 80 08 00 00 F0 FF 00 00 02 00 68 00 28 2C 20 00 01 00 04 06 02 88 63 59 08 80 08 00 00 F0 FF E0 00 02 00 68 00 28 2C 20 00 01 00 02 88 63 59 08 80 08 00 00 F0 FF 80 00 02 00 68 00 28 2C 20 00 01 00 04 06 02 88 63 59 08 80 08 00 00 F0 FF C0 00 02 00 68 00 28 2C 20 00 01 00 02 88 63 59 08 80 08 00 00 F0 FF A0 00 02 00 68 00 28 2C 20 00 01 00 04 06 02 88 63 59 08 80 08 00 00 F0 FF 60 00 02 00 68 00 28 2C 20 00 01 00 05 0B 03 00 2F 27 05 0B 02 0D 04 01 0E DF 79 2D 08 05 08
It's basically Feather Dance + healing animation.

KDS
May 19th, 2014, 09:42 AM
Your Charge will freeze if you max out the Sp. Def and try to raise another level. You'll need to add "Jumpifstat 0x1 0x0 0x5 0xC 0x81D694E" after waitmessage 0x40 to fix it.

Hmm. This is a good idea for safety I'll update it.
Edited the OP for charge.

BugMania
May 20th, 2014, 05:43 PM
Here is the "Flame Burst":

______________________
#dynamic 0xXXXXXXXX
#freespacebyte 0xFF

#include moves.bsh

#org @start
jumpifhalfword 0x1 0x2023D4A 0x39 @demange
jumpifspecialstatusflag 0x0 0x40000 0x1 @demange
orword 0x2023DD0 0x40000
setbyte 0x2023FD2 0x2

#org @demange
attackcanceler
accuracycheck 0x81D695E 0x0
attackstring
ppreduce
critcalc
cmd5
cmd6
cmd7
attackanimation
waitanimation
missmessage
cmd5c 0x0
waitstate
graphicalhpupdate 0x0
datahpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
seteffectwithchancetarget
faintpokemon 0x0 0x0 0x8000000
setbyte 0x2023FD8 0x0
cmd49 0x0 0x0
setbyte 0x2023D50 0x0
setbyte 0x2FF7D20 0x1
attackcanceler
setbyte 0x2FF7D20 0x0
jumpifbyte 0x0 0x2023D50 0x0 @end
pause 0xA
jumpifability 0x0 0x12 @end
jumpifability 0x0 0x62 @end
graphicalhpupdate 0x0
datahpupdate 0x0
printstring 0x184
waitmessage 0x40
faintpokemon 0x0 0x0 0x8000000
setbyte 0x2023FD8 0x0
#org @end
end
_________________________________

But first, I must show how it is possible to apply a new effect in the system.

You may have noticed that I used a very sinister method at this code.
Well, go to a table in 0x8025011C
This table is responsible for commands like "attackcanceler"
Leave in the first Halfworld an offset other to a free memory space +1.
In the free space that you chose, you must pass this routine that i will show:
_________________________________
.align 2
.thumb

main:
PUSH {R1, R2}
LDR R1, =0x2FF7D20
LDRH R1, [R1]
LDR R2, =0xXXXXXX
MOV R0, #0x4
MUL R1, R0, R1
ADD R1, R2, R1
LDR R1, [R1]
ADD R0, R1, R0
POP {R2, R1}
BX R0


________________________________
That code can read one byte at 0x2FF7D20 (or any other offsets)
and sum a number in a table that must be in "0xXXXXXX".
""setbyte 0x2FF7D20 0x1
attackcanceler
setbyte 0x2FF7D20 0x0""
________________________________

This table must to have in your first Halfworld these bytes:
D7 61 01 08
If 0x2FF7D20 is 0x0, run to the "attackcanceler".

So do not forget to always leave the "setbyte 0x2FF7D20 0x0"
________________________________
type in table "XXXXXX", an offset to a new routine ... here:

.align 2
.thumb

main:
push {r1-r3}
ldr r1, =0x2023Bcc
ldr r1, [r1]
cmp r1, #0x2
beq end
ldr r1, =0x02023d6c
ldrb r1, [r1]
ldr r2, =0x02023d6c
cmp r1, #0x2
beq zero
cmp r1, #0x3
beq one
cmp r1, #0x0
beq two
cmp r1, #0x1
beq three
end:
pop {r1-r3}
PUSH {LR}
LDR R1, =0x2023D74
LDR R0, [R1]
ADD R0, #0x1
STR R0, [R1]
POP {R0}
BX R0

zero:
mov r1, #0x0
strb r1, [r2]
ldr r1, =0x2023C10
b divide
one:
mov r1, #0x1
strb r1, [r2]
ldr r1, =0x2023C68
b divide
two:
mov r1, #0x2
strb r1, [r2]
ldr r1, =0x2023CC0
b divide
three:
mov r1, #0x3
strb r1, [r2]
ldr r1, =0x2023D18
b divide
divide:
mov r3, #0x4
sub r3, r1, r3
ldrh r3, [r3]
cmp r3, #0x0
ldrh r1, [r1]
beq end
mov r3, #0x0
divid2: add r3, #0x1
mov r2, #0x10
mul r2, r3, r2
cmp r2, r1
blo divid2
cmp r3, #0x1
beq end2
sub r3, #0x1
end2: ldr r1, =0x02023D50
strh r3, [r1]
b end
_______________________________________

this will make possible the "FlameBurstCalculationDemageCommand"!!
I apologize if anyone has been trying to use this code and could not until today ^_^:

PUSH {R1, R2}
LDR R1, =0x2FF7D20
LDRH R1, [R1]
LDR R2, =0xXXXXXX
MOV R0, #0x4
MUL R1, R0, R1
ADD R1, R2, R1
LDR R1, [R1]
ADD R0, R1, R0
POP {R2, R1}
BX R0

I noticed that there was a mistake in the table counter ...
here is the fixed routine:

PUSH {R1-R2}
LDR R1, =0x02FF7D20
LDRH R1, [R1]
LDR R2, =0x08770FC0
MOV R0, #0x4
MUL R1, R0, R1
ADD R1, R2, R1
LDR R1, [R1]
MOV R0, R1
POP {R1-R2}
BX R0

Now we can use this to create assembly routines for use in the BSP!

KDS
June 1st, 2014, 05:07 AM
Wake-up Slap (Improved):
I figured out the way to cure sleep :D, so my psyco shift's 2nd problem is also fixed.


#org @sleepchecker
jumpifsecondarystatus 0x0 0x1000000 0x81D6926
jumpifstatus 0x0 0x7 @wakupslap
goto 0x81D6926

#org @wakupslap
setbyte damagemultiplier 0x2
attackcanceler
accuracycheck 0x81D695E 0x0
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c 0x0
waitstate
graphicalhpupdate 0x0
datahpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
faintpokemon 0x0 0x0 0x0
jumpiffainted 0x0 0x81D694E
setbyte 0x2023E85 0x1
clearstatus 0x0
setword 0x203C020 0x08DDDDDD
printstring 0x184
waitmessage 0x20
jumpifbyte 0x0 0x02023D6C 0x0 @slot1
jumpifbyte 0x0 0x02023D6C 0x1 @slot2
jumpifbyte 0x0 0x02023D6C 0x2 @slot3
jumpifbyte 0x0 0x02023D6C 0x3 @slot4

#org @slot1
bicbyte 0x20242D4 0xFF
cmd98 0x0
goto 0x81D694E

#org @slot2
bicbyte 0x202407C 0xFF
cmd98 0x0
goto 0x81D694E

#org @slot3
bicbyte 0x2024338 0xFF
cmd98 0x0
goto 0x81D694E

#org @slot4
bicbyte 0x20240E0 0xFF
cmd98 0x0
goto 0x81D694E


String at 0xDDDDDD

FD 10 00 EB E3 DF D9 00 E9 E4 AB FF



Updated the psyco shift too.
Changed the condition byte for blizzard.

KDS
June 4th, 2014, 03:10 AM
Found Jambo's callasm method (link here (http://www.pokecommunity.com/showpost.php?p=7101031&postcount=230)) in battle scripts by seeing Chaos Rush's roost effect post.

So made two effects using the callasm method and Tlachti's decimal damage manipulation ASM code, which is found here (http://www.pokecommunity.com/showpost.php?p=8160887&postcount=3).

1. Knock Off (Better Alternative)

#dynamic 0x(YourOffset)
#freespacebyte 0xFF

#org @start
jumpifbyte 0x0 0x02023D6C 0x0 @slot1
jumpifbyte 0x0 0x02023D6C 0x1 @slot2
jumpifbyte 0x0 0x02023D6C 0x2 @slot3
jumpifbyte 0x0 0x02023D6C 0x3 @slot4

#org @slot1
jumpifhalfword 0x1 0x02023C12 0x0 @knock
goto 0x081D6926

#org @slot2
jumpifhalfword 0x1 0x02023C6A 0x0 @knock
goto 0x081D6926

#org @slot3
jumpifhalfword 0x1 0x02023CC2 0x0 @knock
goto 0x081D6926

#org @slot4
jumpifhalfword 0x1 0x02023D1A 0x0 @knock
goto 0x081D6926

#org @knock
setbyte 0x2023E85 0x36
attackcanceler
accuracycheck 0x81D695E 0x0
attackstring
ppreduce
callculatedamage
cmdF8 0x([Offset to 1.5x damage asm]+1)
attackanimation
waitanimation
missmessage
cmd5c 0x0
waitstate
graphicalhpupdate 0x0
datahpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
seteffectwithchancetarget
faintpokemon 0x0 0x0 0x0
setbyte 0x2023FD8 0x0
cmd49 0x0 0x0
end


This knock off script is much better it as does not required base power change (set to 65), and better AI understanding (not perfect though) and also does not give techician mons a undesirable boost as mine first script does, but requires the ability to insert ASM and repointing tables.
--
2. Metal Burst

#dynamic 0x720000
#freespacebyte 0xFF

#org @start
jumpifhalfword B_== 0x2023D4A 0x44 0x81D7433
attackcanceler
counterdamagecalculator @specialpass
accuracycheck 0x81D695E 0x0
attackstring
ppreduce
damagecalc2
cmd69
cmdF8 0x([Offset to 0.75x damage asm]+1)
goto 0x81D6934

#org @specialpass
mirrorcoatdamagecalculator 0x81D7DF0
accuracycheck 0x81D695E 0x0
attackstring
ppreduce
damagecalc2
cmd69
cmdF8 0x([Offset to 0.75x damage asm]+1)
goto 0x81D6934


Understanding Doesnt's point on mapping new effects to similar old effects so that AI can use them in a better way, this script is meant to replace the original counter script (so change the counter's original pointer in the effect table to the inserted scripts's location). It branches to counter's effect if the move ID is of counter, otherwise it executes metal burst's effect. This also requires Jambo's callasm method.
--
The way of inserting these two codes is:
i.) First use Jambo's callasm method, if already done then skip this step.
ii.) Insert this in command.bsh by opening in notepad, if already done then skip this step also
#command cmdF8 0xF8 0x1 "Offset of routine" 0x4
#command cmd69 0x69 0x0
#command cmd98 0x98 0x1 "Byte" 0x1
iii). View Tlachtli's ASM routines and change 0x020241F0 to 0x02023d50 in the last line before compiling to make them working for FR.
iv) Then insert the compiled decimal multiplier ASM routines using an Hex Editor.
v) Then insert the battle scripts using BSP.
--
3. Soak (no callasm required):

#dynamic 0x720000
#freespacebyte 0xFF

#org @start
attackcanceler
accuracycheck 0x1D695E 0x0
attackstring
ppreduce
jumpifsecondarystatus 0x0 0x1000000 0x81D7DF2
attackanimation
waitanimation
jumpifbyte 0x0 0x02023D6C 0x0 @slot1
jumpifbyte 0x0 0x02023D6C 0x1 @slot2
jumpifbyte 0x0 0x02023D6C 0x2 @slot3
jumpifbyte 0x0 0x02023D6C 0x3 @slot4

#org @slot1
setbyte 0x2023C05 0xB
setbyte 0x2023C06 0xB
goto 0x81D694E

#org @slot2
setbyte 0x2023C5D 0xB
setbyte 0x2023C5E 0xB
goto 0x81D694E

#org @slot3
setbyte 0x2023CB5 0xB
setbyte 0x2023CB6 0xB
goto 0x81D694E

#org @slot4
setbyte 0x2023D0D 0xB
setbyte 0x2023C06 0xB
goto 0x81D694E

Spherical Ice
July 13th, 2014, 07:03 AM
I've managed to port Chaos Rush's Roost (http://www.pokecommunity.com/showthread.php?p=8257115#8257115) over to FireRed. I'm just going to copy his explanation, and edit parts where applicable.

-------------------

Here's how to implement it:
1. First, you need Jambo51's callasm routine for Battle Script Pro. It is found right here (http://www.pokecommunity.com/showpost.php?p=7101031&postcount=230). Your new command will be 0xF8.

2. Now to get BSP to recognize our new command, open up the folder where BSP is located, and then there should be another folder called "Data". Then you should see a file called, "commands.bsh". Open it up with Notepad, and put this in:

#command callasm 0xF8 0x1 "Offset of routine" 0x4

DO NOT change anything in the quotation marks!

3. Now, put in this routine somewhere:
.text
.align 2
.thumb
.thumb_func

/*What this routine does is check if the attacking PKMN
is Flying-type. It then changes its Flying-type to
the ???-type.*/

GetPkmnType1:
push {r0-r5}
ldr r1, .BattleData
ldr r0, .CurPokeIndex
ldrb r0, [r0]
mov r2, #0x58
mul r2, r0
add r1, #0x21
add r1, r2
ldrb r0, [r1]
ldrb r2, [r1, #0x1]
mov r3, #0x2
cmp r0, r3
beq ChangeType1
cmp r2, r3
beq ChangeType2
b End

ChangeType1:
mov r4, #0x9
strb r4, [r1]
cmp r2, r3
beq ChangeType2
b End

ChangeType2:
mov r4, #0x9
strb r4, [r1, #0x1]
b End

End:
pop {r0-r5}
bx lr

.align 2
.BattleData: .word 0x02023BE4
.CurPokeIndex: .word 0x02023D6B

4. Now open up BSP, and open up Recover's battle script. Replace it with this:

#dynamic 0x800000
#freespacebyte 0xFF

#org @start
jumpifhalfword 0x0 0x2023D4A 0x163 @roost
attackcanceler
attackstring
ppreduce
setdamageasrestorehalfmaxhp @max 0x1
attackanimation
waitanimation
orword 0x2023DD0 0x100
graphicalhpupdate 0x1
datahpupdate 0x1
printstring 0x4B
waitmessage 0x40
goto @end

#org @roost
attackcanceler
attackstring
ppreduce
setdamageasrestorehalfmaxhp @max 0x1
attackanimation
waitanimation
orword 0x2023DD0 0x100
graphicalhpupdate 0x1
datahpupdate 0x1
printstring 0x4B
waitmessage 0x40
jumpiftype2 0x1 0x2 @changetype
goto @end

#org @max
pause 0x20
printstring 0x4C
waitmessage 0x40
goto @end

#org @changetype
callasm 0x(offset of your routine +1)
goto @end

#org @end
setbyte 0x2023FD8 0x0
cmd49 0x0 0x0
end

A couple things to note: At the top, we have "jumpifhalfword 0x0 0x2023D4A 0x163 @roost".
Replace 0x163 with your move ID for Roost.

Towards the bottom, at "#org @changetype", you see "callasm 0x(offset of your routine +1)". Obviously, put in the offset of the routine we added earlier, but add 0x1 to the offset.

So far, we have made it so that every time a Flying-type Pokémon uses Roost, it will turn into a ???-type. (If it was part-Flying, it would become part-???, and if it was pure-Flying, it would become pure-???).

5. Now we're going to insert another routine. This second routine will be called at the end of every turn and simply checks to see if there are any ???-type Pokémon, and then changes them back to Flying types.
.text
.align 2
.thumb
.thumb_func

HandlePoke1:
push {r0-r5}
mov r3, #0x9
ldr r1, .Poke1Type
ldrb r0, [r1]
ldrb r2, [r1, #0x1]
cmp r0, r3
beq Poke1ChangeType1
cmp r2, r3
beq Poke1ChangeType2
b HandlePoke2

Poke1ChangeType1:
mov r4, #0x2
strb r4, [r1]
cmp r2, r3
beq Poke1ChangeType2
b HandlePoke2

Poke1ChangeType2:
mov r4, #0x2
strb r4, [r1, #0x1]
b HandlePoke2

HandlePoke2:
ldr r1, .Poke2Type
ldrb r0, [r1]
ldrb r2, [r1, #0x1]
cmp r0, r3
beq Poke2ChangeType1
cmp r2, r3
beq Poke2ChangeType2
b HandlePoke3

Poke2ChangeType1:
mov r4, #0x2
strb r4, [r1]
cmp r2, r3
beq Poke2ChangeType2
b HandlePoke3

Poke2ChangeType2:
mov r4, #0x2
strb r4, [r1, #0x1]
b HandlePoke3

HandlePoke3:
ldr r1, .Poke3Type
ldrb r0, [r1]
ldrb r2, [r1, #0x1]
cmp r0, r3
beq Poke3ChangeType1
cmp r2, r3
beq Poke3ChangeType2
b HandlePoke4

Poke3ChangeType1:
mov r4, #0x2
strb r4, [r1]
cmp r2, r3
beq Poke3ChangeType2
b HandlePoke4

Poke3ChangeType2:
mov r4, #0x2
strb r4, [r1, #0x1]
b HandlePoke4

HandlePoke4:
ldr r1, .Poke4Type
ldrb r0, [r1]
ldrb r2, [r1, #0x1]
cmp r0, r3
beq Poke4ChangeType1
cmp r2, r3
beq Poke4ChangeType2
b End

Poke4ChangeType1:
mov r4, #0x2
strb r4, [r1]
cmp r2, r3
beq Poke4ChangeType2
b End

Poke4ChangeType2:
mov r4, #0x2
strb r4, [r1, #0x1]
b End

End:
pop {r0-r5}
ldr r0, .ReturnAddress
bx r0


.align 2
.Poke1Type: .word 0x02023C05
.Poke2Type: .word 0x02023C5D
.Poke3Type: .word 0x02023CB5
.Poke4Type: .word 0x02023D0D
.ReturnAddress: .word 0x08013BD5

6. At the following offsets, replace the pointers to instead point to the second routine +1:

0x13BBC
0x18254

Remember to add +1 to the routine's offset; this is NOT the case in the Emerald version.

And now we have a fully working Roost with Generation IV's effect, and the AI can use it properly too, since we're using Recover's battle script slot, but the battle script is designed so that Recover will still function separately from Roost.

A couple things to note, this routine replicates the Generation IV effect of Roost where if the user was pure-Flying, it would become ??? type upon using Roost. In Generation V+, a pure-Flying type using Roost would become Normal-type.. If anyone wants to mod my routine to have the Generation V effect, feel free to do so.

Credits:
Chaos Rush - creating the original
DoesntKnowHowToPlay - for the idea of the method to achieve this
Tchlatli - Chaos Rush looked at his custom Protean code to figure out how to correctly calculate the type offset of the attacking Pokémon
JPAN - documentation on FireRed battle-related RAM offsets

To verify that it's working properly, here are some useful RAM offsets:
02023BE4 - Battle Data (check out this post (http://www.pokecommunity.com/showpost.php?p=7156541&postcount=5) to see how its structured.)

02023C05 - Your(1) Type 1
02023C06 - Your(1) Type 2

02023C5D - Opponent(1) Type 1
02023C5E - Opponent(1) Type 2

02023CB5 - Your(2) Type 1
02023CB6 - Your(2) Type 2

02023D0D - Opponent(2) Type 1
02023D0E - Opponent(2) Type 2

-------------------

This probably has some mistakes, so feel free to correct me. It appears to work in-game properly without any bugs or side-effects, but who knows? If you find something out, please do tell me! This was my first real excursion into disassembly, etc. so it likely won't be perfect.

Edit:

Here's the animation, it's just a hybrid of Featherdance and the healing animation:

00 A3 27 00 2F 27 00 1E 28 0A 03 29 19 C3 00 3F 04 00 02 00 6C 3E 08 80 08 00 00 F0 FF 40 00 02 00 68 00 28 2C 20 00 01 00 04 06 02 00 6C 3E 08 80 08 00 00 F0 FF 20 00 02 00 68 00 28 2C 20 00 01 00 02 00 6C 3E 08 80 08 00 00 F0 FF 00 00 02 00 68 00 28 2C 20 00 01 00 04 06 02 00 6C 3E 08 80 08 00 00 F0 FF E0 00 02 00 68 00 28 2C 20 00 01 00 02 00 6C 3E 08 80 08 00 00 F0 FF 80 00 02 00 68 00 28 2C 20 00 01 00 04 06 02 00 6C 3E 08 80 08 00 00 F0 FF C0 00 02 00 68 00 28 2C 20 00 01 00 02 00 6C 3E 08 80 08 00 00 F0 FF A0 00 02 00 68 00 28 2C 20 00 01 00 04 06 02 00 6C 3E 08 80 08 00 00 F0 FF A0 00 02 00 68 00 28 2C 20 00 01 00 04 06 02 00 6C 3E 08 80 08 00 00 F0 FF 60 00 02 00 68 00 28 2C 20 00 01 00 05 0B 02 0D 04 01 0E C9 56 1D 08 05 08 02 80 76 3E 08

And here's a video demonstrating the full package in action:
UYkvH9Wg4OY

mamamama
July 15th, 2014, 01:17 PM
Toxic that has perfect accuracy for poison-types.

Works for Emerald


#dynamic 0x
#freespacebyte 0xFF

#org @Start
jumpiftype 0x1 0x3 @PerfectAcc
goto 0x82D8EF1

#org @PerfectAcc
attackcanceler
attackstring
ppreduce
accuracycheck 0x82D9F1C 0xFFFF
jumpifability 0x0 0x11 0x82D8F63
jumpifsecondarystatus 0x0 0x1000000 0x82D9F1C
jumpifstatus 0x0 0x8 0x82D8F52
jumpifstatus 0x0 0x80 0x82D8F52
jumpifstatus 0x0 0xFF 0x82D9F1C
jumpiftype 0x0 0x3 0x82D9F2E
jumpiftype 0x0 0x8 0x82D9F2E
jumpifhalverset 0x0 0x20 0x82DAD01
attackanimation
waitanimation
setbyte 0x2024335 0x6
seteffecttarget
resultmessage
waitmessage 0x40
goto 0x82D8A4E

GOLDstandard
July 15th, 2014, 02:16 PM
This is a particle I made for the move water shuriken
72755
00 10 27 00 97 27 0A 03 28 01 0C 0C 08 19 B4 00 C0 02 28 7A 3E 08 02 00 04 14 19 9F 00 3F 02 08 7C 3E 08 02 04 00 00 00 00 01 00 01 00 03 F9 89 09 08 05 05 01 00 05 00 00 00 05 00 01 00 04 11 19 73 00 C0 02 54 4E 3D 08 02 02 06 00 FC FF 05 0B 03 0D 08

i recommend using bonemerang's anim (above) as a base.

72756

Edit:
added v-create particle

72768

Tlachtli
July 16th, 2014, 08:15 PM
Here's an effect I wrote for Flower Shield (http://bulbapedia.bulbagarden.net/wiki/Flower_Shield_%28move%29), usable in Emerald. It individually raises the defense of all Grass Pokemon present in battle (works for 1v1 and 2v2), and if there are no Grass-types out (or their defenses are all maxed) it gives the "But it failed!" message instead of animating.
#org @Effect11
setbyte 0x202448E 0x12
jumpifhalfword B_= 0x020241EA MOVE_FLOWERSHIELD @FlowerShield
goto 0x82D8CA1

#org @FlowerShield
setbyte 0x02024200 0x0
attackcanceler
attackstring
ppreduce
cmd25
jumpiftype 0x1 0xC @SelfGrass
goto @Call

#org @SelfGrass
jumpifsecondarystatus 0x1 0x1000000 @NextTarget
jumpifstat 0x1 B_>= 0x2 0xC @NextTarget
jumpifbyte B_= 0x02024200 0x1 @SelfNoAnimation
attackanimation
waitanimation
setbyte 0x02024200 0x1
goto @SelfNoAnimation

#org @SelfNoAnimation
cmd47
playstatchangeanimation 0x1 0x4 0x0
setbyte 0x202448E 0x12
statbuffchange 0x80 true @NextTarget
jumpifbyte B_>= 0x2024337 0x2 @NextTarget
printfromtable 0x85CC89C
waitmessage 0x40
goto @NextTarget

#org @NextTarget
cmd25
goto @Call

#org @Call
jumpifarrayequal 0x0202420B 0x0202420C 0x1 @NextTarget
call @TargetBuff
setbyte 0x2024488 0x0
cmd49 0x2 0x10
jumpwhiletargetvalid @NextTarget
jumpifbyte B_= 0x02024200 0x0 @NoBuffs
end

#org @TargetBuff
jumpiftype 0x0 0xC @Grass
goto @Return

#org @Grass
jumpifsecondarystatus 0x0 0x1000000 @Return
jumpifstat 0x0 B_>= 0x2 0xC @Return
jumpifbyte B_= 0x02024200 0x1 @NoAnimation
attackanimation
waitanimation
setbyte 0x02024200 0x1
goto @NoAnimation

#org @NoAnimation
cmd47
playstatchangeanimation 0x0 0x4 0x0
setbyte 0x202448E 0x12
statbuffchange 0x0 false @Return
jumpifbyte B_>= 0x2024337 0x2 @Return
printfromtable 0x85CC89C
waitmessage 0x40
goto @Return

#org @Return
return

#org @NoBuffs
pause 0x20
orbyte 0x202427C 0x20
resultmessage
waitmessage 0x40
end
I tacked it on as a special condition of Effect 11 (Withdraw, Harden, etc.) that branches for Flower Shield's move id; mixing it with an existing effect helps the AI understand how to use it better. All you need to do is make Flower Shield target everyone on the field (a la Earthquake) and give it the new Effect 11.

mamamama
July 18th, 2014, 01:03 AM
Here's an effect I wrote for Flower Shield (http://bulbapedia.bulbagarden.net/wiki/Flower_Shield_%28move%29), usable in Emerald. It individually raises the defense of all Grass Pokemon present in battle (works for 1v1 and 2v2), and if there are no Grass-types out (or their defenses are all maxed) it gives the "But it failed!" message instead of animating.


Whenever you give an attacking move the "Hit all other on the field" which Earthquake has, it ends up only hitting the opponent to the right. Have you tested so this doesn't happen with Flower Shield?

Could be different since it is a status move...

Anyway, nice work. I'll make sure to try it later.

EDIT: I believe you made a little typo. Shouldn't "goto 0x82D8CA1" be "goto 0x82D8C85" (pointer to beginning of withdraw effect). Otherwise you miss out on the setbyte 0x202448E 0x12 when making a normal defense-raising moves such as Harden or Withdraw.

Tlachtli
July 18th, 2014, 06:42 AM
Whenever you give an attacking move the "Hit all other on the field" which Earthquake has, it ends up only hitting the opponent to the right. Have you tested so this doesn't happen with Flower Shield?

Could be different since it is a status move...

Anyway, nice work. I'll make sure to try it later.

EDIT: I believe you made a little typo. Shouldn't "goto 0x82D8CA1" be "goto 0x82D8C85" (pointer to beginning of withdraw effect). Otherwise you miss out on the setbyte 0x202448E 0x12 when making a normal defense-raising moves such as Harden or Withdraw.

The Withdraw effect is only one line (setbyte 0x202448E 0x12), then it branches off to a generic self-stat raiser shared by most self-targeting status moves. Flower Shield needs that setbyte the same as the other Defense raising moves do, so by putting it at the beginning of my effect it saves a jump, and means one less line in the Flower Shield-specific part.

Most moves don't work with the "hit all on field" targeting because of the way the attacks are structured. Most attacks will write the index of the target into the target byte, execute the script, then end. Earthquake is specifically written to iterate the target byte instead of ending the script, so it re-reads the script for each valid target rather than only hitting one. I started my script as a combination of Earthquake's iteration with Withdraw's defense raising then did some extra fine-tuning, the basic idea being that it first raises the user's defense (if it's Grass type), then follows Earthquake's iteration to target each of the other Pokes and check for Grass type (and raise Defense accordingly).

If you're interested, cmd25 is the command Earthquake uses to iterate the target byte. If you combine that with jumpwhiletargetvalid (which jumps to an address if the target is valid, ie not fainted or out-of-bounds) you can make the script repeat through all targets.

Spherical Ice
July 19th, 2014, 07:52 PM
I've made a fully functional Close Combat effect for FireRed, with the animation varying when one stat is already at its minimum (i.e. only lowering one), when both aren't at their minimum (i.e. lowering both) and when both are at their minimum (i.e. skipping the drops altogether). This does use ASM but I've since been told that it could be done with the jumpifstat command. I'm going to post this anyway. You'll need to have the battle script callasm (http://www.pokecommunity.com/showpost.php?p=7101031&postcount=230) command, too.

Battle Script (use this for the effect ID):#dynamic 0x800000
#freespacebyte 0xFF

#org @start
attackcanceler
accuracycheck 0x81D695E 0x0
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c 0x0
waitstate
graphicalhpupdate 0x0
datahpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
faintpokemon 0x0 0x0 0x8000000
callasm 0x8AABBCC + 1

ASM at AABBCC:.text
.align 2
.thumb
.thumb_func

Main:
ldr r1, .BattleData
ldr r0, .UserBank
ldrb r0, [r0]
mov r2, #0x58
mul r2, r0
add r1, #0x1a
add r1, r2
ldrb r0, [r1]
ldrb r2, [r1, #0x3]
mov r3, #0x0
cmp r0, r3
beq DefIsZero
cmp r2, r3
beq SpDefIsZero
ldr r4, .LowerBothBS
b End

DefIsZero:
cmp r2, r3
beq BothBS
ldr r4, .LowerSpDefBS
b End

SpDefIsZero:
ldr r4, .LowerDefBS
b End

BothBS:
ldr r4, .EndBS

End:
ldr r5, .ActiveBSPointer
str r4, [r5, #0x0]
bx lr

.align 2
.BattleData: .word 0x02023BE4
.UserBank: .word 0x02023D6B
.ActiveBSPointer: .word 0x02023D74
.LowerSpDefBS: .word 0x08SSSSSS
.LowerDefBS: .word 0x08DDDDDD
.LowerBothBS: .word 0x08BBBBBB
.EndBS: .word 0x081D694E

Battle script at SSSSSS (lowers SDef only):#dynamic 0x800000
#freespacebyte 0xFF

#org @start
setbyte 0x2023FDF 0x0
playstatchangeanimation 0x1 0x4 0x1
setbyte 0x2023FDE 0x92
statbuffchange 0x80 true @end
jumpifbyte 0x0 statchange 0x2 @end
printfromtable 0x83FE588
waitmessage 0x40

#org @end
goto 0x81D694E

Battle script at DDDDDD (lowers Def only):#dynamic 0x800000
#freespacebyte 0xFF

#org @start
setbyte 0x2023FDF 0x0
playstatchangeanimation 0x1 0x20 0x1
setbyte 0x2023FDE 0x95
statbuffchange 0x80 true @end
jumpifbyte 0x0 statchange 0x2 @end
printfromtable 0x83FE588
waitmessage 0x40

#org @end
goto 0x81D694E

Battle script at BBBBBB (lowers both):#dynamic 0x800000
#freespacebyte 0xFF

#org @start
setbyte 0x2023FDF 0x0
playstatchangeanimation 0x1 0x24 0x1
setbyte 0x2023FDE 0x92
statbuffchange 0x80 true @end
jumpifbyte 0x0 statchange 0x2 @end
printfromtable 0x83FE588
waitmessage 0x40
setbyte 0x2023FDE 0x95
statbuffchange 0x80 true @end
jumpifbyte 0x0 statchange 0x2 @end
printfromtable 0x83FE588
waitmessage 0x40

#org @end
goto 0x81D694E

The bolded offsets points to these battle scripts from vanilla FireRed:#org 0x1D695E
attackstring
ppreduce
pause 0x20
missmessage
resultmessage
waitmessage 0x40
goto 0x81D694E

#org 0x1D694E
setbyte 0x2023FD8 0x0
cmd49 0x0 0x0
end

Thanks to DoesntKnowHowToPlay for troubleshooting with me.

GOLDstandard
July 19th, 2014, 08:07 PM
I've made a fully functional Close Combat effect for FireRed

:D Sphrical Ice Keep these awesome scripts coming man! Great work!

Spherical Ice
July 20th, 2014, 09:03 AM
Here's an effect for Assurance, again for FireRed:

Battle Script:#dynamic 0x800000
#freespacebyte 0xFF

#org @start
callasm 0x8AABBCC +1

ASM at AABBCC:.text
.align 2
.thumb
.thumb_func

Main:
ldr r1, .PhysDamage
ldr r0, .TargetBank
ldrb r0, [r0]
mov r2, #0x10
mul r2, r0
add r1, r2
ldrb r0, [r1]
ldrb r2, [r1, #0x2]
mov r3, #0x0
cmp r0, r3
bne DoubleDamage
cmp r2, r3
bne DoubleDamage
b End

DoubleDamage:
ldr r3, .DamageMultiplier
mov r0, #0x2
strb r0, [r3, #0x0]

End:
ldr r4, .ReturnBS
ldr r5, .ActiveBSPointer
str r4, [r5, #0x0]
bx lr

.align 2
.PhysDamage: .word 0x02023E90
.TargetBank: .word 0x02023D6C
.ActiveBSPointer: .word 0x02023D74
.DamageMultiplier: .word 0x02023FD2
.ReturnBS: .word 0x081D6926

The bolded offset points to this battle script from vanilla FireRed:#org 0x1D6926
attackcanceler
accuracycheck 0x81D695E 0x0
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c 0x0
waitstate
graphicalhpupdate 0x0
datahpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
seteffectwithchancetarget
faintpokemon 0x0 0x0 0x0
setbyte 0x2023FD8 0x0
cmd49 0x0 0x0
end

#org 0x1D695E
attackstring
ppreduce
pause 0x20
missmessage
resultmessage
waitmessage 0x40
goto 0x81D694E

#org 0x1D694E
setbyte 0x2023FD8 0x0
cmd49 0x0 0x0
end

As usual, you'll need Jambo51's callasm (http://www.pokecommunity.com/showpost.php?p=7101031&postcount=230) command for this to work.

mamamama
July 20th, 2014, 12:12 PM
Here's an effect for Assurance, again for FireRed:

Nice. Will try to translate to Emerald. Are you planning to do Sucker Punch in the future?

DoesntKnowHowToPlay
July 20th, 2014, 12:53 PM
Oh right this thread exists.

Sucker Pun (assumes status moves are flagged 0x2 in dpss byte):
push {lr}
ldr r0, .TargetBank
ldrb r0, [r0, #0x0]
ldr r1, .BattleStruct
mov r2, #0x58
mul r0, r2
add r5, r0, r1

StatusCheck:
ldr r0, .TargetBank
ldrb r0, [r0, #0x0]
lsl r0, #0x1
ldr r1, .MovesUsed
add r0, r1
ldrh r0, [r0, #0x0]
ldr r1, .MoveTable
mov r2, #0xc
mul r0, r2
add r0, r1
ldrb r0, [r0, #0xa]
cmp r0, #0x2
beq Abort

OrderCheck:

ldr r0, .TargetBank
ldr r1, .UserBank
ldrb r4, [r0, #0x0]
ldrb r5, [r1, #0x0]
ldr r1, .TurnOrder

Loop:
ldrb r2, [r1, #0x0]
cmp r2, r4
beq Abort
cmp r2, r5
beq Attack
add r1, #0x1
b Loop


Abort:
ldr r0, .CurrentScript
ldr r1, .FailScript
str r1, [r0, #0x0]

Attack:
End:
pop {r0}
bx r0

.align 2

.UserBank: .word 0x02023D6B
.TargetBank: .word 0x02023D6C
.BattleStruct: .word 0x02023BE4
.BasePower: .word 0x02023F50
.TurnOrder: .word 0x02023bde
.MonsMoved: .word 0x02023be2
.MovesUsed: .word 0x02023dc4
.MoveTable: .word 0x08C80000
.CurrentScript: .word 0x02023d74
.FailScript: .word 0x081D7DF2

Stored Power:
push {lr}
ldr r0, .UserBank
ldrb r0, [r0, #0x0]
ldr r1, .BattleStruct
mov r2, #0x58
mul r0, r2
add r5, r0, r1
mov r4, #0x14
mov r1, #0x14

AtkMod:
ldrb r0, [r5, #0x19]
sub r0, #0x6
cmp r0, #0xf
bge DefMod
mul r0, r1
add r4, r0, r4

DefMod:
ldrb r0, [r5, #0x1A]
sub r0, #0x6
cmp r0, #0xf
bge SpeedMod
mul r0, r1
add r4, r0, r4

SpeedMod:
ldrb r0, [r5, #0x1B]
sub r0, #0x6
cmp r0, #0xf
bge SAtkMod
mul r0, r1
add r4, r0, r4

SAtkMod:
ldrb r0, [r5, #0x1C]
sub r0, #0x6
cmp r0, #0xf
bge SDefMod
mul r0, r1
add r4, r0, r4

SDefMod:
ldrb r0, [r5, #0x1D]
sub r0, #0x6
cmp r0, #0xf
bge AccMod
mul r0, r1
add r4, r0, r4

AccMod:
ldrb r0, [r5, #0x1E]
sub r0, #0x6
cmp r0, #0xf
bge EvaMod
mul r0, r1
add r4, r0, r4

EvaMod:
ldrb r0, [r5, #0x1F]
sub r0, #0x6
cmp r0, #0xf
bge End
mul r0, r1
add r4, r0, r4


End:
ldr r3, .BasePower
strh r4, [r3, #0x0]

pop {r0}
bx r0

.align 2

.UserBank: .word 0x02023D6B
.BattleStruct: .word 0x02023BE4
.BasePower: .word 0x02023F50


Punishment:
push {lr}
ldr r0, .TargetBank
ldrb r0, [r0, #0x0]
ldr r1, .BattleStruct
mov r2, #0x58
mul r0, r2
add r5, r0, r1
mov r4, #0x3c

AtkMod:
ldrb r0, [r5, #0x19]
sub r0, #0x6
cmp r0, #0xf
bge DefMod
mov r1, #0x14
mul r0, r1
add r4, r0, r4

DefMod:
ldrb r0, [r5, #0x1A]
sub r0, #0x6
cmp r0, #0xf
bge SpeedMod
mov r1, #0x14
mul r0, r1
add r4, r0, r4

SpeedMod:
ldrb r0, [r5, #0x1B]
sub r0, #0x6
cmp r0, #0xf
bge SAtkMod
mov r1, #0x14
mul r0, r1
add r4, r0, r4

SAtkMod:
ldrb r0, [r5, #0x1C]
sub r0, #0x6
cmp r0, #0xf
bge SDefMod
mov r1, #0x14
mul r0, r1
add r4, r0, r4

SDefMod:
ldrb r0, [r5, #0x1D]
sub r0, #0x6
cmp r0, #0xf
bge End
mov r1, #0x14
mul r0, r1
add r4, r0, r4

End:
ldr r3, .BasePower
strh r4, [r3, #0x0]

pop {r0}
bx r0

.align 2

.TargetBank: .word 0x02023D6C
.BattleStruct: .word 0x02023BE4
.BasePower: .word 0x02023F50



Scripts are straightforward, just callasm the appropriate function at the start of a regular attack after reducing pp and announcing the attack. I don't use BSP so IDK what they decompile to, but it'll be similar to Flail with the command xAC replaced by callasm.

Spherical Ice
July 21st, 2014, 08:26 AM
I've made an effect for both Power Swap and Guard Swap, using only one effect ID for both. This requires Jambo51's callasm command, as well as his battle string hack, which can both be found here (http://www.pokecommunity.com/showpost.php?p=7101031&postcount=230). This is, as usual, for FireRed, though porting it should be easy:

Battle Script:#dynamic 0x800000
#freespacebyte 0xFF

#org @start
jumpifhalfword 0x0 0x2023D4A 0xCCCC @guardswap
attackcanceler
attackstring
ppreduce
accuracycheck 0x81D7DF2 0xFFFF
callasm 0x8AAAAAA +1
attackanimation
waitanimation
setword 0x203C020 0x8DDDDDD
printstring 0x184
waitmessage 0x40
goto 0x81D694E

#org @guardswap
attackcanceler
attackstring
ppreduce
accuracycheck 0x81D7DF2 0xFFFF
callasm 0x8BBBBBB +1
attackanimation
waitanimation
setword 0x203C020 0x8EEEEEE
printstring 0x184
waitmessage 0x40
goto 0x81D694E


CCCC = hex ID of Guard Swap

Message at DDDDDD:
FD 0F 00 E7 EB DD E8 D7 DC D9 D8 00 D5 E0 E0 00 D7 DC D5 E2 DB D9 E7 00 E8 E3 00 DD E8 E7 FE BB E8 E8 D5 D7 DF 00 D5 E2 D8 00 CD E4 AD 00 BB E8 DF 00 EB DD E8 DC 00 DD E8 E7 00 E8 D5 E6 DB D9 E8 AB FF 00

This translates to:
"<user> switched all changes to its Attack and Sp. Atk with its target!"

Message at EEEEEE:
FD 0F 00 E7 EB DD E8 D7 DC D9 D8 00 D5 E0 E0 00 D7 DC D5 E2 DB D9 E7 00 E8 E3 00 DD E8 E7 FE BE D9 DA D9 E2 E7 D9 00 D5 E2 D8 00 CD E4 AD 00 BE D9 DA 00 EB DD E8 DC 00 DD E8 E7 00 E8 D5 E6 DB D9 E8 AB FF 00

This translates to:
"<user> switched all changes to its Defense and Sp. Def with its target!"

ASM at AAAAAA (Power Swap):.text
.align 2
.thumb
.thumb_func

Start:
push {lr}

GetUserStats:
ldr r1, .BattleData
ldr r0, .UserBank
ldrb r0, [r0]
mov r2, #0x58
mul r2, r0
add r1, r2
add r1, #0x19
ldrb r3, [r1]
ldrb r4, [r1, #0x3]

GetFoeStats:
ldr r1, .BattleData
ldr r0, .TargetBank
ldrb r0, [r0]
mov r2, #0x58
mul r2, r0
add r1, r2
add r1, #0x19
ldrb r5, [r1]
ldrb r6, [r1, #0x3]

SetUserAtkToFoeAtk:
ldr r1, .BattleData
ldr r0, .UserBank
ldrb r0, [r0]
mov r2, #0x58
mul r2, r0
add r1, r2
add r1, #0x19
strb r5, [r1]

SetUserSpAtkToFoeSpAtk:
ldr r1, .BattleData
ldr r0, .UserBank
ldrb r0, [r0]
mov r2, #0x58
mul r2, r0
add r1, r2
add r1, #0x1c
strb r6, [r1]

SetFoeAtkToUserAtk:
ldr r1, .BattleData
ldr r0, .TargetBank
ldrb r0, [r0]
mov r2, #0x58
mul r2, r0
add r1, r2
add r1, #0x19
strb r3, [r1]

SetFoeSpAtkToUserSpAtk:
ldr r1, .BattleData
ldr r0, .TargetBank
ldrb r0, [r0]
mov r2, #0x58
mul r2, r0
add r1, r2
add r1, #0x1c
strb r4, [r1]

End:
pop {r0}
bx lr

.align 2
.BattleData: .word 0x02023BE4
.UserBank: .word 0x02023D6B
.TargetBank: .word 0x02023D6C

ASM at BBBBBB (Guard Swap):.text
.align 2
.thumb
.thumb_func

Start:
push {lr}

GetUserStats:
ldr r1, .BattleData
ldr r0, .UserBank
ldrb r0, [r0]
mov r2, #0x58
mul r2, r0
add r1, r2
add r1, #0x1A
ldrb r3, [r1]
ldrb r4, [r1, #0x3]

GetFoeStats:
ldr r1, .BattleData
ldr r0, .TargetBank
ldrb r0, [r0]
mov r2, #0x58
mul r2, r0
add r1, r2
add r1, #0x1A
ldrb r5, [r1]
ldrb r6, [r1, #0x3]

SetUserDefToFoeDef:
ldr r1, .BattleData
ldr r0, .UserBank
ldrb r0, [r0]
mov r2, #0x58
mul r2, r0
add r1, r2
add r1, #0x1A
strb r5, [r1]

SetUserSpDefToFoeSpDef:
ldr r1, .BattleData
ldr r0, .UserBank
ldrb r0, [r0]
mov r2, #0x58
mul r2, r0
add r1, r2
add r1, #0x1D
strb r6, [r1]

SetFoeDefToUserDef:
ldr r1, .BattleData
ldr r0, .TargetBank
ldrb r0, [r0]
mov r2, #0x58
mul r2, r0
add r1, r2
add r1, #0x1A
strb r3, [r1]

SetFoeSpDefToUserSpDef:
ldr r1, .BattleData
ldr r0, .TargetBank
ldrb r0, [r0]
mov r2, #0x58
mul r2, r0
add r1, r2
add r1, #0x1D
strb r4, [r1]

End:
pop {r0}
bx lr

.align 2
.BattleData: .word 0x02023BE4
.UserBank: .word 0x02023D6B
.TargetBank: .word 0x02023D6C


There's probably a more efficient way to combine those two routines together and include the check in the assembly, but this works fine even if it is a little bulky.

mamamama
July 21st, 2014, 08:33 AM
I've made a fully functional Close Combat effect for FireRed, with the animation varying when one stat is already at its minimum (i.e. only lowering one), when both aren't at their minimum (i.e. lowering both) and when both are at their minimum (i.e. skipping the drops altogether). This does use ASM but I've since been told that it could be done with the jumpifstat command. I'm going to post this anyway. You'll need to have the battle script callasm (http://www.pokecommunity.com/showpost.php?p=7101031&postcount=230) command, too.


Could you please double-check your Close Combat asm. It does not work with Thumb.

I'm not good at asm but a quick look at the stuff down at the bottom (Align 2) has pointers defined which are not in the code (.UserBank) and (.LowerBothBS) and in the main itself there is .CurrentMonIndex which is not down in the Align 2. list.

Would you mind re-checking it with your notes and confirming with Thumb that it works for you?


Oh right this thread exists.

I've also ported Sucker Punch to Emerald:

.Align 2
.UserBank: .word 0x0202420B
.TargetBank: .word 0x0202420C
.BattleStruct: .word 0x02024084
.BasePower: .word 0x02024400
.TurnOrder: .word 0x0202407E
.MonsMoved: .word 0x02024082
.MovesUsed: .word 0x02024274
.MoveTable: .word 0x08XXXXXX
.CurrentScript: .word 0x02024214
.FailScript: .word 0x082D9F1C


However, I can't manage to get "The Moved Failed" in my script. It just shows "XX Used Sucker Punch" and then nothing (everything works fine, just that this textstring doesn't come up). I've tried to add Resultmessage and missmessage after the callasm, but neither of that worked.

This is my script (Uses Quick Attack effect spot):


#org @start
jumpifhalfword 0x0 0x20241EA 0x[MoveHex] @SPunch
goto 0x82D8A00

#org @SPunch
attackcanceler
accuracycheck 0x82D8A5E 0x0
attackstring
ppreduce
callasm 0x8[Offset of asm +1]
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c BANK_TARGET
waitstate
graphicalhpupdate BANK_TARGET
datahpupdate BANK_TARGET
critmessage
waitmessage DELAY_1SECOND
resultmessage
waitmessage DELAY_1SECOND
fainpokemon BANK_TARGET 0x0 0x0
setbyte 0x2024488
cmd49 0x0 0x0
end


Do I need to add a printstring somewhere? Sorry if noobish question.

MrDollSteak
July 21st, 2014, 09:10 AM
Here's an effect I wrote for Flower Shield, usable in Emerald. It individually raises the defense of all Grass Pokemon present in battle (works for 1v1 and 2v2), and if there are no Grass-types out (or their defenses are all maxed) it gives the "But it failed!" message instead of animating.

Hey Tlachtli, currently porting this to Fire Red, only thing I'm having trouble with, is what exactly 0x2024200 does, and what it corresponds to. My guess is either its 0x2023D50 (existing damage) or 0x2023D60 (which I'm not entirely sure what's purpose is). Would you mind sharing what specifically that byte does?

I've made an effect for both Power Swap and Guard Swap, using only one effect ID for both.

There's probably a more efficient way to combine those two routines together and include the check in the assembly, but this works fine even if it is a little bulky.

I'd probably hook this into Psych Up! Might be a good way to save another move effect slot.
As Psych Up copies the opponents stat changes, I figure it'd have similar usage.

---------------------------------------------------------------------------

Anyway, I've been working on redoing stat changing moves in the OP for Fire Red, these are all based on the existing scripts and are hooked into existing battle scripts. The only thing you'll need to change is the move IDs. They should all have the correct animations etc.

The benefit of this as Doesn't mentioned is that the AI will be more intelligent in selecting moves.

Hone Claws

Replace effect 10 with this battle script.
Note 0x199 is Hone Claws' move ID in my rombase, if you are using your own just change that.

#dynamic 0x800000
#freespacebyte 0xFF

#org @pickmove
jumpifhalfword 0x0 0x2023D4A 0x199 @honeclaws
goto 0x1D6B77

#org @honeclaws
attackcanceler
attackstring
ppreduce
jumpifstat BANK_USER 0x3 0x1 0xC @attack
jumpifstat BANK_USER B_= 0x6 0xC 0x81D85E7

#org @attack
attackanimation
waitanimation
setbyte 0x2023FDF 0x0
playstatchangeanimation 0x0 0x42 0x0
setbyte 0x2023FDE 0x11
statbuffchange 0x1 true @accuracy
jumpifbyte 0x0 0x2023E87 0x2 @accuracy
printfromtable 0x83FE57C
waitmessage 0x40

#org @accuracy
setbyte 0x2023FDE 0x16
statbuffchange 0x1 true 0x81D85E2
jumpifbyte 0x0 0x2023E87 0x2 0x81D85E2
printfromtable 0x83FE57C
waitmessage 0x40
goto 0x1D694E

Flame Charge

Replace effect 70 with this battle script.
Note 0x196 is Flame Charge in my rombase, if you are adding it yourself just change that.
You'll need to set the effect byte to 100.

#dynamic 0x800000
#freespacebyte 0xFF

#org @pickmove
jumpifhalfword 0x0 0x2023D4A 0x196 @speedboost
goto 0x81D7275

#org @speedboost
setbyte 0x2023E85 0xD1
goto 0x81D6900

Charge Beam, Acid Spray and Fiery Dance

Replace effect 72 with this battle script.
Note 0x16C is Charge Beam in my rombase, 0x1A9 is Acid Spray and 1AA is Fiery Dance.
Again if you're adding them yourself just change those.

#dynamic 0x800000
#freespacebyte 0xFF

#org @pickmove
jumpifhalfword 0x0 0x2023D4A 0x16C @spatkboost
jumpifhalfword 0x0 0x2023D4A 0x1A9 @harshdrop
jumpifhalfword 0x0 0x2023D4A 0x1AA @spatkboost
goto 0x81D728B

#org @spatkboost
setbyte 0x2023E85 0x52
goto 0x81D6900

#org @harshdrop
setbyte 0x2023E85 0x32
goto 0x81D6900

Coil

Replace effect 208 with this battle script.
Note 0x19B is coil in my rombase, if you're adding it yourself just change that.

#dynamic 0x800000
#freespacebyte 0xFF

#org @pickmove
jumpifhalfword 0x0 0x2023D4A 0x19B @coil
goto 0x1D851F

#org @coil
attackcanceler
attackstring
ppreduce
jumpifstat BANK_USER 0x3 0x1 0xC @attack
jumpifstat BANK_USER 0x3 0x2 0xC @attack
jumpifstat BANK_USER B_= 0x6 0xC 0x81D85E7

#org @attack
attackanimation
waitanimation
setbyte 0x2023FDF 0x0
playstatchangeanimation 0x0 0x46 0x0
setbyte 0x2023FDE 0x11
statbuffchange 0x1 true @defense
jumpifbyte 0x0 0x2023E87 0x2 @defense
printfromtable 0x83FE57C
waitmessage 0x40

#org @defense
setbyte 0x2023FDE 0x12
statbuffchange 0x1 true @accuracy
jumpifbyte 0x0 0x2023E87 0x2 @accuracy
printfromtable 0x83FE57C
waitmessage 0x40

#org @accuracy
setbyte 0x2023FDE 0x16
statbuffchange 0x1 true 0x81D85E2
jumpifbyte 0x0 0x2023E87 0x2 0x81D85E2
printfromtable 0x83FE57C
waitmessage 0x40
goto 0x1D694E

Quiver Dance and Geomancy

Replace move effect 211 with this battle script.

To make it work it'll be a bit more tricky. You'll need Jambo's message battle hack installed, as well Jambo's setword command (make this command FA in the new command table).

An alternative option is expanding the battle message table at 3FDF3C, and then adding a new index to the 2-turn message table to relate to Geomancy's 0x8 index, though you'll need to rewrite the section slightly.

I personally recommend Jambo's message battle hack for now.

Geomancy as of yet does not have an index in my rombase so make your own. As a two-turn move it should work perfectly, assuming you do its animation and message correctly.

#dynamic 0x800000
#freespacebyte 0xFF

#org @pickmove
jumpifhalfword 0x0 0x2023D4A 0x19F @quiverdance
jumpifhalfword 0x0 0x2023D4A 0x??? @geomancy
goto 0x1D8583

#org @quiverdance
attackcanceler
attackstring
ppreduce
jumpifstat BANK_USER 0x3 0x4 0xC @spattack
jumpifstat BANK_USER 0x3 0x5 0xC @spattack
jumpifstat BANK_USER B_= 0x3 0xC 0x81D85E7

#org @spattack
attackanimation
waitanimation
setbyte 0x2023FDF 0x0
playstatchangeanimation 0x0 0x38 0x0
setbyte 0x2023FDE 0x14
statbuffchange 0x1 true @spdefense
jumpifbyte 0x0 0x2023E87 0x2 @spdefense
printfromtable 0x83FE57C
waitmessage 0x40

#org @spdefense
setbyte 0x2023FDE 0x15
statbuffchange 0x1 true @speed
jumpifbyte 0x0 0x2023E87 0x2 @speed
printfromtable 0x83FE57C
waitmessage 0x40

#org @speed
setbyte 0x2023FDE 0x13
statbuffchange 0x1 true 0x81D85E2
jumpifbyte 0x0 0x2023E87 0x2 0x81D85E2
printfromtable 0x83FE57C
waitmessage 0x40
goto 0x1D694E

#org @geomancy
jumpifsecondarystatus BANK_USER 0x1000 @turn2
jumpifword B_& 0x2023DD0 0x200 @turn2
call @geomancymessage
goto 0x81D694E

#org @geomancymessage
attackcanceler
printstring 0x130
ppreduce
attackanimation
waitanimation
orword 0x2023DD0 0x8000000
setbyte 0x2023E85 0x4C
seteffecttarget
copyarray 0x2023E87 0x2023FD3 0x1
setword 0x203C020 0x8DDDDDD
printstring 0x184
waitmessage DELAY_1SECOND
return

#org @turn2
attackcanceler
setbyte 0x2023E85 0xC
setbyte 0x2023FDC 0x1
clearstatus BANK_USER
orword 0x2023DD0 0x800
attackstring
ppreduce
jumpifstat BANK_USER 0x3 0x4 0xC @spattack2
jumpifstat BANK_USER 0x3 0x5 0xC @spattack2
jumpifstat BANK_USER B_= 0x3 0xC 0x81D85E7

#org @spattack2
attackanimation
waitanimation
setbyte 0x2023FDF 0x0
playstatchangeanimation 0x0 0x38 0x0
setbyte 0x2023FDE 0x24
statbuffchange 0x1 true @spdefense2
jumpifbyte 0x0 0x2023E87 0x2 @spdefense2
printfromtable 0x83FE57C
waitmessage 0x40

#org @spdefense2
setbyte 0x2023FDE 0x25
statbuffchange 0x1 true @speed2
jumpifbyte 0x0 0x2023E87 0x2 @speed2
printfromtable 0x83FE57C
waitmessage 0x40

#org @speed2
setbyte 0x2023FDE 0x23
statbuffchange 0x1 true 0x81D85E2
jumpifbyte 0x0 0x2023E87 0x2 0x81D85E2
printfromtable 0x83FE57C
waitmessage 0x40
goto 0x1D694E

At DDDDDD place the following hex:
FD 0F 00 DD E7 00 D5 D6 E7 E3 E6 D6 DD E2 DB 00 E4 E3 EB D9 E6 AB

Shift Gear and Shell Smash

Replace move effect 212 with this battle script.
Currently Shift Gear does not have an index in my rombase so you'll have to make one.
Shell Smash's index is 1C4 in my rombase so just change that.

#dynamic 0x800000
#freespacebyte 0xFF

#org @pickmove
jumpifhalfword 0x0 0x2023D4A 0x??? @shiftgear
jumpifhalfword 0x0 0x2023D4A 0x1C4 @shellsmash
goto 0x1D85FB

#org @shiftgear
attackcanceler
attackstring
ppreduce
jumpifstat BANK_USER 0x3 0x1 0xC @attack
jumpifstat BANK_USER B_= 0x3 0xC 0x81D85E7

#org @attack
attackanimation
waitanimation
setbyte 0x2023FDF 0x0
playstatchangeanimation 0x0 0xA 0x0
setbyte 0x2023FDE 0x11
statbuffchange 0x1 true @speed
jumpifbyte 0x0 0x2023E87 0x2 @speed
printfromtable 0x83FE57C
waitmessage 0x40

#org @speed
setbyte 0x2023FDE 0x23
statbuffchange 0x1 true 0x81D85E2
jumpifbyte 0x0 0x2023E87 0x2 0x81D85E2
printfromtable 0x83FE57C
waitmessage 0x40
goto 0x1D694E

#org @shellsmash
attackcanceler
attackstring
ppreduce
jumpifstat BANK_USER 0x2 0x2 0x0 @dropdefense
jumpifstat BANK_USER B_= 0x5 0x0 @boost

#org @dropdefense
attackanimation
waitanimation
setbyte 0x2023FDF 0x0
playstatchangeanimation 0x1 0x24 0x9
setbyte 0x2023FDE 0x92
statbuffchange 0x81 true @dropspdefense
jumpifbyte 0x0 0x2023E87 0x2 @dropspdefense
printfromtable 0x83FE57C
waitmessage 0x40

#org @dropspdefense
setbyte 0x2023FDE 0x95
statbuffchange 0x81 true @boost
jumpifbyte 0x0 0x2023E87 0x2 @boost
printfromtable 0x83FE57C
waitmessage 0x40

#org @boost
jumpifstat BANK_USER 0x3 0x1 0xC @sharpattack
jumpifstat BANK_USER 0x3 0x4 0xC @sharpattack
jumpifstat BANK_USER B_= 0x3 0xC 0x81D85E7

#org @sharpattack
setbyte 0x2023FDF 0x0
playstatchangeanimation 0x0 0x1A 0x0
setbyte 0x2023FDE 0x21
statbuffchange 0x1 true @sharpspattack
jumpifbyte 0x0 0x2023E87 0x2 @sharpspattack
printfromtable 0x83FE57C
waitmessage 0x40

#org @sharpspattack
setbyte 0x2023FDE 0x24
statbuffchange 0x1 true @sharpspeed
jumpifbyte 0x0 0x2023E87 0x2 @sharpspeed
printfromtable 0x83FE57C
waitmessage 0x40

#org @sharpspeed
setbyte 0x2023FDE 0x23
statbuffchange 0x1 true 0x81D85E2
jumpifbyte 0x0 0x2023E87 0x2 0x81D85E2
printfromtable 0x83FE57C
waitmessage 0x40
goto 0x1D694E

I'm currently working on porting Tlachtli's Flower Shield to Fire Red,
as well as completing Work Up, Growth, and Rototiller.
I just need to find the best move effect this to. I'm currently thinking
of hooking into effect 12 (sp. atk) as most Pokemon that use Growth
in particular, would be doing so for the Special Attack boost.
Physical Pokemon would likely use the move anyway.

Haven't tested these particularly, so if anyone spots any bugs let me know.

mamamama
July 21st, 2014, 09:11 AM
Oh, right, that was my mistake, sorry.

Thanks!

It compiles into Thumb now. However, it doesn't lower any stats. I've noticed that the .LowerBothBS is not in the script (but it is in the .Align 2) while the .LowerSpDefBS and .LowerDefBS are (Under BothBS, there is only ldr r4, .EndBS while the other two look differently. Perhaps that's the issue?

I'm currently working on porting Tlachtli's Flower Shield to Fire Red,
as well as completing Work Up, Growth, Shell Smash and Rototiller.
I just need to find the best move effect this to. I'm currently thinking
of hooking into effect 12 (sp. atk) as most Pokemon that use Growth and
Shell Smash in particular, would be doing so for the Special Attack boost.
Physical Pokemon would likely use the move anyway.

Why not use Dragon Dance for Shell Smash? Although it raises attack, doesnt the game calculate that the Pokemon has raised Sp. Attack + Speed aswell after one Shell Smash and then proceed to attack if opponent is in OHKO range?

Spherical Ice
July 21st, 2014, 09:17 AM
Thanks!

It compiles into Thumb now. However, it doesn't lower any stats. I've noticed that the .LowerBothBS is not in the script (but it is in the .Align 2) while the .LowerSpDefBS and .LowerDefBS are (Under BothBS, there is only ldr r4, .EndBS while the other two look differently. Perhaps that's the issue?

Oh, right, my mistake again, I'm just really dumb. Fixed in the original post. Turns out the stat animations were wrong too as they displayed stats being raised, and that's also been fixed. I've also added correct strings to the Power Swap / Guard Swap effects.

mamamama
July 21st, 2014, 09:41 AM
Oh, right, my mistake again, I'm just really dumb. Fixed in the original post. Turns out the stat animations were wrong too as they displayed stats being raised, and that's also been fixed. I've also added correct strings to the Power Swap / Guard Swap effects.

Hmm.. Still Doesn't lower any stats :/

MrDollSteak
July 21st, 2014, 09:45 AM
Thanks!

It compiles into Thumb now. However, it doesn't lower any stats. I've noticed that the .LowerBothBS is not in the script (but it is in the .Align 2) while the .LowerSpDefBS and .LowerDefBS are (Under BothBS, there is only ldr r4, .EndBS while the other two look differently. Perhaps that's the issue?



Why not use Dragon Dance for Shell Smash? Although it raises attack, doesnt the game calculate that the Pokemon has raised Sp. Attack + Speed aswell after one Shell Smash and then proceed to attack if opponent is in OHKO range?

The worry for this is having a Gorebyss with only special moves, ultimately It'd probably use the move in the first place for the Speed Boost, but theres always the chance. I'll give it a mull over.

Oh, right, my mistake again, I'm just really dumb. Fixed in the original post. Turns out the stat animations were wrong too as they displayed stats being raised

Spherical, I'd probably just handle the stat lowering through the battle script itself, easier to bug check.

Spherical Ice
July 21st, 2014, 09:47 AM
Hmm.. Still Doesn't lower any stats :/

It does, but I edited it again since my post.

Spherical, I'd probably just handle the stat lowering through the battle script itself, easier to bug check.

This is true, though the original did work fine and I just messed it up when trying to make it readable. It should work now (in that, I completely redid it in my ROM using the scripts in the original post and it works fine). I might rewrite it in the future so that it's better though, that was one of my first ASM routines and one of my first battle scripts so it probably does need revision.

mamamama
July 21st, 2014, 10:10 AM
It does, but I edited it again since my post.

Got it to work now after the swapping of EndBS and LowerBothBS.

Congrats on your first ASM! I've had many hours of rage not getting Close Combat to lower the single Defense or Sp. Def. stats properly after one reaches -6, so your effort is definitely appreciated!

Hopefully I'll have time to learn some asm soon, too, so I can contribute more to the forum and to my own hack.

EDIT: Also, for those who want the Close Combat asm for Emerald:


.align 2
.BattleData: .word 0x02024084
.UserBank: .word 0x0202420B
.ActiveBSPointer: .word 0x02024214
.LowerSpDefBS: .word 0x08AAAAAA
.LowerDefBS: .word 0x08BBBBBB
.LowerBothBS: .word 0x08CCCCCC
.EndBS: .word 0x082D8A4E

Tlachtli
July 21st, 2014, 12:17 PM
Hey Tlachtli, currently porting this to Fire Red, only thing I'm having trouble with, is what exactly 0x2024200 does, and what it corresponds to. My guess is either its 0x2023D50 (existing damage) or 0x2023D60 (which I'm not entirely sure what's purpose is). Would you mind sharing what specifically that byte does?

That's just an arbitrary, unused halfword I recycle as a temp variable in my ASMs and battle scripts. I can't say I'm 100% certain it's safe, but I watched it over the course of several battles and never saw it get used/changed by anything. Any halfword (or in this case, just a byte) that doesn't get used during battle and is cleared afterword will work fine.

In this case, I'm using it as a flag to check if the move's initial animation has already been played. If it cycles through all the targets and never sets the flag (because it never found a valid target and thus played the animation) then it knows to print the "But it failed" message.

Spherical Ice
July 21st, 2014, 03:06 PM
Brine effect for FireRed, requires the callasm (http://www.pokecommunity.com/showpost.php?p=7101031&postcount=230) command as usual:

Battle Script:#dynamic 0x800000
#freespacebyte 0xFF

#org @start
callasm 0x8AABBCC +1

ASM at AABBCC:.text
.align 2
.thumb
.thumb_func

Start:
ldr r1, .BattleData
ldr r0, .TargetBank
ldrb r0, [r0]
mov r2, #0x58
mul r2, r0
add r1, #0x28
add r1, r2
ldrb r0, [r1]
ldrb r2, [r1, #0x4]
lsr r2, #1
cmp r0, r2
bgt End
mov r2, #0x2
ldr r3, .DamageMultiplier
strb r2, [r3, #0x0]

End:
ldr r0, .ReturnBS
ldr r1, .ActiveBSPointer
str r0, [r1, #0x0]
bx lr

.align 2
.BattleData: .word 0x02023BE4
.TargetBank: .word 0x02023D6C
.ActiveBSPointer: .word 0x02023D74
.DamageMultiplier: .word 0x02023FD2
.ReturnBS: .word 0x081D6926

The bolded offset points to this battle script from vanilla FireRed:#org 0x1D6926
attackcanceler
accuracycheck 0x81D695E 0x0
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c 0x0
waitstate
graphicalhpupdate 0x0
datahpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
seteffectwithchancetarget
faintpokemon 0x0 0x0 0x0
setbyte 0x2023FD8 0x0
cmd49 0x0 0x0
end

#org 0x1D695E
attackstring
ppreduce
pause 0x20
missmessage
resultmessage
waitmessage 0x40
goto 0x81D694E

#org 0x1D694E
setbyte 0x2023FD8 0x0
cmd49 0x0 0x0
end

BugMania
July 21st, 2014, 04:18 PM
Brine effect for FireRed, requires the callasm (http://www.pokecommunity.com/showpost.php?p=7101031&postcount=230) command as usual:

Battle Script:#dynamic 0x800000
#freespacebyte 0xFF

#org @start
callasm 0x8AABBCC +1ASM at AABBCC:.text
.align 2
.thumb
.thumb_func

Start:
ldr r1, .BattleData
ldr r0, .TargetBank
ldrb r0, [r0]
mov r2, #0x58
mul r2, r0
add r1, #0x28
add r1, r2
ldrb r0, [r1]
ldrb r2, [r1, #0x4]
lsr r2, #1
cmp r0, r2
bgt End
mov r2, #0x2
ldr r3, .DamageMultiplier
strb r2, [r3, #0x0]

End:
ldr r0, .ReturnBS
ldr r1, .ActiveBSPointer
str r0, [r1, #0x0]
bx lr

.align 2
.BattleData: .word 0x02023BE4
.TargetBank: .word 0x02023D6C
.ActiveBSPointer: .word 0x02023D74
.DamageMultiplier: .word 0x02023FD2
.ReturnBS: .word 0x081D6926The bolded offset points to this battle script from vanilla FireRed:#org 0x1D6926
attackcanceler
accuracycheck 0x81D695E 0x0
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c 0x0
waitstate
graphicalhpupdate 0x0
datahpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
seteffectwithchancetarget
faintpokemon 0x0 0x0 0x0
setbyte 0x2023FD8 0x0
cmd49 0x0 0x0
end

#org 0x1D695E
attackstring
ppreduce
pause 0x20
missmessage
resultmessage
waitmessage 0x40
goto 0x81D694E

#org 0x1D694E
setbyte 0x2023FD8 0x0
cmd49 0x0 0x0
end
Great! If I understand correctly, you have found an easier way to do what I had previously shown the way!

MrDollSteak
July 21st, 2014, 08:24 PM
That's just an arbitrary, unused halfword I recycle as a temp variable in my ASMs and battle scripts. I can't say I'm 100% certain it's safe, but I watched it over the course of several battles and never saw it get used/changed by anything. Any halfword (or in this case, just a byte) that doesn't get used during battle and is cleared afterword will work fine.

In this case, I'm using it as a flag to check if the move's initial animation has already been played. If it cycles through all the targets and never sets the flag (because it never found a valid target and thus played the animation) then it knows to print the "But it failed" message.

Awesome! Thanks Tlachtli. I'm using 02023D60 in this case, as theres nothing specific that it does.

Also I've edited my original post, since I've added Shell Smash to Dragon Dance's BS. As mamamama rightly said +Atk and +Speed is closer to Shell Smash's effect than +Spatk could have been. Anyway here are the new moves! All for Fire Red.

Flower Shield

Replace effect 11 with this battle script.
Flower Shield doesn't yet have an index in my rombase so just give it one.
Credits to Tlachtli for his original Emerald battle script.
#dynamic 0x800000
#freespacebyte 0xFF

#org @Effect11
setbyte 0x2023FDE 0x12
jumpifhalfword B_= 0x2023D4A 0x??? @FlowerShield
goto 0x1D6B9E

#org @FlowerShield
setbyte 0x02023D60 0x0
attackcanceler
attackstring
ppreduce
cmd25
jumpiftype 0x1 0xC @SelfGrass
goto @Call

#org @SelfGrass
jumpifsecondarystatus 0x1 0x1000000 @NextTarget
jumpifstat 0x1 B_>= 0x2 0xC @NextTarget
jumpifbyte B_= 0x02023D60 0x1 @SelfNoAnimation
attackanimation
waitanimation
setbyte 0x02023D60 0x1
goto @SelfNoAnimation

#org @SelfNoAnimation
cmd47
playstatchangeanimation 0x1 0x4 0x0
statbuffchange 0x80 true @NextTarget
jumpifbyte B_>= 0x2023E87 0x2 @NextTarget
printfromtable 0x83FE57C
waitmessage 0x40

#org @NextTarget
cmd25

#org @Call
jumpifarrayequal 0x2023D6B 0x2023D6C 0x1 @NextTarget
call @TargetBuff
setbyte 0x2023FD8 0x0
cmd49 0x2 0x10
jumpwhiletargetvalid @NextTarget
jumpifbyte B_= 0x02023D60 0x0 @NoBuffs
end

#org @TargetBuff
jumpiftype 0x0 0xC @Grass
goto @Return

#org @Grass
jumpifsecondarystatus 0x0 0x1000000 @Return
jumpifstat 0x0 B_>= 0x2 0xC @Return
jumpifbyte B_= 0x02023D60 0x1 @NoAnimation
attackanimation
waitanimation
setbyte 0x02023D60 0x1
goto @NoAnimation

#org @NoAnimation
cmd47
playstatchangeanimation 0x0 0x4 0x0
statbuffchange 0x0 false @Return
jumpifbyte B_>= 0x2023E87 0x2 @Return
printfromtable 0x83FE57C
waitmessage 0x40

#org @Return
return

#org @NoBuffs
pause 0x20
orbyte 0x2023DCC 0x20
resultmessage
waitmessage 0x40
end

Work Up and Growth and Rototiller

Replace effect 13 with this battle script.
Growth is updated to its Gen V effect.
Work Up has an index of 19E in my rombase, and Rototiller is 0x1DF so just make note of that.
Rototiller works in the same way that Flower Shield does, so thanks to Tlachtli for the original notes on how to do this.
#include abilities.bsh
#dynamic 0x800000
#freespacebyte 0xFF

#org @pickmove
jumpifhalfword 0x0 0x2023D4A 0x4A @growth
jumpifhalfword 0x0 0x2023D4A 0x19E @workup
jumpifhalfword 0x0 0x2023D4A 0x1DF @rototiller
goto 0x1D6B8D

#org @growth
jumpifabilitypresent ABILITY_CLOUDNINE @workup
jumpifabilitypresent ABILITY_AIRLOCK @workup
jumpifhalfword B_& 0x2023F1C 0x60 @sunlight

#org @sunlight
attackcanceler
attackstring
ppreduce
jumpifstat BANK_USER 0x3 0x1 0xC @attack2
jumpifstat BANK_USER B_= 0x4 0xC 0x81D85E7

#org @attack2
attackanimation
waitanimation
setbyte 0x2023FDF 0x0
playstatchangeanimation 0x0 0x12 0x0
setbyte 0x2023FDE 0x21
statbuffchange 0x1 true @spatk2
jumpifbyte 0x0 0x2023E87 0x2 @spatk2
printfromtable 0x83FE57C
waitmessage 0x40

#org @spatk2
setbyte 0x2023FDE 0x24
statbuffchange 0x1 true 0x81D85E2
jumpifbyte 0x0 0x2023E87 0x2 0x81D85E2
printfromtable 0x83FE57C
waitmessage 0x40
goto 0x1D694E

#org @workup
attackcanceler
attackstring
ppreduce
jumpifstat BANK_USER 0x3 0x1 0xC @attack
jumpifstat BANK_USER B_= 0x4 0xC 0x81D85E7

#org @attack
attackanimation
waitanimation
setbyte 0x2023FDF 0x0
playstatchangeanimation 0x0 0x12 0x0
setbyte 0x2023FDE 0x11
statbuffchange 0x1 true @spatk
jumpifbyte 0x0 0x2023E87 0x2 @spatk
printfromtable 0x83FE57C
waitmessage 0x40

#org @spatk
setbyte 0x2023FDE 0x14
statbuffchange 0x1 true 0x81D85E2
jumpifbyte 0x0 0x2023E87 0x2 0x81D85E2
printfromtable 0x83FE57C
waitmessage 0x40
goto 0x1D694E

#org @rototiller
setbyte 0x2023D60 0x0
attackcanceler
attackstring
ppreduce
cmd25
jumpiftype 0x1 0xC @selfgrass
goto @call

#org @selfgrass
jumpifsecondarystatus 0x1 0x1000000 @next
jumpifstat 0x1 B_>= 0x1 0xC @next
jumpifstat 0x1 B_>= 0x4 0xC @next
jumpifbyte B_= 0x2023D60 0x1 @selfnoanimation
attackanimation
waitanimation
setbyte 0x2023D60 0x1

#org @selfnoanimation
cmd47
playstatchangeanimation 0x1 0x12 0x0
setbyte 0x2023FDE 0x11
statbuffchange 0x80 true @selfnoanimation2
jumpifbyte B_>= 0x2023E87 0x2 @selfnoanimation2
printfromtable 0x83FE57C
waitmessage 0x40

#org @selfnoanimation2
setbyte 0x2023FDE 0x14
statbuffchange 0x80 true @next
jumpifbyte B_>= 0x2023E87 0x2 @next
printfromtable 0x83FE57C
waitmessage 0x40

#org @next
cmd25

#org @call
jumpifarrayequal 0x2023D6B 0x2023D6C 0x1 @next
call @target
setbyte 0x2023FD8 0x0
cmd49 0x2 0x10
jumpwhiletargetvalid @next
jumpifbyte B_= 0x2023D60 0x0 @nobuffs
end

#org @target
jumpiftype 0x0 0xC @grass
goto @return

#org @grass
jumpifsecondarystatus 0x0 0x1000000 @return
jumpifstat 0x0 B_>= 0x1 0xC @return
jumpifstat 0x0 B_>= 0x4 0xC @return
jumpifbyte B_= 0x02023D60 0x1 @noanimation
attackanimation
waitanimation
setbyte 0x02023D60 0x1

#org @noanimation
cmd47
playstatchangeanimation 0x0 0x12 0x0
setbyte 0x2023FDE 0x11
statbuffchange 0x0 false @noanimation2
jumpifbyte B_>= 0x2023E87 0x2 @noanimation2
printfromtable 0x83FE57C
waitmessage 0x40

#org @noanimation2
setbyte 0x2023FDE 0x14
statbuffchange 0x0 false @return
jumpifbyte B_>= 0x2023E87 0x2 @return
printfromtable 0x83FE57C
waitmessage 0x40

#org @return
return

#org @nobuffs
pause 0x20
orbyte 0x2023DCC 0x20
resultmessage
waitmessage 0x40
end

Cotton Guard

Replace effect 51 with this battle script.
You'll need Jambo's battle message hack and set word command.
0x1B7 is the index for Cotton Guard so just change that.
It successfully raises Defense by 3 stages and displays the message 'drastically rose' not Sharply rose.
Though if you are already at +4 or +5 it will jump to the equivalent +2 or +1 battle script.
#dynamic 0x800000
#freespacebyte 0xFF

#org @pickmove
jumpifhalfword 0x0 0x2023D4A 0x1B7 @cottonguard
goto 0x1D7103

#org @cottonguard
jumpifstat BANK_USER B_>= 0x2 0xA 0x1D7103
jumpifstat BANK_USER B_>= 0x2 0xB 0x1D6B82
attackcanceler
attackstring
ppreduce
setbyte 0x2023FDE 0x22
statbuffchange 0x1 true 0x81D6BCC
jumpifbyte 0x0 0x2023E87 0x2 0x81D6BC4

#org @singleboost
attackanimation
waitanimation
cmd47
playanimation BANK_USER 0x1 0x2023FD4
setbyte 0x2023FDE 0x12
statbuffchange 0x1 true 0x81D6BCC
jumpifbyte 0x0 0x2023E87 0x2 0x81D6BC4

#org @end
setword 0x203C020 0x8CCCCCC
printstring 0x184
waitmessage DELAY_1SECOND
goto 0x81D694E

At CCCCCC place this hex:
FD 0F B4 E7 00 BE D9 DA D9 E2 E7 D9 FE D8 E6 D5 E7 E8 DD D7 D5 E0 E0 ED 00 E6 E3 E7 D9 AB

Tail Glow

Replace effect 53 with this battle script.
You'll need Jambo's battle message hack and set word command.
It updates Tail Glow to its Gen V+ usage.
It successfully raises Sp. Atk by 3 stages and displays the message 'drastically rose' not Sharply rose.
Though if you are already at +4 or +5 it will jump to the equivalent +2 or +1 battle script.
#dynamic 0x800000
#freespacebyte 0xFF

#org @pickmove
jumpifhalfword 0x0 0x2023D4A 0x126 @tailglow
goto 0x1D7119

#org @tailglow
jumpifstat BANK_USER B_>= 0x4 0xA 0x1D7119
jumpifstat BANK_USER B_>= 0x4 0xB 0x1D6B8D
attackcanceler
attackstring
ppreduce
setbyte 0x2023FDE 0x24
statbuffchange 0x1 true 0x81D6BCC
jumpifbyte 0x0 0x2023E87 0x2 0x81D6BC4

#org @singleboost
attackanimation
waitanimation
cmd47
playanimation BANK_USER 0x1 0x2023FD4
setbyte 0x2023FDE 0x14
statbuffchange 0x1 true 0x81D6BCC
jumpifbyte 0x0 0x2023E87 0x2 0x81D6BC4

#org @end
setword 0x203C020 0x8DDDDDD
printstring 0x184
waitmessage DELAY_1SECOND
goto 0x81D694E
At DDDDDD place this hex:
FD 0F B4 E7 00 CD E4 AD 00 BB E8 DF FE D8 E6 D5 E7 E8 DD D7 D5 E0 E0 ED 00 E6 E3 E7 D9 AB

Charge

Replace effect 174 with this battle script.
It's Charge but now with a permanent Sp. Def boost that's added after the charge effect to match the message style of Gen V.
#dynamic 0x800000
#freespacebyte 0xFF

#org @charge
attackcanceler
attackstring
ppreduce
setcharge
attackanimation
waitanimation
printstring 0xA5
waitmessage DELAY_1SECOND

#org @spdefboost
setbyte 0x2023FDE 0x15
statbuffchange 0x1 true 0x81D6BCC
jumpifbyte B_!= 0x2023E87 0x2 0x81D6BCC
goto 0x81D6BBC

mamamama
July 22nd, 2014, 12:13 AM
Awesome! Thanks Tlachtli. I'm using 02023D60 in this case, as theres nothing specific that it does.

Also I've edited my original post, since I've added Shell Smash to Dragon Dance's BS. As mamamama rightly said +Atk and +Speed is closer to Shell Smash's effect than +Spatk could have been. Anyway here are the new moves! All for Fire Red.[/CODE][/SPOILER]

I noticed that you use playtstatsanimation 0x0 0xA 0x0 on moves such as Quiver Dance, Coil and Shell Smash. Is there a reason it's always that combination?

I was under the impression you had to add the stats you are raising/lowering together so that the correct colour changes when just one stats is raising.

For example. Dragon Dance has Speed (0x8) and Attack (0x2) so if you add them together you get 0xA and thus one colour is correctly used if the other is already at +6. This would place Coil at 0x46 etc.

MrDollSteak
July 22nd, 2014, 12:18 AM
I noticed that you use playtstatsanimation 0x0 0xA 0x0 on moves such as Quiver Dance, Coil and Shell Smash. Is there a reason it's always that combination?

I was under the impression you had to add the stats you are raising/lowering together so that the correct colour changes when just one stats is raising.

For example. Dragon Dance has Speed (0x8) and Attack (0x2) so if you add them together you get 0xA and thus one colour is correctly used if the other is already at +6. This would place Coil at 0x46 etc.

Oh that may be the case to be honest I just assumed it was 0xA for every multi-stat raising move. Let me look at Calm Mind to see if it also uses 0xA.

EDIT: I've gone through and fixed all of them. Thanks mamamama. Also I've tested them all in my rombase and they all work perfectly now.
EDIT2: My BSP has been compiling incorrectly in areas, for some reason the B_>= command isn't compiling to 0x3 as it should but to 0x0. I'm just going to change some move effects to show this.

mamamama
July 22nd, 2014, 02:36 AM
Oh that may be the case to be honest I just assumed it was 0xA for every multi-stat raising move. Let me look at Calm Mind to see if it also uses 0xA.

If you use a Pokemon with Dragon Dance + Shell Smash against a Zigzagoon with only Fake Tears, start with 2 Dragon Dances, and then go for a Shell Smash you will notice that neither of the defenses will lower when the regular defense should be going down.

I made this script a few weeks ago and cleaned it up a bit using yours as template. This is Quiver Dance and Shell Smash combined with Dragon Dance. I use Dragon Dance because I want the AI to recognize to use it when it wants to outspeed an opponent that is faster. I don't think the AI will act much differently if you choose to combine QDance with Calm Mind (My QDance is pretty much identical to yours).

I've tested this with all kinds of combinations and it should work. Note that this is for Emerald but should be easy to translate using the offsets in Mr. Ds's code. I made this based on the original Dragon Dance and Curse scripts combined.

EDIT: I noticed that my old effect did not pierce through White Smoke so I'm updating it with a fix. I believe yours has the same problem MrDollSteak. You can just change 0x1 TRUE @XX to 0x81 TRUE @XX and playstatanimation to 0x1 0x24 0x9 and it will work properly.

Credit to DoesntKnowHowToPlay's Hammer Arm Script for this fix.

#dynamic 0x[Offset]
#freespacebyte 0xFF

#include moves.bsh

#org @start
jumpifhalfword 0x0 0x20241EA 0x[Attack# in Hex] @QDance
jumpifhalfword 0x0 0x20241EA 0x[Attack# in Hex] @ShellSmash
goto 0x82DA731

#org @QDance
attackcanceler
attackstring
ppreduce
jumpifstat 0x1 0x3 0x5 0xC @SpAtt
jumpifstat 0x1 0x3 0x4 0xC @SpAtt
jumpifstat 0x1 0x0 0x3 0xC 0x82DA71D

#org @SpAtt
attackanimation
waitanimation
setbyte 0x202448F 0x0
playstatchangeanimation 0x0 0x38 0x0
setbyte 0x202448E 0x14
statbuffchange 0x41 TRUE @SpDef
jumpifbyte 0x0 0x2024337 0x2 @SpDef
printfromtable 0x85CC89C
waitmessage 0x40

#org @SpDef
setbyte 0x202448E 0x15
statbuffchange 0x41 TRUE @Speed
jumpifbyte 0x0 0x2024337 0x2 @Speed
printfromtable 0x85CC89C
waitmessage 0x40

#org @Speed
setbyte 0x202448E 0x13
statbuffchange 0x41 TRUE 0x82DA790
jumpifbyte 0x0 0x2024337 0x2 0x82DA790
printfromtable 0x85CC89C
waitmessage 0x40
goto 0x82D8A4E

#org @ShellSmash
attackcanceler
attackstring
ppreduce
jumpifstat 0x1 0x2 0x2 0x0 @DropDef
jumpifstat 0x1 0x2 0x5 0x0 @DropDef
jumpifstat 0x1 0x1 0x1 0xC @DropDef
jumpifstat 0x1 0x1 0x4 0xC @DropDef
jumpifstat 0x1 0x0 0x3 0xC 0x82DA71D

#org @DropDef
attackanimation
waitanimation
playstatchangeanimation 0x1 0x24 0x9
setbyte 0x202448E 0x92
statbuffchange 0x81 TRUE @DropSpDef
jumpifbyte 0x0 0x2024337 0x2 @DropSpDef
printfromtable 0x85CC8A8
waitmessage 0x40

#org @DropSpDef
setbyte 0x202448E 0x95
statbuffchange 0x81 TRUE @2Att
jumpifbyte 0x0 0x2024337 0x2 @2Att
printfromtable 0x85CC8A8
waitmessage 0x40

#org @2Att
setbyte 0x202448F 0x0
playstatchangeanimation 0x0 0x1A 0x0
setbyte 0x202448E 0x21
statbuffchange 0x41 TRUE @2SpAtt
jumpifbyte 0x0 0x2024337 0x2 @2SpAtt
printfromtable 0x85CC89C
waitmessage 0x40

#org @2SpAtt
setbyte 0x202448E 0x24
statbuffchange 0x41 TRUE @2Speed
jumpifbyte 0x0 0x2024337 0x2 @2Speed
printfromtable 0x85CC89C
waitmessage 0x40

#org @2Speed
setbyte 0x202448E 0x23
statbuffchange 0x41 TRUE 0x82DA790
jumpifbyte 0x0 0x2024337 0x2 0x82DA790
printfromtable 0x85CC89C
waitmessage 0x40
goto 0x82D8A4E

MrDollSteak
July 22nd, 2014, 02:47 AM
If you use a Pokemon with Dragon Dance + Shell Smash against a Zigzagoon with only Fake Tears, start with 2 Dragon Dances, and then go for a Shell Smash you will notice that neither of the defenses will lower when the regular defense should be going down.

The problem with that has been fixed, it was because BSP wasn't compiling the 0x3 byte in the jump properly.

Also here is an animation for Shift Gear using a custom particle.

00 3D 28 0A 03 28 01 0C 0C 08 19 B4 00 3F 02 XX XX XX 08 02 05 D6 FF E7 FF 00 00 00 00 0F 00 04 0C 02 YY YY YY 08 02 07 07 00 05 00 01 00 00 00 0A 00 00 00 00 00 19 74 00 3F 05 0B 03 0D 08 FF

At offset XXXXXX put
XX 28 XX 28 38 CA 3A 08 F0 1C 23 08 00 00 00 00 24 7A 3E 08 55 8C 0B 08

At offset YYYYYY put
XX 28 XX 28 58 CB 3A 08 F0 1C 23 08 00 00 00 00 F8 7B 3E 08 61 A5 0B 08

Then insert the attached particle particle wherever you want and change the index from XX 28 to your value in the particle table.

KDS
July 22nd, 2014, 03:43 AM
The updated Hi Jump Kick for Fire Red if anyone didn't notice.
http://www.pokecommunity.com/showpost.php?p=8361117&postcount=2

BugMania
July 23rd, 2014, 02:40 AM
Awesome! Thanks Tlachtli. I'm using 02023D60 in this case, as theres nothing specific that it does.

Also I've edited my original post, since I've added Shell Smash to Dragon Dance's BS. As mamamama rightly said +Atk and +Speed is closer to Shell Smash's effect than +Spatk could have been. Anyway here are the new moves! All for Fire Red.

Flower Shield

Replace effect 11 with this battle script.
Flower Shield doesn't yet have an index in my rombase so just give it one.
Credits to Tlachtli for his original Emerald battle script.
#dynamic 0x800000
#freespacebyte 0xFF

#org @Effect11
setbyte 0x2023FDE 0x12
jumpifhalfword B_= 0x2023D4A 0x??? @FlowerShield
goto 0x1D6B9E

#org @FlowerShield
setbyte 0x02023D60 0x0
attackcanceler
attackstring
ppreduce
cmd25
jumpiftype 0x1 0xC @SelfGrass
goto @Call

#org @SelfGrass
jumpifsecondarystatus 0x1 0x1000000 @NextTarget
jumpifstat 0x1 B_>= 0x2 0xC @NextTarget
jumpifbyte B_= 0x02023D60 0x1 @SelfNoAnimation
attackanimation
waitanimation
setbyte 0x02023D60 0x1
goto @SelfNoAnimation

#org @SelfNoAnimation
cmd47
playstatchangeanimation 0x1 0x4 0x0
statbuffchange 0x80 true @NextTarget
jumpifbyte B_>= 0x2023E87 0x2 @NextTarget
printfromtable 0x83FE57C
waitmessage 0x40

#org @NextTarget
cmd25

#org @Call
jumpifarrayequal 0x2023D6B 0x2023D6C 0x1 @NextTarget
call @TargetBuff
setbyte 0x2023FD8 0x0
cmd49 0x2 0x10
jumpwhiletargetvalid @NextTarget
jumpifbyte B_= 0x02023D60 0x0 @NoBuffs
end

#org @TargetBuff
jumpiftype 0x0 0xC @Grass
goto @Return

#org @Grass
jumpifsecondarystatus 0x0 0x1000000 @Return
jumpifstat 0x0 B_>= 0x2 0xC @Return
jumpifbyte B_= 0x02023D60 0x1 @NoAnimation
attackanimation
waitanimation
setbyte 0x02023D60 0x1
goto @NoAnimation

#org @NoAnimation
cmd47
playstatchangeanimation 0x0 0x4 0x0
statbuffchange 0x0 false @Return
jumpifbyte B_>= 0x2023E87 0x2 @Return
printfromtable 0x83FE57C
waitmessage 0x40

#org @Return
return

#org @NoBuffs
pause 0x20
orbyte 0x2023DCC 0x20
resultmessage
waitmessage 0x40
end

Work Up and Growth and Rototiller

Replace effect 13 with this battle script.
Growth is updated to its Gen V effect.
Work Up has an index of 19E in my rombase, and Rototiller is 0x1DF so just make note of that.
Rototiller works in the same way that Flower Shield does, so thanks to Tlachtli for the original notes on how to do this.
#include abilities.bsh
#dynamic 0x800000
#freespacebyte 0xFF

#org @pickmove
jumpifhalfword 0x0 0x2023D4A 0x4A @growth
jumpifhalfword 0x0 0x2023D4A 0x19E @workup
jumpifhalfword 0x0 0x2023D4A 0x1DF @rototiller
goto 0x1D6B8D

#org @growth
jumpifabilitypresent ABILITY_CLOUDNINE @workup
jumpifabilitypresent ABILITY_AIRLOCK @workup
jumpifhalfword B_& 0x2023F1C 0x60 @sunlight

#org @sunlight
attackcanceler
attackstring
ppreduce
jumpifstat BANK_USER 0x3 0x1 0xC @attack2
jumpifstat BANK_USER B_= 0x4 0xC 0x81D85E7

#org @attack2
attackanimation
waitanimation
setbyte 0x2023FDF 0x0
playstatchangeanimation 0x0 0x12 0x0
setbyte 0x2023FDE 0x21
statbuffchange 0x1 true @spatk2
jumpifbyte 0x0 0x2023E87 0x2 @spatk2
printfromtable 0x83FE57C
waitmessage 0x40

#org @spatk2
setbyte 0x2023FDE 0x24
statbuffchange 0x1 true 0x81D85E2
jumpifbyte 0x0 0x2023E87 0x2 0x81D85E2
printfromtable 0x83FE57C
waitmessage 0x40
goto 0x1D694E

#org @workup
attackcanceler
attackstring
ppreduce
jumpifstat BANK_USER 0x3 0x1 0xC @attack
jumpifstat BANK_USER B_= 0x4 0xC 0x81D85E7

#org @attack
attackanimation
waitanimation
setbyte 0x2023FDF 0x0
playstatchangeanimation 0x0 0x12 0x0
setbyte 0x2023FDE 0x11
statbuffchange 0x1 true @spatk
jumpifbyte 0x0 0x2023E87 0x2 @spatk
printfromtable 0x83FE57C
waitmessage 0x40

#org @spatk
setbyte 0x2023FDE 0x14
statbuffchange 0x1 true 0x81D85E2
jumpifbyte 0x0 0x2023E87 0x2 0x81D85E2
printfromtable 0x83FE57C
waitmessage 0x40
goto 0x1D694E

#org @rototiller
setbyte 0x2023D60 0x0
attackcanceler
attackstring
ppreduce
cmd25
jumpiftype 0x1 0xC @selfgrass
goto @call

#org @selfgrass
jumpifsecondarystatus 0x1 0x1000000 @next
jumpifstat 0x1 B_>= 0x1 0xC @next
jumpifstat 0x1 B_>= 0x4 0xC @next
jumpifbyte B_= 0x2023D60 0x1 @selfnoanimation
attackanimation
waitanimation
setbyte 0x2023D60 0x1

#org @selfnoanimation
cmd47
playstatchangeanimation 0x1 0x12 0x0
setbyte 0x2023FDE 0x11
statbuffchange 0x80 true @selfnoanimation2
jumpifbyte B_>= 0x2023E87 0x2 @selfnoanimation2
printfromtable 0x83FE57C
waitmessage 0x40

#org @selfnoanimation2
setbyte 0x2023FDE 0x14
statbuffchange 0x80 true @next
jumpifbyte B_>= 0x2023E87 0x2 @next
printfromtable 0x83FE57C
waitmessage 0x40

#org @next
cmd25

#org @call
jumpifarrayequal 0x2023D6B 0x2023D6C 0x1 @next
call @target
setbyte 0x2023FD8 0x0
cmd49 0x2 0x10
jumpwhiletargetvalid @next
jumpifbyte B_= 0x2023D60 0x0 @nobuffs
end

#org @target
jumpiftype 0x0 0xC @grass
goto @return

#org @grass
jumpifsecondarystatus 0x0 0x1000000 @return
jumpifstat 0x0 B_>= 0x1 0xC @return
jumpifstat 0x0 B_>= 0x4 0xC @return
jumpifbyte B_= 0x02023D60 0x1 @noanimation
attackanimation
waitanimation
setbyte 0x02023D60 0x1

#org @noanimation
cmd47
playstatchangeanimation 0x0 0x12 0x0
setbyte 0x2023FDE 0x11
statbuffchange 0x0 false @noanimation2
jumpifbyte B_>= 0x2023E87 0x2 @noanimation2
printfromtable 0x83FE57C
waitmessage 0x40

#org @noanimation2
setbyte 0x2023FDE 0x14
statbuffchange 0x0 false @return
jumpifbyte B_>= 0x2023E87 0x2 @return
printfromtable 0x83FE57C
waitmessage 0x40

#org @return
return

#org @nobuffs
pause 0x20
orbyte 0x2023DCC 0x20
resultmessage
waitmessage 0x40
end

Cotton Guard

Replace effect 51 with this battle script.
You'll need Jambo's battle message hack and set word command.
0x1B7 is the index for Cotton Guard so just change that.
It successfully raises Defense by 3 stages and displays the message 'drastically rose' not Sharply rose.
Though if you are already at +4 or +5 it will jump to the equivalent +2 or +1 battle script.
#dynamic 0x800000
#freespacebyte 0xFF

#org @pickmove
jumpifhalfword 0x0 0x2023D4A 0x1B7 @cottonguard
goto 0x1D7103

#org @cottonguard
jumpifstat BANK_USER B_>= 0x2 0xA 0x1D7103
jumpifstat BANK_USER B_>= 0x2 0xB 0x1D6B82
attackcanceler
attackstring
ppreduce
setbyte 0x2023FDE 0x22
statbuffchange 0x1 true 0x81D6BCC
jumpifbyte 0x0 0x2023E87 0x2 0x81D6BC4

#org @singleboost
attackanimation
waitanimation
cmd47
playanimation BANK_USER 0x1 0x2023FD4
setbyte 0x2023FDE 0x12
statbuffchange 0x1 true 0x81D6BCC
jumpifbyte 0x0 0x2023E87 0x2 0x81D6BC4

#org @end
setword 0x203C020 0x8CCCCCC
printstring 0x184
waitmessage DELAY_1SECOND
goto 0x81D694E
At CCCCCC place this hex:
FD 0F B4 E7 00 BE D9 DA D9 E2 E7 D9 FE D8 E6 D5 E7 E8 DD D7 D5 E0 E0 ED 00 E6 E3 E7 D9 AB

Tail Glow

Replace effect 53 with this battle script.
You'll need Jambo's battle message hack and set word command.
It updates Tail Glow to its Gen V+ usage.
It successfully raises Defense by 3 stages and displays the message 'drastically rose' not Sharply rose.
Though if you are already at +4 or +5 it will jump to the equivalent +2 or +1 battle script.
#dynamic 0x800000
#freespacebyte 0xFF

#org @pickmove
jumpifhalfword 0x0 0x2023D4A 0x126 @tailglow
goto 0x1D7119

#org @tailglow
jumpifstat BANK_USER B_>= 0x4 0xA 0x1D7119
jumpifstat BANK_USER B_>= 0x4 0xB 0x1D6B8D
attackcanceler
attackstring
ppreduce
setbyte 0x2023FDE 0x24
statbuffchange 0x1 true 0x81D6BCC
jumpifbyte 0x0 0x2023E87 0x2 0x81D6BC4

#org @singleboost
attackanimation
waitanimation
cmd47
playanimation BANK_USER 0x1 0x2023FD4
setbyte 0x2023FDE 0x14
statbuffchange 0x1 true 0x81D6BCC
jumpifbyte 0x0 0x2023E87 0x2 0x81D6BC4

#org @end
setword 0x203C020 0x8DDDDDD
printstring 0x184
waitmessage DELAY_1SECOND
goto 0x81D694EAt DDDDDD place this hex:
FD 0F B4 E7 00 CD E4 AD 00 BB E8 DF FE D8 E6 D5 E7 E8 DD D7 D5 E0 E0 ED 00 E6 E3 E7 D9 AB

Charge

Replace effect 174 with this battle script.
It's Charge but now with a permanent Sp. Def boost that's added after the charge effect to match the message style of Gen V.
#dynamic 0x800000
#freespacebyte 0xFF

#org @charge
attackcanceler
attackstring
ppreduce
setcharge
attackanimation
waitanimation
printstring 0xA5
waitmessage DELAY_1SECOND

#org @spdefboost
setbyte 0x2023FDE 0x15
statbuffchange 0x1 true 0x81D6BCC
jumpifbyte B_!= 0x2023E87 0x2 0x81D6BCC
goto 0x81D6BBC
Thank you very much! I still do not have time to test, but if you really found the hex for new messages, I'm relieved! My routine had problems when there were battles with link...

Glad that you are now working with asm and hex!{:3}

When I have time, I'll show you how I make an effect run in a end of turn, without using pauses! Also, things like the "toxic spikes!"

KDS
July 23rd, 2014, 08:37 AM
Clubbed Sky Attack (also updated it's message), Freeze Shock (updated it's effect so that electric mons can't be paralysed by it), Ice Burn together due to similar effect. This also requires the battle string loader ASM:

Replace Sky Attack's effect with this one:

#dynamic 0x[YourOffset]
#freespacebyte 0xFF

#org @moveselect
jumpifhalfword 0x0 0x2023D4A 0xXX @freejshock //replace XX with ID of freeze shock
jumpifhalfword 0x0 0x2023D4A 0xYY @iceburn //replace XX with ID of ice burn
goto @skyattack


#org @skyattack
jumpifsecondarystatus 0x1 0x1000 0x81D6F29
jumpifword 0x4 0x2023DD0 0x200 0x81D6F29
setbyte 0x2023FD3 0x3
call @firstturnsk
goto 0x81D694E

#org @firstturnsk
attackcanceler
attackstring
waitmessage 0x40
ppreduce
attackanimation
waitanimation
orword 0x2023DD0 0x8000000
setbyte 0x2023E85 0x4C
seteffecttarget
copyarray 0x2023E87 0x2023FD3 0x1
setword 0x203C020 0x8A20000
printstring 0x184
waitmessage 0x40
return


#org @freejshock
jumpifsecondarystatus 0x1 0x1000 @executefs
jumpifword 0x4 0x2023DD0 0x200 @executefs
setbyte 0x2023FD3 0x3
call @firstturnfs
goto 0x81D694E

#org @executefs
attackcanceler
setbyte 0x2023E85 0xC
setbyte 0x2023FDC 0x1
clearstatus 0x1
orword 0x2023DD0 0x800
jumpiftype 0x0 0xD 0x81D6927
setbyte 0x2023E85 0x5
goto 0x81D6927

#org @firstturnfs
attackcanceler
attackstring
waitmessage 0x40
ppreduce
attackanimation
waitanimation
orword 0x2023DD0 0x8000000
setbyte 0x2023E85 0x4C
seteffecttarget
copyarray 0x2023E87 0x2023FD3 0x1
setword 0x203C020 0x8A00000
printstring 0x184
waitmessage 0x40
return


#org @iceburn
jumpifsecondarystatus 0x1 0x1000 @executeib
jumpifword 0x4 0x2023DD0 0x200 @executeib
setbyte 0x2023FD3 0x3
call @firstturnib
goto 0x81D694E

#org @executeib
attackcanceler
setbyte 0x2023E85 0xC
setbyte 0x2023FDC 0x1
clearstatus 0x1
orword 0x2023DD0 0x800
setbyte 0x2023E85 0x3
goto 0x81D6927

#org @firstturnib
attackcanceler
attackstring
waitmessage 0x40
ppreduce
attackanimation
waitanimation
orword 0x2023DD0 0x8000000
setbyte 0x2023E85 0x4C
seteffecttarget
copyarray 0x2023E87 0x2023FD3 0x1
setword 0x203C020 0x8A10000
printstring 0x184
waitmessage 0x40
return


String at A20000 (Sky Attack's)

FD 0F B4 E7 00 D6 D9 D7 D5 E1 D9 00 D7 E0 E3 D5 DF D9 D8 00 DD E2 00 D5 00 DC D5 E6 E7 DC 00 E0 DD DB DC E8 AB FF


String at A00000 (Freeze Shock's)

FD 0F B4 E7 00 D6 D9 D7 D5 E1 D9 00 D7 E0 E3 D5 DF D9 D8 00 DD E2 00 D5 00 DA E6 D9 D9 EE DD E2 DB 00 E0 DD DB DC E8 AB FF


String at A10000 (Ice Burn's)

FD 0F B4 E7 00 D6 D9 D7 D5 E1 D9 00 D7 E0 E3 D5 DF D9 D8 00 DD E2 00 D5 00 DA E6 D9 D9 EE DD E2 DB 00 D5 DD E6 AB FF

KDS
July 26th, 2014, 03:02 AM
Heavy Slam for Fire Red. The script is simple as for Doesnt's ASMs. Use the callasm command just after the pp reducer and before damagecalculator in the script:

The ASM:

.text
.align 2
.thumb
.thumb_func
.global heavyslam

main:
push {lr}
ldr r0, userBank
ldrb r0, [r0]
ldr r1, battleData
mov r2, #0x58
mul r0, r2
add r3, r0, r1
ldr r0, targetBank
ldrb r0, [r0]
mul r0, r2
add r4, r0, r1
ldrb r5, [r3, #0x0]
ldrb r6, [r4, #0x0]
ldr r1, dexData
mov r2, #0x24
mul r5, r2
add r0, r1, r5
ldrh r5, [r0, #0xE]
mul r6, r2
add r0, r1, r6
ldrh r6, [r0, #0xE]

label1:
ldr r1, floatstoneindex
mov r7, r3
add r7, #0x20
ldrb r7, [r7]
cmp r7, #0xXX
bne label2
lsr r5, #0x1

label2:
cmp r7, #0xYY
bne label3
lsl r5, #0x1

label3:
ldrh r7, [r3, #0x2e]
cmp r7, r1
bne label4
lsr r5, #0x1


label4:
mov r7, r4
add r7, #0x20
ldrb r7, [r7]
cmp r7, #0xXX
bne label5
lsr r6, #0x1

label5:
cmp r7, #0xYY
bne label6
lsl r6, #0x1

label6:
ldrh r7, [r4, #0x2e]
cmp r7, r1
bne label7
lsr r5, #0x1

label7:
mov r2, #0x5
mul r2, r6
cmp r5, r2
bgt set120
sub r2, r6
cmp r5, r2
bgt set100
sub r2, r6
cmp r5, r2
bgt set80
sub r2, r6
cmp r5, r2
bgt set60
mov r1, #0x28
b end

set60:
mov r1, #0x3C
b end

set80:
mov r1, #0x50
b end

set100:
mov r1, #0x64
b end

set120:
mov r1, #0x78

end:
ldr r2, basePower
strh r1, [r2, #0x0]
pop {r0}
bx r0

.align 2
floatstoneindex: .hword 0xZZZZ
targetBank: .word 0x02023D6C
userBank: .word 0x02023D6B
battleData: .word 0x02023BE4
basePower: .word 0x02023F50
dexData: .word 0x0844E850


NOTES
1. The bold section of the code is meant to accommodate the weight changes due to Light Metal, Heavy Metal abilities and the item Float Stone because the Weight is directly loaded from the Dex Data in the ROM (even lowkick does).

2. If your ROM don't have anyone of these things remove the bolded section. Otherwise, replace XX with the index of Light Metal, replace YY with the index of Heavy Metal, and replace ZZZZ with the index of Float Stone.

3. If you have expanded the no of pokemons then the value of dexData also needs to be changed to the new location.

4. If someone wants to port it to Emerald, in addition to changing the value of offsets also change the mov r2, #0x24 to mov r2, #0x20 after the ldr r1, dexData, this because in every GBA Rom except Emerald the dex entry for each poke takes 36 bytes, whereas in Emerald it takes 32 bytes.

Spherical Ice
July 30th, 2014, 01:16 AM
Petal Blizzard animation for FireRed:

http://i.imgur.com/92F0147.gif

00 4F 27
00 97 27
00 AF 27

0A 03 28 01

19 E4 00

3F

02
20 2C 3E 08
82 05 78
00 46
00 05
00 46
00 1E
00 04
01

02
20 2C 3E 08
82 05 73
00 37
00 06
00 3C
00 19
00 04
01

02
20 2C 3E 08
82 05 73
00 3C
00 07
00 3C
00 1E
00

02
AA AA AA 08
82 05 73
00 37
00 0A
00 3C
00 1E
00 04
03

02
AA AA AA 08
82 05 64
00 32
00 04
00 32
00 1A
00 04
01

02
AA AA AA 08
82 05 69
00 19
00 08
00 3C
00 14
00 04
01

02
AA AA AA 08
82 05 73
00 28
00 0A
00 30
00 1E
00 04
03

02
BB BB BB 08
82 05 78
00 1E
00 06
00 2D
00 19
00

02
20 2C 3E 08
82 05 73
00 23
00 0A
00 3C
00 1E
00 04
03

02
BB BB BB 08
82 05 69
00 14
00 08
00 28
00 00
00 04
03

02
20 2C 3E 08
82 05 14
00 FF
00 0F
00 20
00 00
00

02
20 2C 3E 08
82 05 6E
00 0A
00 08
00 20
00 14
00

05

02
08 7C 3E 08
83 04 E0
FF F0
FF 01
00 03
00

19 84 00

3F

03
D1 8C 09 08
02 05
01 00
03 00
00 00
0C 00
01 00

03
D1 8C 09 08
02 05
03 00
03 00
00 00
0C 00
01 00

04 04

02
50 7C 3E 08
83 02 01
00 03
00

19 84 00

3F 04 04

02
50 7C 3E 08
83 02
01 00
03 00

19 84 00

3F 04 04

02
08 7C 3E 08
83 04
20 00
14 00
01 00
03 00

19 84 00

3F 05 0B 03 0D 08

At AAAAAA:AF 27
AF 27
CC CC CC 08
DD DD DD 08
00 00 00 00
FC 1C 23 08
11 2D 0A 08

At CCCCCC:
00 00 00 40 00 08 00 00 00

At DDDDDD:
EE EE EE 08

At EEEEEE:
00 00 00 00 00 00

At BBBBBB:AF 27
AF 27
CC CC CC 08
DD DD DD 08
00 00 00 00
FC 1C 23 08
11 2D 0A 08

At CCCCCC:
00 00 00 20 00 08 00 00 00

At DDDDDD:
EE EE EE 08

At EEEEEE:
00 00 04 00 04 00

hashtag
July 30th, 2014, 08:47 AM
I like this thread and all it contributes so I'm stickying it for a bit :)

#stickied

KDS
August 7th, 2014, 02:35 AM
Here is the effect for acupressure:
Acupressure (Set the targeting scheme to '2' so that the move it can select any target bank):

#dynamic 0x800000
#freespacebyte 0xFF

#org @main
callasm 0x8GGGGGG+1
attackcanceler
attackstring
ppreduce
callasm 0x8HHHHHH+1
attackanimation
waitanimation
callasm 0x8IIIIII+1
statbuffchange 0x1 false 0x81D694E
jumpifbyte 0x0 0x2023E87 0x2 0x81D694E
setbyte 0x2023FD4 0x27
playanimation 0x0 0x1 0x2023FD4
cmd47
printfromtable 0x83FE57C
waitmessage 0x40
goto 0x81D694E


Asm at GGGGGG:

.text
.align 2
.thumb
.thumb_func
.global targetAdjust

main:
push {lr}
ldr r0, userBank
ldr r1, targetBank
ldrb r2, [r0]
ldrb r3, [r1]
mov r4, #0x1
and r4, r2
mov r5, #0x1
and r5, r3
cmp r4, #0x1
beq targetside
cmp r5, #0x1
bne end
sub r3, #0x1
strb r3, [r1]
b end

targetside:
cmp r5, #0x1
beq end
add r3, #0x1
strb r3, [r1]
end:
pop {r0}
bx r0

.align 2
targetBank: .word 0x02023D6C
userBank: .word 0x02023D6B



ASM at HHHHHH

.text
.align 2
.thumb
.thumb_func
.global accstatcomp

main:
push {lr}
ldr r0, targetBank
ldrb r0, [r0]
ldr r1, battleData
mov r2, #0x58
mul r2, r0
add r3, r2, r1
ldr r1, userBank
ldrb r1, [r1]
cmp r1, r0
bne subcheck

nosub:
ldr r4, [r3, #0x18]
ldr r5, comp1
cmp r4, r5
bgt allmax
b end

subcheck:
ldr r4, [r3, #0x50]
ldr r5, subval
cmp r4, r5
beq fail
b nosub

allmax:
ldr r4, [r3, #0x1c]
ldr r5, comp2
cmp r4, r5
bne end
fail:
ldr r1, failScript
ldr r0, scriptPointer
str r1, [r0, #0x0]
end:
pop {r0}
bx r0

.align 2
failScript: .word 0x081D7DF0
targetBank: .word 0x02023D6C
userBank: .word 0x02023D6B
battleData: .word 0x02023BE4
scriptPointer: .word 0x02023D74
comp1: .word 0x0C0C0C00
comp2: .word 0x0C0C0C0C
subval: .word 0x01000000



ASM at IIIIII:

.text
.align 2
.thumb
.thumb_func
.global accupressure

main:
push {lr}
bl GetRand
mov r1, #0x7
and r1, r0
ldr r0, targetBank
ldrb r0, [r0]
ldr r2, battleData
mov r3, #0x58
mul r0, r3
add r4, r0, r2
add r4, #0x18
cmp r1, #0x0
bne Cont
Limitadj:
mov r1, #0x1

Cont:
add r6, r4, r1
ldrb r5, [r6, #0x0]
cmp r5, #0xC
bne End
cmp r1, #0x7
beq Limitadj
add r1, #0x1
b Cont

End:
add r1, #0x20
ldr r2, statByte
strb r1, [r2]
pop {r0}
bx r0

GetRand:
ldr r2, randGen
bx r2

.align 2
statByte: .word 0x02023FDE
targetBank: .word 0x02023D6C
battleData: .word 0x02023BE4
randGen: .word 0x08044EC9



The first ASM adjusts the target, if accidentally selected by the player or AI that is out of the range of acupressure i.e opponent's team, to the required range. (If somebody has the knowledge of hacking the targeting scheme then this ASM would not be required).

The seconds ASM checks for maximization of all stats and ally's substitute.

The third ASM randomly selects the boosting byte.

hackstar
August 7th, 2014, 03:04 AM
I have a question,how will these work for emerald ?

destinedjagold
August 7th, 2014, 10:51 PM
Here's my poor attempt at porting Ice Fang to Ruby.
01 72 6F 1D 08 00 00 02 03 04 05 06 07 09 0A 0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 12 40 00 2E 21 4D 02 02 08 15 2E 21 4D 02 02 84 15 28 5B 6F 1D 08
But it has a problem though... It instantly freezes the target, no matter how much percent chance I put on any move-editing tools. =/

byrikudouvlog
August 10th, 2014, 06:11 AM
i wanna create my own custom moves of the VI GEN too, please, do u know where can i find the hex data of the animations or how can i calculate the hex data?
please, im disperate

MrDollSteak
August 12th, 2014, 07:09 PM
Here is the effect for acupressure:
Acupressure (Set the targeting scheme to '2' so that the move it can select any target bank):

The first ASM adjusts the target, if accidentally selected by the player or AI that is out of the range of acupressure i.e opponent's team, to the required range. (If somebody has the knowledge of hacking the targeting scheme then this ASM would not be required).

The seconds ASM checks for maximization of all stats and ally's substitute.

The third ASM randomly selects the boosting byte.

The move freezes when it's executed. Also targeting 2 isn't very good, because in single battles you can pick the opponent which isn't ideal.

KDS
August 12th, 2014, 09:39 PM
The move freezes when it's executed. Also targeting 2 isn't very good, because in single battles you can pick the opponent which isn't ideal.

It isn't good but this scheme is capable of selecting any bank individually. There does not exist a scheme similar to accupressure in gen 3. I do not not have the knowledge of hscking targetting scheme. So the first asm is written to rectify the target e.g in a single battle if you select the enemy the target is readjusted to the user i.e. if you select the enemy as the target accupressure would still work on the user.

And tell me, when it is freezing? After the attack name is announced or before? I'll look into it.

MrDollSteak
August 12th, 2014, 09:52 PM
It isn't good but this scheme is capable of selecting any bank individually. There does not exist a scheme similar to accupressure in gen 3. I do not not have the knowledge of hscking targetting scheme. So the first asm is written to rectify the target e.g in a single battle if you select the enemy the target is readjusted to the user i.e. if you select the enemy as the target accupressure would still work on the user.

And tell me, when it is freezing? After the attack name is announced or before? I'll look into it.

Ah okay, I didn't realise that's what the first ASM did because of the freezing. I assumed it was for double battles. I don't entirely remember what moves occur in Gen III but surely there must be one that you can only use on yourself or your partner? This would be helpful in creating Aromatic Mist too.

The move name doesn't even come up. It freezes before that.
It could just be my assembler acting up, I'll double check it as well.

KDS
August 13th, 2014, 04:20 AM
Ah okay, I didn't realise that's what the first ASM did because of the freezing. I assumed it was for double battles. I don't entirely remember what moves occur in Gen III but surely there must be one that you can only use on yourself or your partner? This would be helpful in creating Aromatic Mist too.

The move name doesn't even come up. It freezes before that.
It could just be my assembler acting up, I'll double check it as well.

I rechecked and reassembled the ASM statement on a Fire Red 1.0 ROM, and it was running perfectly. If there is some problem while setting the move in your ROM, then I can send you the direct compiled hex codes.

Actually, acupressure is the only 1 move out of 619 moves that uses this unique targeting scheme and since this was from Gen IV it was not coded in the GBA. Aromatic Mist only can target an ally pokemon (similar to helping hand) (Source: Bulbapedia).

MrDollSteak
August 13th, 2014, 05:02 PM
I rechecked and reassembled the ASM statement on a Fire Red 1.0 ROM, and it was running perfectly. If there is some problem while setting the move in your ROM, then I can send you the direct compiled hex codes.

Actually, acupressure is the only 1 move out of 619 moves that uses this unique targeting scheme and since this was from Gen IV it was not coded in the GBA. Aromatic Mist only can target an ally pokemon (similar to helping hand) (Source: Bulbapedia).

Okay well that's fair enough then, I didn't realise exactly how it worked.

Okay well I'll look at Helping Hand's code to try and make that then. Never used the move in XY so I assumed it was User / Ally.

I feel like when compiling to the rom it probably messed up a bx or b. I've noticed that when using KK552's compiler if it goes from 9000F2 to 900100 the branches sometimes mess up. I'll just recompile them.

KDS
August 13th, 2014, 07:02 PM
Okay well that's fair enough then, I didn't realise exactly how it worked.

Okay well I'll look at Helping Hand's code to try and make that then. Never used the move in XY so I assumed it was User / Ally.

I feel like when compiling to the rom it probably messed up a bx or b. I've noticed that when using KK552's compiler if it goes from 9000F2 to 900100 the branches sometimes mess up. I'll just recompile them.

I suggest using hackmew's thumb assembler with command line, it is very good.

karatekid552
August 20th, 2014, 07:31 AM
I have given Spherical Ice ownership of this thread so that the top post can keep being updated. Good luck guys!

~karatekid552

Spherical Ice
August 20th, 2014, 08:37 AM
I've updated the OP, and also renamed the thread so it isn't so limited in what can be posted. I've also sorted the moves that don't require new effects, with the move that they can use the effect of already.

MrDollSteak
August 20th, 2014, 04:48 PM
I've updated the OP, and also renamed the thread so it isn't so limited in what can be posted. I've also sorted the moves that don't require new effects, with the move that they can use the effect of already.

Loving the renovation! You can probably delete some of the move effects up there that I've since redone, eg. Growth, Quiver Dance, Hone Claws etc.

I'm also going to post some updated Fang effects, using the 'may cause flinch' move effect slot, so the AI uses them better.

------------------------------------------------

In the mean time I have some animations to post!

Flower Shield
02 24 7B 3E 08 02 05 01 00 01 00 00 00 08 00 7D 6E 05 00 AF 27 00 97 27 0A 03 0C 0C 08 19 C3 00 C0 02 94 2B 3E 08 02 04 00 00 E8 FF 08 00 8C 00 02 AC 2B 3E 08 02 04 10 00 E8 FF 08 00 64 00 02 AC 2B 3E 08 02 04 F0 FF E8 FF 08 00 64 00 04 0F 02 94 2B 3E 08 02 04 00 00 E8 FF 08 00 8C 00 02 AC 2B 3E 08 02 04 20 00 E8 FF 08 00 64 00 02 AC 2B 3E 08 02 04 E0 FF E8 FF 08 00 64 00 04 0F 02 94 2B 3E 08 02 04 00 00 E8 FF 08 00 8C 00 02 AC 2B 3E 08 02 04 18 00 E8 FF 08 00 64 00 02 AC 2B 3E 08 02 04 E8 FF E8 FF 08 00 64 00 04 1E 02 AC 2B 3E 08 02 04 10 00 E8 FF 00 00 64 00 02 AC 2B 3E 08 02 04 F0 FF E8 FF 00 00 64 00 04 1E 02 AC 2B 3E 08 02 04 14 00 F0 FF 0E 00 50 00 02 AC 2B 3E 08 02 04 EC FF F2 FF 10 00 50 00 05 0B 03 0D 02 24 7B 3E 08 02 05 01 00 01 00 08 00 00 00 7D 6E 05 0B 03 0D 08 08

Rototiller
00 5A 27 00 29 28 02 C4 7A 3E 08 01 03 00 00 00 00 B4 00 02 C4 7A 3E 08 01 03 00 00 01 00 B4 00 03 7D 90 09 08 02 05 00 00 06 00 04 00 02 00 04 00 0E 0A A9 1C 08 0E 0A A9 1C 08 03 7D 90 09 08 02 05 00 00 06 00 04 00 02 00 04 00 0E 0A A9 1C 08 0E 0A A9 1C 08 05 23 00 04 01 08

Sticky Web
00 1B 27 00 C5 27 00 C4 27 0A 03 04 00 02 24 7B 3E 08 05 05 01 00 02 00 00 00 09 00 00 00 05 28 01 1C 7A 00 C0 09 06 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 05 19 7B 00 3F 02 DC 72 3E 08 02 00 05 0B 03 04 01 02 24 7B 3E 08 05 05 01 00 02 00 09 00 00 00 00 00 08 02 90 72 3E 08

Artemis64
August 23rd, 2014, 06:04 AM
Here are some more animations for Emerald:
Giga Impact:

http://i.imgur.com/Zlldmd1.gif
0E E9 A1 2C 08 00 97 27 0A 03 0C 0C 08 19 98 00 C0 02 70 FE 57 08 02 03 06 00 01 00 00 00 05 04 0B 02 70 FE 57 08 02 05 00 00 1A 00 00 00 00 00 05 00 04 06 02 58 73 59 08 04 04 F6 FF 00 00 01 00 00 00 1C 8D 00 3F 0A 02 04 01 02 58 FE 57 08 02 05 01 00 E4 FF 00 00 00 00 03 00 05 03 85 54 0D 08 02 05 01 00 04 00 00 00 0C 00 01 00 05 04 0A 02 58 FE 57 08 02 03 00 00 00 00 06 00 04 05 02 58 FE 57 08 02 03 01 00 00 00 06 00 05 0B 03 0D 08
Rock Climb:

http://i.imgur.com/FgHZBSa.gif
14 16 17 03 61 76 11 08 05 04 00 F8 00 00 01 00 FF FF 03 39 49 10 08 02 02 00 00 03 00 04 08 1C A7 00 C0 26 03 05 00 97 27 00 5A 27 00 4A 27 0A 03 28 01 0C 0C 08 03 75 0F 11 08 02 00 05 03 89 63 0D 08 02 05 00 00 01 00 1E 00 01 00 00 06 02 58 73 59 08 83 04 F1 FF 08 00 01 00 01 00 19 7B 00 3F 04 01 19 7B 00 3F 02 58 73 59 08 83 04 FB FF F4 FF 01 00 01 00 04 01 19 7B 00 3F 02 58 73 59 08 83 04 00 00 E0 FF 01 00 01 00 04 01 19 7B 00 3F 02 58 73 59 08 83 04 05 00 CC FF 01 00 01 00 02 70 FE 57 08 02 05 01 00 E6 FF 10 00 01 00 04 00 04 04 03 85 54 0D 08 02 05 01 00 00 00 03 00 06 00 01 00 04 1E 02 58 FE 57 08 02 03 00 00 00 00 06 00 04 04 02 58 FE 57 08 02 03 01 00 00 00 06 00 0B 03 0D 15 16 10 07 FF FF 17 08 03 25 7C 11 08 05 00 21 00 00 00 2F E9 2C 08 21 00 01 00 83 71 2D 08 21 00 02 00 0D 56 2D 08 21 00 03 00 21 B0 2C 08 21 00 04 00 CA 1D 2D 08 21 00 05 00 73 C1 2C 08 21 00 06 00 5F BF 2C 08 21 00 07 00 55 05 2D 08 21 00 08 00 62 98 2C 08 13 09 AF 2C 08
Flame Charge:

http://i.imgur.com/mLzcvCW.gif
00 2D 27 0A 03 2A 01 0E 81 55 2D 08 0E 81 55 2D 08 0E 81 55 2D 08 0E 81 55 2D 08 0E 81 55 2D 08 02 70 FE 57 08 02 05 00 00 18 00 00 00 00 00 06 00 04 04 03 AD 51 0D 08 02 05 01 00 05 00 00 00 08 00 01 00 03 99 7B 0A 08 03 05 01 00 1F 00 0C 00 01 00 01 00 19 91 00 3F 0E 18 2D 2D 08 04 07 02 58 FE 57 08 02 03 00 00 00 00 09 00 05 0B 03 08
Fire Fang:

http://i.imgur.com/EpY7SrV.gif
00 9B 27 00 97 27 00 2D 27 0A 01 0C 0C 08 19 A1 00 3F 02 80 70 59 08 02 06 00 00 E0 FF 00 00 00 00 33 03 0A 00 02 80 70 59 08 02 06 00 00 20 00 04 00 00 00 CD FC 0A 00 04 0A 02 58 73 59 08 02 04 00 00 00 00 01 00 02 00 03 AD 51 0D 08 05 05 01 00 00 00 04 00 07 00 01 00 05 0B 01 0D 04 01 0E 35 A1 2C 08 0E 35 A1 2C 08 0E 35 A1 2C 08 08
Close Combat:

http://i.imgur.com/rpasceR.gif
14 07 16 03 61 76 11 08 05 04 00 F7 00 03 01 00 FF FF 00 97 27 00 9F 27 0A 03 0C 0C 08 03 31 58 0D 08 02 05 00 00 14 00 00 00 00 00 04 00 04 04 02 58 73 59 08 02 04 F1 FF 12 00 01 00 00 00 19 7B 00 3F 04 01 03 AD 51 0D 08 02 05 01 00 05 00 00 00 19 00 01 00 02 98 5E 59 08 03 05 F1 FF 12 00 08 00 01 00 00 00 04 03 02 58 73 59 08 02 04 00 00 FC FF 01 00 00 00 19 7B 00 3F 04 01 02 98 5E 59 08 03 05 00 00 FC FF 08 00 01 00 00 00 04 03 02 58 73 59 08 02 04 0F 00 09 00 01 00 00 00 19 7B 00 3F 04 01 02 98 5E 59 08 03 05 0F 00 09 00 08 00 01 00 00 00 04 05 02 58 FE 57 08 02 03 00 00 00 00 05 00 05 0B 03 0D 0E DD 7C 2D 08 08
Focus Blast:

http://i.imgur.com/78uNlpP.gif
14 07 16 03 61 76 11 08 05 04 00 F7 00 03 01 00 FF FF 00 1B 28 00 97 27 03 C9 A5 15 08 05 00 17 0A 00 0C 0C 08 19 C9 00 C0 02 98 68 59 08 29 04 00 00 00 00 00 00 00 00 04 14 03 65 66 11 08 05 05 05 00 02 00 00 00 10 00 FF FF 03 49 68 11 08 05 05 1B 28 02 00 00 00 10 00 FF FF 05 03 49 68 11 08 05 05 97 27 00 00 0C 00 0C 00 00 5C 05 02 A0 73 59 08 83 02 01 00 02 00 03 11 92 15 08 05 02 D7 00 3F 00 04 03 02 A0 73 59 08 83 02 01 00 02 00 03 11 92 15 08 05 02 D7 00 3F 00 04 03 02 A0 73 59 08 83 02 01 00 02 00 03 11 92 15 08 05 02 D7 00 3F 00 04 03 02 A0 73 59 08 83 02 01 00 02 00 03 11 92 15 08 05 02 D7 00 3F 00 04 03 02 A0 73 59 08 83 02 01 00 02 00 03 11 92 15 08 05 02 D7 00 3F 00 04 03 02 A0 73 59 08 83 02 01 00 02 00 03 11 92 15 08 05 02 D7 00 3F 00 05 03 65 66 11 08 05 05 05 00 02 00 10 00 00 00 FF FF 03 DD 52 11 08 05 03 01 00 05 00 0E 00 05 0B 00 0D 0E DD 7C 2D 08 08
Aqua Jet:

http://i.imgur.com/5Lyf4jn.gif
00 20 28 00 AC 27 19 A2 00 C0 02 90 64 59 08 02 04 00 00 00 00 0D 00 50 01 05 19 E9 00 C0 02 CC 64 59 08 03 01 00 00 0E 8A 65 2D 08 0E 8A 65 2D 08 0E 8A 65 2D 08 0E 8A 65 2D 08 0E 8A 65 2D 08 00 A4 27 00 AB 27 0A 03 0C 0C 08 19 B2 00 3F 02 CC 64 59 08 83 01 01 00 0E E0 65 2D 08 0E E0 65 2D 08 0E E0 65 2D 08 0E E0 65 2D 08 0E E0 65 2D 08 04 0C 0E 02 B1 2C 08 05 2C 00 0B 03 0D 08
Aqua Tail:

http://i.imgur.com/YCPqHRI.gif
00 A4 27 00 AB 27 00 9D 27 0A 03 0C 0C 08 03 AD 51 0D 08 05 05 00 00 00 00 02 00 17 00 01 00 04 05 19 8E 00 C0 02 38 52 59 08 02 04 0A 00 0A 00 19 00 00 00 04 04 19 8E 00 C0 02 38 52 59 08 02 04 F1 FF 00 00 19 00 00 00 04 04 19 8E 00 C0 02 38 52 59 08 02 04 14 00 0A 00 19 00 00 00 04 04 19 8E 00 C0 02 38 52 59 08 02 04 00 00 F6 FF 19 00 00 00 04 04 19 8E 00 C0 02 38 52 59 08 02 04 F6 FF 0F 00 19 00 00 00 04 04 19 8E 00 C0 02 38 52 59 08 02 04 19 00 14 00 19 00 00 00 04 04 19 8E 00 C0 02 38 52 59 08 02 04 EC FF 14 00 19 00 00 00 04 04 19 8E 00 C0 02 38 52 59 08 02 04 0C 00 00 00 19 00 00 00 05 00 25 28 00 97 27 02 28 FE 57 08 02 02 04 00 06 00 04 04 19 7A 00 3F 02 84 E9 5C 08 82 02 F0 FF F0 FF 04 08 02 8C 72 59 08 02 07 1F 00 05 00 01 00 FF 7F 0A 00 00 00 00 00 02 58 73 59 08 83 04 00 00 00 00 01 00 02 00 19 8B 00 3F 02 70 FE 57 08 02 05 01 00 F4 FF 0A 00 00 00 03 00 02 58 FE 57 08 02 03 00 00 00 00 05 00 04 03 03 85 54 0D 08 02 05 01 00 00 00 03 00 06 00 01 00 04 05 02 58 FE 57 08 02 03 01 00 00 00 06 00 04 0A 05 0B 03 0D 08
Air Slash (I know I didn't use the Slash animation, that's because it looks extremely ugly in Gen 3, and because Cut resembles the DS Air Slash better):

http://i.imgur.com/9EMXjA8.gif
0E E5 7C 2D 08 00 9A 27 00 20 28 0A 01 0C 0C 08 19 80 00 3F 02 ZZ YY XX 08 02 03 28 00 E0 FF 00 00 04 05 03 AD 51 0D 08 02 05 01 00 00 00 03 00 0A 00 01 00 05 0B 01 0D 05 0E DD 7C 2D 08 08
At offset XX YY ZZ:
9A 27 20 28 34 4A 52 08 18 2A 59 08 00 00 00 00 A8 C6 2E 08 E1 0A 10 08
Hurricane:

http://i.imgur.com/c6E1YB2.gif
0E E5 7C 2D 08 00 19 27 00 97 27 0A 03 28 01 0C 0C 08 19 84 00 3F 02 70 62 59 08 02 02 00 00 F0 FF 03 D9 DE 10 08 05 02 01 00 46 00 05 03 D1 52 0D 08 05 05 01 00 01 00 00 00 07 00 01 00 02 58 73 59 08 02 04 00 00 00 00 01 00 02 00 19 85 00 3F 05 0B 03 0D 0E DD 7C 2D 08 08
Energy Ball:

http://i.imgur.com/yOy8fSE.gif
02 74 72 59 08 02 05 01 00 01 00 00 00 04 00 00 00 05 00 C0 27 00 B0 27 04 0F 1F 59 8C 15 08 07 A8 00 C0 FF 3F 00 05 00 05 00 00 00 05 00 02 ZZ YY XX 08 82 03 10 00 10 00 08 00 05 19 9F 00 3F 03 D1 52 0D 08 02 05 01 00 04 00 00 00 08 00 01 00 05 15 17 08
At offset XX YY ZZ:
C0 27 B0 27 74 49 52 08 9C C6 2E 08 00 00 00 00 54 6D 59 08 E1 19 11
Petal Storm:

http://i.imgur.com/z8m5ouc.gif
00 AF 27 00 97 27 00 B0 27 00 FE 27 0A 03 0C 0C 08 19 CA 00 C0 03 31 58 0D 08 02 05 00 00 0C 00 06 00 06 00 03 00 02 1C 23 59 08 02 04 00 00 E8 FF 08 00 8C 00 02 34 23 59 08 02 04 10 00 E8 FF 08 00 64 00 02 34 23 59 08 02 04 F0 FF E8 FF 08 00 64 00 04 0F 02 1C 23 59 08 02 04 00 00 E8 FF 08 00 8C 00 02 34 23 59 08 02 04 20 00 E8 FF 08 00 64 00 02 34 23 59 08 02 04 E0 FF E8 FF 08 00 64 00 04 0F 02 1C 23 59 08 02 04 00 00 E8 FF 08 00 8C 00 02 34 23 59 08 02 04 18 00 E8 FF 08 00 64 00 02 34 23 59 08 02 04 E8 FF E8 FF 08 00 64 00 04 1E 02 34 23 59 08 02 04 10 00 E8 FF 00 00 64 00 02 34 23 59 08 02 04 F0 FF E8 FF 00 00 64 00 04 1E 02 34 23 59 08 02 04 14 00 F0 FF 0E 00 50 00 02 34 23 59 08 02 04 EC FF F2 FF 10 00 50 00 05 0E ZZ YY XX 08 03 AD 51 0D 08 05 05 01 00 05 00 00 00 32 00 01 00 0E ZZ YY XX 08 0E ZZ YY XX 08 0E ZZ YY XX 08 0E ZZ YY XX 08 05 02 58 73 59 08 02 04 00 00 00 00 01 00 00 00 19 88 00 3F 05 0B 03 0D 08
At offset XX YY ZZ:
19 8F 00 C0 02 CC BB AA 08 02 07 0E 00 F4 FF 00 00 F4 FF 0F 00 00 00 00 00 02 CC BB AA 08 02 07 1A 00 08 00 0C 00 08 00 0F 00 00 00 00 00 04 03 19 8F 00 C0 02 CC BB AA 08 02 07 0E 00 F4 FF 00 00 F4 FF 0F 00 01 00 00 00 02 CC BB AA 08 02 07 1A 00 08 00 0C 00 08 00 0F 00 01 00 00 00 04 03 19 8F 00 C0 02 CC BB AA 08 02 07 0E 00 F4 FF 00 00 F4 FF 0F 00 02 00 00 00 02 CC BB AA 08 02 07 1A 00 08 00 0C 00 08 00 0F 00 02 00 00 00 04 03 19 8F 00 C0 02 CC BB AA 08 02 07 0E 00 F4 FF 00 00 F4 FF 0F 00 03 00 00 00 02 CC BB AA 08 02 07 1A 00 08 00 0C 00 08 00 0F 00 03 00 00 00 04 03 0F
At offset CC BB AA:
B0 27 FE 27 34 49 52 08 D0 62 59 08 00 00 00 00 A8 C6 2E 08 45 E0 10 08

Leaf Storm:

http://i.imgur.com/vas5ABb.gif
14 16 17 03 61 76 11 08 05 04 00 F4 00 00 01 00 FF FF 00 AA 27 00 97 27 00 B0 27 0A 03 28 01 0C 0C 08 0E ZZ YY XX 08 03 AD 51 0D 08 05 05 01 00 05 00 00 00 32 00 01 00 0E ZZ YY XX 08 0E ZZ YY XX 08 0E ZZ YY XX 08 0E ZZ YY XX 08 05 02 58 73 59 08 02 04 00 00 00 00 01 00 00 00 19 88 00 3F 05 0B 03 0D 04 00 0E 15 7D 2D 08 08
At offset XX YY ZZ:
19 8F 00 C0 02 CC BB AA 08 02 07 0E 00 F4 FF 00 00 F4 FF 0F 00 00 00 00 00 02 CC BB AA 08 02 07 1A 00 08 00 0C 00 08 00 0F 00 00 00 00 00 04 03 19 8F 00 C0 02 CC BB AA 08 02 07 0E 00 F4 FF 00 00 F4 FF 0F 00 01 00 00 00 02 CC BB AA 08 02 07 1A 00 08 00 0C 00 08 00 0F 00 01 00 00 00 04 03 19 8F 00 C0 02 CC BB AA 08 02 07 0E 00 F4 FF 00 00 F4 FF 0F 00 02 00 00 00 02 CC BB AA 08 02 07 1A 00 08 00 0C 00 08 00 0F 00 02 00 00 00 04 03 19 8F 00 C0 02 CC BB AA 08 02 07 0E 00 F4 FF 00 00 F4 FF 0F 00 03 00 00 00 02 CC BB AA 08 02 07 1A 00 08 00 0C 00 08 00 0F 00 03 00 00 00 04 03 0F
At offset AA BB CC:
B0 27 B0 27 34 49 52 08 D0 62 59 08 00 00 00 00 A8 C6 2E 08 45 E0 10 08

Acid Spray:

http://i.imgur.com/9hT0AWZ.gif
00 A6 27 02 74 72 59 08 02 05 01 00 02 00 00 00 06 00 14 60 05 19 9F 00 C0 02 70 FE 57 08 02 05 00 00 F6 FF 00 00 00 00 03 00 05 02 58 FE 57 08 02 03 00 00 00 00 02 00 0E ZZ YY XX 08 0E ZZ YY XX 08 0E ZZ YY XX 08 0E ZZ YY XX 08 0E ZZ YY XX 08 0E ZZ YY XX 08 02 74 72 59 08 02 05 01 00 04 00 06 00 00 00 14 60 05 0B 03 0D 08
At offset XX YY ZZ:
02 CC BB AA 08 82 05 0F 00 0F 00 14 00 00 00 00 00 02 CC BB AA 08 82 05 0F 00 0F 00 14 00 0A 00 05 00 02 CC BB AA 08 82 05 0F 00 0F 00 14 00 F6 FF FB FF 02 CC BB AA 08 82 05 0F 00 0F 00 14 00 14 00 0A 00 02 CC BB AA 08 82 05 0F 00 0F 00 14 00 EC FF F6 FF 04 02 0F
At offset AA BB CC:
A6 27 A6 27 CC 49 52 08 64 61 59 08 00 00 00 00 A8 C6 2E 08 F1 4A 11 08
Gunk Shot:

http://i.imgur.com/a3BLZ4C.gif
02 74 72 59 08 02 05 01 00 02 00 00 00 04 00 38 7C 05 00 A7 27 00 A6 27 0E 15 15 2D 08 0E 15 15 2D 08 05 04 0F 0E 71 7A 2D 08 05 15 17 08
And, can I suggest some improvements to the organisation of this thread? Firstly, divide the animations up into Ruby, Emerald and FireRed animations, as Ruby and Sapphire animations might not be cross compatible due to pointer issues and Sapphire is rarely hacked anyways. Secondly, choose the animations based on how closely they resemble their 5th/6th gen counterparts instead of allowing multiple versions of the same animation to proliferate. Thirdly, with the permission of the hackers, put the animation bytes themselves into the first post rather than linking to the post containing the bytes. Lastly, set aside a section aside for particle replacements and attacks that require new particles. Divide this section up into two portions, one where for replacements for existing particles (easily done using UnLZ), and one for moves that require new particles altogether (more difficult, requires hex knowledge as well as repointing/expansion of the particle table).

Artemis64
August 24th, 2014, 06:23 PM
Here's some more animations:
Drain Punch:

http://i.imgur.com/Ce29fSo.gif
00 B1 27 00 A3 27 04 01 00 2F 27 00 97 27 00 9F 27 0A 03 2A 01 0C 0C 08 04 01 02 98 5E 59 08 02 03 EC FF 0F 00 0C 00 05 02 98 5E 59 08 02 04 00 00 00 00 01 00 02 00 19 B4 00 3F 04 02 03 AD 51 0D 08 05 05 01 00 00 00 05 00 05 00 01 00 05 02 74 72 59 08 02 05 01 00 01 00 00 00 07 00 00 00 05 0E B1 12 2D 08 05 04 0F 0E DF 79 2D 08 05 02 74 72 59 08 02 05 01 00 01 00 07 00 00 00 00 00 05 0B 03 0D 08
Poison Jab (based off the FireRed one in 4th&5th gen. Move Resources):
00 06 28 00 97 27 00 A6 27 0A 01 0C 0C 08 19 C1 00 3F 02 D0 60 59 08 82 02 0A 00 F6 FF 05 01 06 28 00 97 27 03 D1 52 0D 08 02 05 01 00 03 00 00 00 0A 00 01 00 02 00 74 59 08 83 05 F6 FF F8 FF 01 00 01 00 08 00 19 7B 00 3F 04 08 02 00 74 59 08 83 05 0A 00 08 00 01 00 01 00 08 00 19 8D 00 3F 05 0E 71 7A 2D 08 0B 01 0D 08
Discharge:

http://i.imgur.com/IlMDNzQ.gif
00 97 27 00 1B 27 04 00 03 05 5A 11 08 02 06 03 00 E1 FF 01 00 05 00 05 00 FF 5B 19 77 00 C0 02 4C 57 59 08 00 07 20 00 18 00 BE 00 0C 00 00 00 01 00 00 00 04 00 02 4C 57 59 08 00 07 50 00 18 00 16 00 0C 00 00 00 01 00 00 00 02 4C 57 59 08 00 07 9C 00 18 00 79 00 0D 00 00 00 01 00 01 00 04 00 03 05 5A 11 08 02 06 03 00 E1 FF 01 00 00 00 00 00 FF 5B 04 0A 03 05 5A 11 08 02 06 03 00 E1 FF 01 00 05 00 05 00 FF 5B 19 77 00 C0 02 4C 57 59 08 00 07 64 00 18 00 3C 00 0A 00 00 00 01 00 00 00 02 4C 57 59 08 00 07 AA 00 18 00 2A 00 0B 00 00 00 01 00 01 00 00 1B 28 00 97 27 17 0A 00 0C 0C 08 19 C9 00 C0 02 98 68 59 08 29 04 00 00 00 00 00 00 00 00 04 14 03 65 66 11 08 05 05 05 00 02 00 00 00 10 00 FF FF 03 49 68 11 08 05 05 1B 28 02 00 00 00 10 00 FF FF 05 03 49 68 11 08 05 05 97 27 00 00 0C 00 0C 00 00 5C 05 02 A0 73 59 08 83 02 01 00 02 00 03 11 92 15 08 05 02 D7 00 3F 00 04 03 02 A0 73 59 08 83 02 01 00 02 00 03 11 92 15 08 05 02 D7 00 3F 00 04 03 02 A0 73 59 08 83 02 01 00 02 00 03 11 92 15 08 05 02 D7 00 3F 00 04 03 02 A0 73 59 08 83 02 01 00 02 00 03 11 92 15 08 05 02 D7 00 3F 00 04 03 02 A0 73 59 08 83 02 01 00 02 00 03 11 92 15 08 05 02 D7 00 3F 00 04 03 02 A0 73 59 08 83 02 01 00 02 00 03 11 92 15 08 05 02 D7 00 3F 00 05 03 65 66 11 08 05 05 05 00 02 00 10 00 00 00 FF FF 03 DD 52 11 08 05 03 01 00 05 00 0E 00 0B 00 0D 0E EA 7B 2D 08 05 08
Bulldoze:

http://i.imgur.com/vVfUpFq.gif
03 39 49 10 08 02 02 00 00 03 00 04 08 1C A7 00 C0 26 03 0E 31 CB 2C 08
Earth Power:

http://i.imgur.com/Z3Mbxjn.gif
00 2D 27 00 33 27 14 15 16 03 29 56 11 08 05 03 01 00 05 00 FF FF 1C 91 00 3F 0B 03 03 AD 51 0D 08 05 05 01 00 00 00 03 00 19 00 01 00 02 28 6F 59 08 C2 03 01 00 05 00 00 00 04 01 02 28 6F 59 08 C2 03 01 00 F6 FF F1 FF 04 01 02 28 6F 59 08 82 03 01 00 00 00 19 00 04 01 02 28 6F 59 08 C2 03 01 00 0F 00 05 00 04 01 02 28 6F 59 08 C2 03 01 00 E7 FF 00 00 04 01 02 28 6F 59 08 82 03 01 00 1E 00 1E 00 04 01 02 28 6F 59 08 82 03 01 00 E5 FF 19 00 04 01 02 28 6F 59 08 C2 03 01 00 00 00 08 00 05 02 58 FE 57 08 C2 03 00 00 00 00 04 00 05 0E DD 7C 2D 08 08 08 C0 03 21 66 11 08 0A 05 81 07 02 00 00 00 04 00 00 00 05 03 89 71 10 08 02 03 00 00 03 00 78 00 03 89 71 10 08 02 03 00 00 03 00 78 00 04 78 04 1E 05 03 21 66 11 08 0A 05 81 07 02 00 04 00 00 00 00 00 05 0E DD 7C 2D 08 08
Psycho Cut:
0E D1 7C 2D 08 00 13 27 00 9A 27 00 97 27 04 00 0A 03 0C 0C 08 04 00 03 F1 3C 10 08 02 05 20 00 E8 FF 00 06 02 00 80 00 05 19 80 00 3F 02 34 2A 59 08 02 04 28 00 E0 FF 00 00 02 00 04 05 03 D1 52 0D 08 02 05 01 00 02 00 00 00 08 00 01 00 03 D1 52 0D 08 02 05 03 00 02 00 00 00 08 00 01 00 05 0D 0B 03 04 00 0E DD 7C 2D 08 08
Zen Headbutt:

http://i.imgur.com/YahXlTH.gif
0E D1 7C 2D 08 00 11 27 00 E4 27 00 A4 27 00 E5 27 00 97 27 02 ZZ YY XX 08 01 00 02 D8 2C 59 08 02 01 00 00 19 A2 00 C0 05 04 02 02 D8 2C 59 08 02 01 01 00 05 03 85 54 0D 08 02 05 00 00 02 00 00 00 04 00 01 00 03 AD 51 0D 08 02 05 01 00 05 00 00 00 06 00 01 00 02 D8 2C 59 08 02 01 02 00 02 E8 73 59 08 83 04 00 00 00 00 01 00 01 00 19 7B 00 3F 05 0E DD 7C 2D 08 08
At offset XX YY ZZ:
E4 27 A4 27 9C 4A 52 08 9C C6 2E 08 00 00 00 00 50 59 59 08 D9 AC 10 08
Avalanche:

http://i.imgur.com/khNNUO1.gif
00 4A 27 00 3B 27 0A 03 02 D8 72 59 08 02 04 07 00 01 00 0B 00 01 00 02 CC BB AA 08 82 04 FB FF 01 00 FB FF 01 00 19 83 00 3F 04 02 02 CC BB AA 08 82 04 05 00 00 00 06 00 01 00 19 83 00 3F 04 02 02 CC BB AA 08 82 04 13 00 01 00 0A 00 01 00 19 83 00 3F 04 02 02 CC BB AA 08 82 04 E9 FF 02 00 F6 FF 01 00 19 83 00 3F 03 AD 51 0D 08 02 05 01 00 00 00 05 00 32 00 01 00 03 AD 51 0D 08 02 05 03 00 00 00 05 00 32 00 01 00 04 02 0E ZZ YY XX 08 0E ZZ YY XX 08 05 0B 03 08
At offset XX YY ZZ:
02 CC BB AA 08 82 04 EC FF 00 00 F6 FF 01 00 19 83 00 3F 04 02 02 CC BB AA 08 82 04 1C 00 01 00 0A 00 01 00 19 83 00 3F 04 02 02 CC BB AA 08 82 04 F6 FF 01 00 FB FF 01 00 19 83 00 3F 04 02 02 CC BB AA 08 82 04 0A 00 00 00 06 00 01 00 19 83 00 3F 04 02 02 CC BB AA 08 82 04 18 00 01 00 0A 00 01 00 19 83 00 3F 04 02 02 CC BB AA 08 82 04 E0 FF 02 00 F6 FF 01 00 19 83 00 3F 04 02 02 CC BB AA 08 82 04 EC FF 00 00 F6 FF 01 00 19 83 00 3F 04 02 02 CC BB AA 08 82 04 1E 00 02 00 0A 00 01 00 19 83 00 3F 04 02 0F 00 97 27 0A 01 04 01 14 01 17 0C 0C 08
At offset AA BB CC:
4A 27 3B 27 14 49 52 08 F8 6A 59 08 00 00 00 00 A8 C6 2E 08 F1 09 11 08
Ice Fang:

http://i.imgur.com/TDqEgwO.gif
00 9B 27 00 97 27 00 9D 27 0A 01 0C 0C 08 19 A1 00 3F 02 80 70 59 08 02 06 00 00 E0 FF 00 00 00 00 33 03 0A 00 02 80 70 59 08 02 06 00 00 20 00 04 00 00 00 CD FC 0A 00 04 0A 02 58 73 59 08 02 04 00 00 00 00 01 00 02 00 03 AD 51 0D 08 05 05 01 00 00 00 04 00 07 00 01 00 0E 20 77 2D 08 04 05 03 21 66 11 08 0A 05 04 00 02 00 09 00 00 00 4C 7F 05 05 0B 03 0D 08
As usual, all of them are for Emerald.
And here are some updated particles:
Fire Sprites:
http://i.imgur.com/6lFRxuJ.png?1
Fly Sprite:
http://i.imgur.com/6h039hW.png?1

Spherical Ice
August 25th, 2014, 01:12 AM
And, can I suggest some improvements to the organisation of this thread? Firstly, divide the animations up into Ruby, Emerald and FireRed animations, as Ruby and Sapphire animations might not be cross compatible due to pointer issues and Sapphire is rarely hacked anyways.This is a good idea, but I really don't think dividing Ruby and Sapphire is worth it as Sapphire is hacked so rarely that any posts that are for it will almost definitely specify that.
Secondly, choose the animations based on how closely they resemble their 5th/6th gen counterparts instead of allowing multiple versions of the same animation to proliferate.While this is a good idea in practice, it would undoubtedly cause a lot of drama and would take a lot of time to test each one individually and then compare with the official one; it's far easier to simply give the user the choice of multiple options if they are unsatisfied. It also removes any subjectivity from the thread, which, again, can help avoid drama and the likes.
However, it might be worth adding a line to the OP asking people to include screenshots or .gifs showing the animation so that people can get a better feel for what they're adding before they do.Thirdly, with the permission of the hackers, put the animation bytes themselves into the first post rather than linking to the post containing the bytes.I really, really don't want to do this, because it's just a really shaky way of doing things, because if just one byte is changed, the OP will be completely outdated, whereas linking to posts means that edits will always be kept and the OP will thus be up to date more often - it's not like clicking the posts takes that much more time anyway, so I don't really see why this is such an issue.Lastly, set aside a section aside for particle replacements and attacks that require new particles. Divide this section up into two portions, one where for replacements for existing particles (easily done using UnLZ), and one for moves that require new particles altogether (more difficult, requires hex knowledge as well as repointing/expansion of the particle table).This is another great suggestion, I'll get to doing it soon. For now, I'm going to just add your contributions in the old format of the thread, but I will get around to revamping the thread layout (again) to fit your suggestions.

MrDollSteak
August 26th, 2014, 08:32 PM
I really, really don't want to do this, because it's just a really shaky way of doing things, because if just one byte is changed, the OP will be completely outdated, whereas linking to posts means that edits will always be kept and the OP will thus be up to date more often

I agree completely, and on that note I'd once again recommend removing all the codes that are currently in the OP that I (11bayerf1 or MrDollSteak) made, because I have either already fixed it, or someone else has, or I plan on fixing it.

On that note, here is an updated Fire Fang, Ice Fang, Thunder Fang Battle Script.

It replaces Battle Script 31 (May cause flinching) so just put this in free space and change the
pointer of BS31 to point to this script.
Also note that 0x1AF, 0x1B0 and 0x1B1 are the indexes for Fire Fang, Ice Fang and Thunder Fang
in my rombase, so just change those to yours.

#dynamic 0x800000
#freespacebyte 0xFF

#org @start
setbyte 0x2023E85 0x8
jumpifhalfword 0x0 0x2023D4A 0x1AF @firefang
jumpifhalfword 0x0 0x2023D4A 0x1B0 @icefang
jumpifhalfword 0x0 0x2023D4A 0x1B1 @thunderfang
goto 0x81D6900

#org @firefang
call @effect
setbyte 0x2023E85 0x3
seteffectwithchancetarget
goto 0x81D6947

#org @icefang
call @effect
setbyte 0x2023E85 0x4
seteffectwithchancetarget
goto 0x81D6947

#org @thunderfang
call @effect
setbyte 0x2023E85 0x5
seteffectwithchancetarget
goto 0x81D6947

#org @effect
attackcanceler
accuracycheck 0x81D695E 0x0
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c BANK_TARGET
waitstate
graphicalhpupdate BANK_TARGET
datahpupdate BANK_TARGET
critmessage
waitmessage DELAY_1SECOND
resultmessage
waitmessage DELAY_1SECOND
return

I've also added Acid Spray to this post: http://www.pokecommunity.com/showpost.php?p=8361409&postcount=115
It hooks into the same battle script as Fiery Dance and Charge Beam, so you may want to ammend that in the OP thanks!

Spherical Ice
August 26th, 2014, 11:24 PM
I agree completely, and on that note I'd once again recommend removing all the codes that are currently in the OP that I (11bayerf1 or MrDollSteak) made, because I have either already fixed it, or someone else has, or I plan on fixing it.

On that note, here is an updated Fire Fang, Ice Fang, Thunder Fang Battle Script.

It replaces Battle Script 31 (May cause flinching) so just put this in free space and change the
pointer of BS31 to point to this script.
Also note that 0x1AF, 0x1B0 and 0x1B1 are the indexes for Fire Fang, Ice Fang and Thunder Fang
in my rombase, so just change those to yours.

#dynamic 0x800000
#freespacebyte 0xFF

#org @start
setbyte 0x2023E85 0x8
jumpifhalfword 0x0 0x2023D4A 0x1AF @firefang
jumpifhalfword 0x0 0x2023D4A 0x1B0 @icefang
jumpifhalfword 0x0 0x2023D4A 0x1B1 @thunderfang
goto 0x81D6900

#org @firefang
call @effect
setbyte 0x2023E85 0x3
seteffectwithchancetarget
goto 0x81D6947

#org @icefang
call @effect
setbyte 0x2023E85 0x4
seteffectwithchancetarget
goto 0x81D6947

#org @thunderfang
call @effect
setbyte 0x2023E85 0x5
seteffectwithchancetarget
goto 0x81D6947

#org @effect
attackcanceler
accuracycheck 0x81D695E 0x0
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c BANK_TARGET
waitstate
graphicalhpupdate BANK_TARGET
datahpupdate BANK_TARGET
critmessage
waitmessage DELAY_1SECOND
resultmessage
waitmessage DELAY_1SECOND
return

I've also added Acid Spray to this post: http://www.pokecommunity.com/showpost.php?p=8361409&postcount=115
It hooks into the same battle script as Fiery Dance and Charge Beam, so you may want to ammend that in the OP thanks!

Done!

The only effect bytes that are still left inline are that of pawell6's and itari's, so if you guys could either repost the respective codes or give me permission to remove them from the OP that'd be appreciated!

MrDollSteak
August 26th, 2014, 11:58 PM
Done!

The only effect bytes that are still left inline are that of pawell6's and itari's, so if you guys could either repost the respective codes or give me permission to remove them from the OP that'd be appreciated!

I'm going to post an updated Flare Blitz here that uses Double-Edge's battle script (198), it will also unthaw the user when used, which I don't think Jambo's does.

I'm not 100% sure on Pawell6's and itari's. I don't know about permissions but I'll write up a BSP version of their moves, apart from the really buggy ones like U-Turn and Dragon Tail because those'll likely need ASM.

EDIT: It seems that to unthaw, you need battle script 125, so I'll hook Flare Blitz into that instead. The AI may not realise it has recoil, but I feel that being able to unfreeze the user is more significant.

Flare Blitz for FireRed


Replace battle script 125 with this, note that 0x1B2 is the index for Flare Blitz in my rombase, so just make a note of that and change it.
This allows for a burn chance, defrosts the user, and does 1/3 recoil.
#dynamic 0x800000
#freespacebyte 0xFF

#org @start
setbyte 0x2023E85 0x3
jumpifhalfword 0x0 0x2023D4A 0x1B2 @flareblitz
goto 0x81D6900

#org @flareblitz
attackcanceler
accuracycheck 0x81D695E 0x0
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c BANK_TARGET
waitstate
graphicalhpupdate BANK_TARGET
datahpupdate BANK_TARGET
critmessage
waitmessage DELAY_1SECOND
resultmessage
waitmessage DELAY_1SECOND
seteffectwithchancetarget
setbyte 0x2023E85 0xE6
seteffectwithchancetarget
goto 0x81D6947

KDS
August 30th, 2014, 10:50 PM
Some new effects:
1. Crush Grip: Just use the callasm statement after the announcement of attack and before the damage calculation.

ASM:

.text
.align 2
.thumb
.thumb_func
.global crushgrip

main:
push {lr}
ldr r0, targetBank
ldrb r0, [r0]
ldr r1, battleData
mov r2, #0x58
mul r0, r2
add r3, r0, r1
ldrh r0, [r3, #0x28]
mov r2, #0x78
mul r0, r2
ldrh r1, [r3, #0x2c]
bl divide
mov r1, #0x1
add r1, r0
ldr r2, basePower
strb r1, [r2]
pop {r0}
bx r0

divide:
ldr r2, divider
bx r2

.align 2
targetBank: .word 0x02023D6C
battleData: .word 0x02023BE4
divider: .word 0x081E4019
basePower: .word 0x02023F50




2. Topsy Turvy

Script:

#org @main
attackcanceler
attackstring
ppreduce
callasm 0x8DDDDDD+1
attackanimation
waitanimation
setword 0x203C020 0x8CCCCCC
printstring 0x184
waitmessage 0x40
goto 0x81D694E


ASM at DDDDDD:
.text
.align 2
.thumb
.thumb_func
.global topsyturvy

main:
push {lr}
ldr r0, targetBank
ldrb r0, [r0]
ldr r1, battleData
mov r2, #0x58
mul r0, r2
add r2, r0, r1
add r2, #0x19
mov r0, #0x0
mov r1, #0x6
loop:
add r3, r2, r0
ldrb r4, [r3]
cmp r4, #0x6
beq loopend
cmp r4, #0x6
bgt greater
sub r5, r1, r4
lsl r5, #0x1
add r4, r5
strb r4, [r3]
b loopend

greater:
sub r5, r4, #0x6
lsl r5, #0x1
sub r4, r5
strb r4, [r3]

loopend:
add r0, #0x1
cmp r0, #0x7
blt loop
pop {r0}
bx r0

.align 2
targetBank: .word 0x02023D6C
battleData: .word 0x02023BE4


String at CCCCCC:

FD 10 B4 E7 00 E7 E8 D5 E8 E7 00 D7 DC D5 E2 DB D9 E7 00 EB D9 E6 D9 FE E6 D9 EA D9 E6 E7 D9 D8 AB FF



3. Final Gambit:

Script:

#org @main
attackcanceler
accuracycheck 0x81D695E 0x0
attackstring
ppreduce
cmd6
bicbyte 0x2023DCC 0x6
callasm 0x08750051
cmd69
attackanimation
waitanimation
missmessage
cmd5c 0x0
waitstate
graphicalhpupdate 0x0
datahpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
faintpokemon 0x0 0x0 0x8000000
jumpifbyte 0x0 0x02023DCC 0x8 0x81D694E
setuserhptozero
graphicalhpupdate 0x1
datahpupdate 0x1
faintpokemon 0x1 0x0 0x8000000
goto 0x81D694E



ASM at 0x8750050:

.text
.align 2
.thumb
.thumb_func
.global finalgambit

main:
push {lr}
ldr r0, userBank
ldrb r0, [r0]
ldr r1, battleData
mov r2, #0x58
mul r0, r2
add r2, r0, r1
add r2, #0x28
ldrb r0, [r2]
ldr r2, damage
strb r0, [r2]
pop {r0}
bx r0

.align 2
userBank: .word 0x02023D6C
battleData: .word 0x02023BE4
damage: .word 0x02023D50

MrDollSteak
August 31st, 2014, 12:15 AM
4. Elemental Fangs (alternate method) - This uses the random function to select the flinch or (burn,paralyse,freeze) effect. This code executes fire fang.

Script:

#org @main
callasm 0x8EEEEEE
goto 0x81D6926

ASM:

.text
.align 2
.thumb
.thumb_func
.global fangs

main:
push {lr}
bl rand
mov r1, #0x1
and r0, r1
cmp r0, #0x1
beq flinch
mov r3, #0x3 //Change to 0x4 for ice fang or 0x5 for thunder fang.
b end

flinch:
mov r3, #0x8

end:
ldr r1, effectChoose
strb r3, [r1]
pop {r0}
bx r0

rand:
ldr r2, randGen
bx r2

.align 2
effectChoose: .word 0x02023E85
randGen: .word 0x08044EC9




The problem with this implementation is that it can't select both. The fang moves can flinch and cause status at the same time, which this code doesn't allow for.

KDS
August 31st, 2014, 01:30 AM
Oh, I didn't realize this. Then this implementation is not needed.

Artemis64
August 31st, 2014, 02:15 AM
Yeah no problem. I posted something on Chaos Rush's thread about that so might wanna check that out. Also I honestly don't have my BG tilemaps anymore sadly, but I can still add the moves if you want.




Fusion Flare/Blue Flare I probably messed up a pointer while copying it over. I'll take a look again.
Lunar Dance - Like this?
00 D2 27 00 D3 27 00 2F 27 0C 00 10 02 24 7B 3E 08 02 05 01 00 01 00 00 00 10 00 00 00 05 02 34 37 3E 08 02 02 78 00 38 00 03 49 60 07 08 03 05 00 00 10 00 10 00 00 00 01 00 19 CC 00 00 04 1E 02 64 37 3E 08 28 02 F4 FF 00 00 04 1E 02 64 37 3E 08 28 02 E8 FF 00 00 04 1E 02 64 37 3E 08 28 02 15 00 00 00 04 1E 02 64 37 3E 08 28 02 00 00 00 00 04 1E 02 64 37 3E 08 28 02 0A 00 00 00 04 14 03 C1 5F 0A 08 02 00 05 0E 71 C3 1C 08
Iron Head - Aight
Head Smash - Lol okay it kinda just made sense to me you know head...smash...headbutt...hehe
Grass Knot - I realize that xD I'll think of something if someone doesn't first
Ominous Wind - I couldn't figure out how to change the pallete of the redness
14 02 17 00 15 28 03 21 AA 0B 08 05 05 15 28 00 00 06 00 06 00 1F 00 03 11 48 0B 08 05 01 01 00 03 A5 DA 0A 08 06 02 06 00 1F 00 1B E9 00 C0 3F 02 00 04 04 03 01 D8 0A 08 05 00 04 0C 02 50 74 3E 08 28 04 0A 00 00 09 60 00 01 00 04 0A 02 50 74 3E 08 28 04 5A 00 00 08 60 00 01 00 04 0A 02 50 74 3E 08 28 04 32 00 00 0A 60 00 01 00 04 0A 02 50 74 3E 08 28 04 14 00 00 09 60 00 01 00 04 0A 02 50 74 3E 08 28 04 46 00 C0 07 60 00 01 00 04 0A 02 50 74 3E 08 28 04 00 00 00 0B 60 00 01 00 04 0A 02 50 74 3E 08 28 04 3C 00 00 0A 60 00 01 00 05 15 17 08
Poison Jab - I just didn't think a normal punch or karate chop looked all that great :P
LCCool95, The way to change the redness is to change the 06 00 06 00 1F 00 to 06 00 06 00 XX XX and the 06 02 06 00 1F 00 to 06 02 06 00 XX XX, XX XX referring to the purple color in reverse hex.

Sorry guys, If I haven't updated the thread for a while I was busy with other things (aka watching SNK). LOL

Just finished updating the main post! Now make more of those awesome effect and animations. :3

Also here's a better Ominous Wind animation. :3

Ominous Wind - Shadowraze (I just basically took Heat Wave's Animation and then added the backgroundd color and made it purple the one just like in Giga Drain. :3
02 24 7B 3E 08 02 05 01 00 04 00 00 00 0E 00 28 2C 05 00 15 28 03 21 AA 0B 08 05 05 15 28 00 00 06 00 06 00 1F 00 03 11 48 0B 08 05 01 01 00 03 A5 DA 0A 08 06 02 06 00 1F 00 1B E9 00 C0 3F 02 00 04 04 03 01 D8 0A 08 05 00 04 0C 02 50 74 3E 08 28 04 0A 00 00 09 60 00 01 00 04 0A 02 50 74 3E 08 28 04 5A 00 00 08 60 00 01 00 04 0A 02 50 74 3E 08 28 04 32 00 00 0A 60 00 01 00 04 0A 02 50 74 3E 08 28 04 14 00 00 09 60 00 01 00 04 0A 02 50 74 3E 08 28 04 46 00 C0 07 60 00 01 00 04 0A 02 50 74 3E 08 28 04 00 00 00 0B 60 00 01 00 04 0A 02 50 74 3E 08 28 04 3C 00 00 0A 60 00 01 00 02 24 7B 3E 08 02 05 01 00 04 00 0E 00 00 00 28 2C 05 0B 03 0D 08

Also, lately I've been making a documentation of the pallete used in the particles here's the current list that I have. :3

Palletes
00 97 27 = Light Brown
00 9F 27 = Black
00 A4 27 = Blue
00 74 27 = Yellow
00 2D 27 = Light Yellow
00 9D 27 = Yellow
00 35 27 = Light Violet
00 99 27 = Light Brown
00 9A 27 = Light Brown
00 19 27 = Grey
00 15 27 = Orange with some blue colors
00 B2 27 = Black
00 AC 27 = Black with some purple colors
00 48 27 = Light Yellow
00 2F 28 = Green
00 5A 27 = Black
00 24 27 = Red Orange
00 B3 27 = Orange w/ White
00 B1 27 = Black
00 A6 27 = Black and Purple
00 2B 27 = Light Yellow
00 9B 27 = Black

The proper way to change the redness is to change the 06 00 06 00 1F 00 to 06 00 06 00 XX XX and the 06 02 06 00 1F 00 to 06 02 06 00 XX XX, XX XX referring to the purple color in reverse hex.

Artemis64
August 31st, 2014, 02:30 AM
Some Ruby animations:
Flame Charge:
00 2D 27 0A 02 0C 0C 08 1C A8 00 C0 14 0F 0E E9 39 1D 08 0E E9 39 1D 08 03 8D 1F 0E 08 02 06 0A 00 08 00 02 00 00 00 0E 00 FF 7F 05 0B 02 0D 02 F8 1F 3C 08 02 05 00 00 18 00 00 00 00 00 06 00 04 04 03 7D 7E 0A 08 02 05 01 00 05 00 00 00 08 00 01 00 03 91 97 07 08 03 05 01 00 1F 00 0C 00 01 00 01 00 19 91 00 3F 0E A2 11 1D 08 04 07 02 E0 1F 3C 08 02 03 00 00 00 00 09 00 05 0B 03 08
Night Slash:
14 00 16 00 C7 27 02 38 6E 3D 08 82 03 01 00 F8 FF 00 00 19 88 00 3F 04 04 02 38 6E 3D 08 82 03 01 00 08 00 00 00 03 A1 7F 0A 08 02 05 01 00 04 00 00 00 12 00 01 00 19 88 00 3F 05 0E F3 61 1D 08 08
Water Shuriken:
14 09 16 03 59 3A 0E 08 05 04 00 F7 00 00 01 00 FF FF 00 A4 27 00 AA 27 00 97 27 00 B0 27 00 AB 27 0A 03 28 01 0C 0C 08 0E 00 DF 24 08 03 7D 7E 0A 08 05 05 01 00 05 00 00 00 32 00 01 00 0E 00 DF 24 08 0E 00 DF 24 08 0E 00 DF 24 08 0E 00 DF 24 08 05 02 D8 B4 3D 08 02 04 00 00 00 00 01 00 00 00 19 88 00 3F 05 0B 03 0D 04 00 0E 2B 62 1D 08 08 19 8F 00 C0 02 E4 A3 3D 08 02 07 0E 00 F4 FF 00 00 F4 FF 0F 00 00 00 00 00 02 E4 A3 3D 08 02 07 1A 00 08 00 0C 00 08 00 0F 00 00 00 00 00 04 03 19 8F 00 C0 02 E4 A3 3D 08 02 07 0E 00 F4 FF 00 00 F4 FF 0F 00 01 00 00 00 02 E4 A3 3D 08 02 07 1A 00 08 00 0C 00 08 00 0F 00 01 00 00 00 04 03 19 8F 00 C0 02 E4 A3 3D 08 02 07 0E 00 F4 FF 00 00 F4 FF 0F 00 02 00 00 00 02 E4 A3 3D 08 02 07 1A 00 08 00 0C 00 08 00 0F 00 02 00 00 00 04 03 19 8F 00 C0 02 E4 A3 3D 08 02 07 0E 00 F4 FF 00 00 F4 FF 0F 00 03 00 00 00 02 E4 A3 3D 08 02 07 1A 00 08 00 0C 00 08 00 0F 00 03 00 00 00 04 03 0F 0A 03 28 01 0C 0C 08 02 18 93 3D 08 02 06 14 00 00 00 00 00 00 00 28 00 E7 FF 19 7C 00 C0 05 03 A1 7F 0A 08 05 05 01 00 01 00 00 00 08 00 01 00 02 D8 B4 3D 08 04 04 00 00 00 00 01 00 02 00 02 30 93 3D 08 02 05 00 00 F1 FF 00 00 0F 00 37 00 19 8E 00 3F 04 0A 02 30 93 3D 08 02 05 0F 00 EC FF 00 00 0F 00 32 00 19 8E 00 3F 04 0A 02 30 93 3D 08 02 05 F1 FF F6 FF 00 00 0A 00 2D 00 19 8E 00 3F 05 0B 03 0D 0E F3 61 1D 08 08
Fire Fang:
00 9B 27 00 97 27 00 2D 27 0A 01 0C 0C 08 19 A1 00 3F 02 D0 B1 3D 08 02 06 00 00 E0 FF 00 00 00 00 33 03 0A 00 02 D0 B1 3D 08 02 06 00 00 20 00 04 00 00 00 CD FC 0A 00 04 0A 02 A8 B4 3D 08 02 04 00 00 00 00 01 00 02 00 03 7D 7E 0A 08 05 05 01 00 00 00 04 00 07 00 01 00 05 0B 01 0D 0B 03 08

Dragon Pulse:

00 B4 27 00 2D 27 00 21 28 0A 02 0C 0C 08 1C A8 00 C0 14 0F 0E ZZ YY XX 08 0E ZZ YY XX 08 0E ZZ YY XX 0804 01 02 F8 1F 3C 08 02 05 00 00 18 00 00 00 00 00 06 00 04 04 03 7D 7E 0A 08 02 05 01 00 05 00 00 00 08 00 01 00 03 91 97 07 08 03 05 01 00 1F 00 0C 00 01 00 01 00 19 91 00 3F 0E A2 11 1D 08 04 07 02 E0 1F 3C 08 02 03 00 00 00 00 09 00 05 08
At offset XX YY ZZ:
02 CC BB AA 08 02 07 00 00 1C 00 10 02 1E 00 0D 00 32 00 00 00 04 02 02 CC BB AA 08 02 07 00 00 20 00 E0 01 14 00 10 00 D2 FF 00 00 04 02 02 CC BB AA 08 02 07 00 00 21 00 40 02 14 00 08 00 2A 00 00 00 04 02 02 CC BB AA 08 02 07 00 00 1F 00 90 01 19 00 0B 00 D6 FF 00 00 04 02 02 CC BB AA 08 02 07 00 00 1C 00 00 02 19 00 10 00 2E 00 00 00 04 02 02 CC BB AA 08 02 07 00 00 21 00 D0 01 1E 00 0F 00 CE FF 00 00 04 02 0F 08 04 20 03 8D 1F 0E 08 02 06 0A 00 08 00 02 00 00 00 0E 00 00 50 05 0B 02 0D 03 A1 7F 0A 08 02 05 00 00 03 00 00 00 02 00 01 00 0E 48 7E 1C 08 0E 48 7E 1C 08 04 10 03 89 8B 0A 08 05 05 00 00 06 00 00 08 02 00 01 00 05 08
At offset AA BB CC:
2D 27 21 28 34 DF 37 08 E0 95 3D 08 00 00 00 00 10 29 1E 08 E5 CF 0D 08
Seed Bomb:
00 D6 27 00 BF 27 00 16 27 19 A7 00 C0 02 28 76 3D 08 82 06 0A 00 00 00 00 00 00 00 19 00 E0 FF 05 03 A1 7F 0A 08 02 05 01 00 04 00 00 00 10 00 01 00 02 28 78 3D 08 84 04 06 00 05 00 01 00 00 00 19 B1 00 3F 04 03 02 28 78 3D 08 84 04 F0 FF F1 FF 01 00 00 00 19 B1 00 3F 04 03 02 28 78 3D 08 84 04 10 00 FB FF 01 00 00 00 19 B1 00 3F 04 03 02 28 78 3D 08 84 04 F4 FF 12 00 01 00 00 00 19 B1 00 3F 04 03 02 28 78 3D 08 84 04 00 00 05 00 01 00 00 00 19 B1 00 3F 04 03 05 08
Drain Punch:
00 9F 27 00 A3 27 04 01 00 2F 27 00 97 27 0A 03 2A 01 0C 0C 08 04 01 02 A8 9F 3D 08 02 03 EC FF 0F 00 0C 00 05 02 A8 9F 3D 08 02 04 00 00 00 00 01 00 02 00 19 B4 00 3F 04 02 03 7D 7E 0A 08 05 05 01 00 00 00 05 00 05 00 01 00 05 02 C4 B3 3D 08 02 05 01 00 01 00 00 00 07 00 00 00 05 0E AE F5 1C 08 05 04 0F 0E F5 5E 1D 08 05 02 C4 B3 3D 08 02 05 01 00 01 00 07 00 00 00 00 00 05 0B 03 0D 08
Ice Fang:
00 9B 27 00 9D 27 00 9F 27 00 97 27 0A 01 0C 0C 08 19 A1 00 3F 02 D0 B1 3D 08 02 06 00 00 E0 FF 00 00 00 00 33 03 0A 00 02 D0 B1 3D 08 02 06 00 00 20 00 04 00 00 00 CD FC 0A 00 04 0A 02 A8 B4 3D 08 02 04 00 00 00 00 01 00 02 00 03 7D 7E 0A 08 05 05 01 00 00 00 04 00 07 00 01 00 05 0B 01 0D 04 01 0E 36 5C 1D 08 04 05 03 39 2A 0E 08
Energy Ball:
00 C0 27 00 D2 27 00 D3 27 04 0F 1F 59 B0 12 08 07 A8 00 C0 FF 3F 00 05 00 05 00 00 00 05 00 02 ZZ YY XX 08 82 03 10 00 10 00 08 00 05 19 9F 00 3F 03 A1 7F 0A 08 02 05 01 00 04 00 00 00 08 00 01 00 05 08
At offset XX YY ZZ:
C0 27 B0 27 94 DF 37 08 04 29 1E 08 00 00 00 00 A4 AE 3D 08 41 DF 0D 08
Since I'm not hacking Ruby anymore, I'm not going to support these, but if any of you want to, you can use these in any way you want.

MrDollSteak
September 7th, 2014, 03:35 AM
I've finally gotten around to making U-turn and Volt Switch for Fire Red through Battle Script Pro, which has removed the bugs from the original code!

U-Turn and Volt Switch


This implementation hijacks battle script 127 (Baton Pass), so just remove that and replace it with a pointer to this script.

#dynamic 0x800000
#include moves.bsh

#org @main
jumpifhalfword 0x0 move MOVE_BATONPASS 0x81D7995

#org @uturn
attackcanceler
accuracycheck 0x81D695E 0x0
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c BANK_TARGET
waitstate
graphicalhpupdate BANK_TARGET
datahpupdate BANK_TARGET
critmessage
waitmessage DELAY_1SECOND
resultmessage
waitmessage DELAY_1SECOND
seteffectwithchancetarget
faintpokemon BANK_TARGET 0x0 0x0
jumpifcannotswitch 0x81 0x81D694E
goto 0x81D79A0

I've also finally gotten my Miracle Eye implementation for Fire Red written up.
This uses the same move effect as Foresight (113)

Miracle Eye

The first thing you'll need to do is replace the Set Foresight command with this routine.

Miracle Eye I

.text
.align 2
.thumb
.thumb_func
.global miracleye

main:
ldrb r0, [r4]
mov r1, #0xC1
cmp r0, #0x0
beq user
b target
user:
ldr r0, .usermoveloc
ldrh r0, [r0]
cmp r0, r1
bne miracleye
b foresight
target:
ldr r0, .targetmoveloc
ldrb r0, [r0]
cmp r0, r1
bne miracleye
foresight:
ldr r0, .return
bx r0
miracleye:
ldr r1, .bank
ldr r0, .halfwordloader
ldrb r2, [r0]
mov r0, #0x58
mul r2, r0
add r1, #0x50
add r2, r2, r1
ldr r0, [r2]
mov r1, #0x1A
lsl r1, r1, #0x1A
orr r0, r1
str r0, [r2]
ldr r1, .scriptloc
ldr r0, [r1]
add r0, #0x1
str r0, [r1]
bx r14

.align 2
.usermoveloc: .word 0x2023DC6
.targetmoveloc: .word 0x2023DC4
.return: .word 0x802AAA5
.bank: .word 0x2023BE4
.halfwordloader: .word 0x2023D6C
.scriptloc: .word 0x2023D74

The Set Foresight command is located at 0x02AAA5 in the rom, so just search for that pointer and replace it with a pointer to the routine above.
It's not the most optimised as I wrote it when I was just starting Assembly, and I'd probably rewrite it to use 2023D4A, but it gets the job done.
This routine allows for a new word marker to be loaded into the ram location that controls moves such as Imprison and Foresight effects. It may overlap an existing one but I can't see any noticeable side effects, so if anyone finds anything, let me know and I'll load a new word.

The next thing you'll need to do is reformat your type effectiveness table. Nothing too difficult just swap the Dark immunity to Psychic moves (0E 11 00) and the first entry in your table (which should be 00 05 05).

Miracle Eye II (This routine deals with loading the type table)

.text
.align 2
.thumb
.thumb_func
.global miracleye

check:
ldr r0, r5
ldrb r1, [r2]
mov r2, #0x58
mul r1, r2
add r0, #0x50
add r0, r0, r1
ldr r2, r4
ldr r0, [r0]
mov r1, #0x80
lsl r1, r1, #0x18
and r0, r1
cmp r0, #0x0
beq noeye
miracleyes:
mov r0, #0x41
ldr r1, .typetableskip
add r0, r3, r1
mov r3, #0x3
mov r1, r1
b return
noeye:
mov r0, #0x041
ldr r1, .typetable
add r0, r3, r1
ldrb r0, [r0]
mov r1, r1
return:
ldr r0, .return
bx r0


.align 2
.typetableskip: .word 0x0824F053
.typetable: .word 0x0824F050
.return: .word 0x0801E941

Insert 00 48 00 47 XX+1 XX XX 08 at 0x1E938 where XX XX XX is the location of this routine.
If you have expanded your type table you'll need to replace the registers with the new location of your type table,
and the offset of the entry just past the Psychic immunity. It basically checks if the Miracle Eye word is set, and if it is
it skips the first entry (which is why the Psychic immunity was moved there).

HidoranBlaze
September 18th, 2014, 11:35 AM
So I made a battle script for Acrobatics (my very first one), and it works! Here's the code.
(This is for Emerald by the way.)

ASM at 0xAAAAAA:

.text
.align 2
.thumb
.thumb_func

CheckItem:
push {r0-r4}
ldr r1, BattleData
ldr r0, CurPokeIndex
ldrb r0, [r0]
mov r2, #0x58
mul r2, r0
add r1, #0x2E
add r1, r2
ldrh r0, [r1]
cmp r0, #0x0
beq PowerUp
b End

PowerUp:
ldr r3, Multiplier
mov r4, #0x2
strb r4, [r3]
b End

End:
pop {r0-r4}
bx lr

.align 2
BattleData: .word 0x02024084
CurPokeIndex: .word 0x0202420B
Multiplier: .word 0x02024482


Battle Script:

#dynamic 0x800000
#freespace 0xFF

#org @start
attackcanceler
accuracycheck 0x82D8A5E 0x0
attackstring
ppreduce
callasm 0x8AAAAAA+1
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c 0x0
waitstate
graphicalhpupdate 0x0
datahpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
seteffectwithchancetarget
goto 0x82D8A47


Credits to Tlachtli, for the Emerald offsets.
Also, thanks to ipatix, for helping me when I was having a bug with this.

DoesntKnowHowToPlay
September 20th, 2014, 10:06 AM
Taunt's duration is controlled by the byte at x2bfe2; change it to 4 for BW's length.

To fix Encore at 4 turns, insert 00 00 00 00 at x29c66 and x29c76.

To fix Disable at 4 turns, insert 00 00 00 00 at x29b2e and x29b3e.

Spherical Ice
September 21st, 2014, 06:31 AM
Ominous Wind animation [FR]
http://i.imgur.com/mU1PGvo.gif
00 1F 28 1B 7D 00 C0 3F 02 00 19 DD 00 00 04 00 0A 03 29 04 00 03 3D A8 0B 08 0A 05 01 00 00 00 00 00 04 00 00 00 03 4D B9 0B 08 02 00 21 07 01 00 AA BB CC 08 14 02 16 03 2D B8 0B 08 05 04 00 06 00 00 00 00

At CCBBAA (for scrolling BG):14 02 16 03 2D B8 0B 08 05 04 00 FA 00 00 00 00 FF FF 13 7E 3F 1D 08

OR

At CCBBAA (for static BG):14 02 16 13 7E 3F 1D 08

KDS
September 28th, 2014, 03:17 AM
1. Scald - Chance to burn foe, defrosts the user and defrosts the target also(Gen VI).

Hook this script with effect 125 to defrost the user

#org @scald
jumpifsecondarystatus 0x0 0x1000000 0x81D6926
setbyte 0x2023E85 0x3
attackcanceler
accuracycheck 0x81D695E 0x0
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c 0x0
waitstate
graphicalhpupdate 0x0
datahpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
seteffectwithchancetarget
faintpokemon 0x0 0x0 0x0
jumpiffainted 0x0 0x81D694E
jumpifstatus 0x0 0x20 @thawfoe
goto 0x81D694E

#org @thawfoe
setword 0x203C020 0x8CCCCCC
printstring 0x184
waitmessage 0x20
setbyte 0x2023E85 0x4
clearstatus 0x0
jumpifbyte 0x0 0x02023D6C 0x0 @slot1
jumpifbyte 0x0 0x02023D6C 0x1 @slot2
jumpifbyte 0x0 0x02023D6C 0x2 @slot3
jumpifbyte 0x0 0x02023D6C 0x3 @slot4

#org @slot1
bicbyte 0x20242D4 0xFF
cmd98 0x0
goto 0x81D694E

#org @slot2
bicbyte 0x202407C 0xFF
cmd98 0x0
goto 0x81D694E

#org @slot3
bicbyte 0x2024338 0xFF
cmd98 0x0
goto 0x81D694E

#org @slot4
bicbyte 0x20240E0 0xFF
cmd98 0x0
goto 0x81D694E


String at CCCCCC:
FD 10 00 EB D5 E7 FE D8 D9 DA E6 E3 E7 E8 D9 D8 AB FF



2. Incinerate - Destroys the target's berry completely.


#org @incinerate
jumpifsecondarystatus 0x0 0x1000000 0x81D6929
attackcanceler
accuracycheck 0x81D695E 0x0
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c 0x0
waitstate
graphicalhpupdate 0x0
datahpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
callasm 0x(offset+1)
pause 0x40
setword 0x203C020 0x8DDDDDD
printstring 0x184
waitmessage 0x40
faintpokemon 0x0 0x0 0x8000000
goto 0x81D694E


ASM: (If berries are expanded then the bolded part needs to be changed)

.text
.align 2
.thumb
.thumb_func
.global incinerate

main:
push {lr}
ldr r0, targetBank
ldrb r0, [r0]
ldr r1, battleData
mov r2, #0x58
mul r2, r0
add r1, r2
ldrh r3, [r1, #0x2e]
cmp r3, #0x85
blt gotoend
cmp r3, #0xAF
bgt gotoend
mov r3, #0x0
strh r3, [r1, #0x2e]
mov r1, #0xC
cmp r0, #0x0
beq slot1
cmp r0, #0x1
beq slot2
cmp r0, #0x2
beq slot3
cmp r0, #0x3
beq slot4

slot1:
ldr r0, userData
b bclear

slot2:
ldr r0, foeData
b bclear

slot3:
ldr r0, partnerData
b bclear

slot4:
ldr r0, foePartnerData

bclear:
bl clear
b end

gotoend:
ldr r1, scriptPointer
ldr r2, endScript
str r2, [r1, #0x0]
end:
pop {r0}
bx r0

clear:
ldr r2, blank
ldr r5, encryptPoke
bx r5

.align 2
targetBank: .word 0x02023D6C
battleData: .word 0x02023BE4
blank: .word 0x0202423E
encryptPoke: .word 0x0804037D
userData: .word 0x02024284
partnerData: .word 0x020242E8
foeData: .word 0x0202402C
foePartnerData: .word 0x02024090
endScript: .word 0x081D6940
scriptPointer: .word 0x02023D74



String at CCCCCC:
FD 10 B4 E7 00 D6 D9 E6 E6 ED 00 EB D5 E7 00 D6 E9 E6 E2 E8 00 E9 E4 AB FF

Spherical Ice
October 12th, 2014, 02:59 AM
I made a more violent Flame Charge animation for FireRed:

http://i.imgur.com/dbeuZ2R.gif

00 2D 27 00 37 27 00 97 27 19 8F 00 C0 03 F9 A7 0B 08 0A 05 02 00 04 00 00 00 08 00 7F 02 03 F9 89 09 08 05 05 00 00 00 00 02 00 0F 00 01 00 02 38 74 3E 08 02 07 00 00 1C 00 10 02 1E 00 0D 00 32 00 00 00 04 02 02 38 74 3E 08 02 07 00 00 20 00 E0 01 14 00 10 00 D2 FF 00 00 04 02 02 38 74 3E 08 02 07 00 00 21 00 40 02 14 00 08 00 2A 00 00 00 04 02 02 38 74 3E 08 02 07 00 00 1F 00 90 01 19 00 0B 00 D6 FF 00 00 04 02 02 38 74 3E 08 02 07 00 00 1C 00 00 02 19 00 10 00 2E 00 00 00 04 02 02 38 74 3E 08 02 07 00 00 21 00 D0 01 1E 00 0F 00 CE FF 00 00 04 02 02 38 74 3E 08 02 07 00 00 1C 00 10 02 1E 00 0D 00 32 00 00 00 04 02 03 9D 94 09 08 05 07 00 00 E8 FF 08 00 17 00 0A 00 28 00 0A 00 04 23 02 3C 7B 3E 08 02 07 1F 00 03 00 01 00 00 00 0A 00 00 00 00 00 02 08 7C 3E 08 04 04 F6 FF 00 00 01 00 00 00 19 86 00 3F 04 01 02 9C 4E 3D 08 02 05 01 00 F0 FF 00 00 00 00 04 00 05 02 38 74 3E 08 02 07 00 00 20 00 E0 01 14 00 10 00 D2 FF 00 00 04 02 02 38 74 3E 08 02 07 00 00 21 00 40 02 14 00 08 00 2A 00 00 00 04 02 02 38 74 3E 08 02 07 00 00 1F 00 90 01 19 00 0B 00 D6 FF 00 00 04 02 02 38 74 3E 08 02 07 00 00 1C 00 00 02 19 00 10 00 2E 00 00 00 04 02 02 38 74 3E 08 02 07 00 00 21 00 D0 01 1E 00 0F 00 CE FF 00 00 03 D1 8C 09 08 02 05 01 00 04 00 00 00 0C 00 01 00 05 04 02 02 84 4E 3D 08 02 03 00 00 00 00 05 00 04 03 02 84 4E 3D 08 02 03 01 00 00 00 07 00 05 0B 03 0D 08 03 F9 A7 0B 08 0A 05 02 00 04 00 08 00 00 00 7F 02 05 08

KDS
October 12th, 2014, 09:53 AM
I've finally gotten around to making U-turn and Volt Switch for Fire Red through Battle Script Pro, which has removed the bugs from the original code!

U-Turn and Volt Switch


This implementation hijacks battle script 127 (Baton Pass), so just remove that and replace it with a pointer to this script.

#dynamic 0x800000
#include moves.bsh

#org @main
jumpifhalfword 0x0 move MOVE_BATONPASS 0x81D7995

#org @uturn
attackcanceler
accuracycheck 0x81D695E 0x0
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c BANK_TARGET
waitstate
graphicalhpupdate BANK_TARGET
datahpupdate BANK_TARGET
critmessage
waitmessage DELAY_1SECOND
resultmessage
waitmessage DELAY_1SECOND
seteffectwithchancetarget
faintpokemon BANK_TARGET 0x0 0x0
jumpifcannotswitch 0x81 0x81D694E
goto 0x81D79A0

You should not hook uturn to effect 127 at all, because effect 127 is hardcoded to pass stat boost changes, statuses like ingrain,cursed etc. Just like 125 is for defrosting.
The script is mainly resonpsible for switching pokemon.

I tested it in your rombase with a bulbasaur having u-turn and ingrain, it passed the ingrain status to pidgey using uturn. But when i changed the id of the script it did not pass ingrain. ;).

MrDollSteak
October 12th, 2014, 03:16 PM
You should not hook uturn to effect 127 at all, because effect 127 is hardcoded to pass stat boost changes, statuses like ingrain,cursed etc. Just like 125 is for defrosting.
The script is mainly resonpsible for switching pokemon.

I tested it in your rombase with a bulbasaur having u-turn and ingrain, it passed the ingrain status to pidgey using uturn. But when i changed the id of the script it did not pass ingrain. ;).

That's interesting! Thanks for that.
The only reason I hooked it into there was so the AI knew how to use it.

Though now with Knizz having found the AI ASM table, I may just hook it into a new effect slot and copy the 127 AI behaviour to that one. Cheers!

looneyman1
October 21st, 2014, 10:15 PM
Is there a means to make Hidden Power with a fixed base power of 60 in a third gen hack yet? It gets aggrivating to have to use an EV calculator over and over and over and over again to find how strong the move's base power will be in addition to type.

destinedjagold
October 21st, 2014, 10:22 PM
Effect: Flame Charge for Ruby. Haven't fully tested it yet, but it works anyway. :/
2E 21 4D 02 02 D1 28 14 6F 1D 08

mamamama
November 1st, 2014, 12:34 AM
Here's an effect for Assurance, again for FireRed

Does this effect take recoil damage into account?

MrDollSteak
November 1st, 2014, 12:57 AM
Does this effect take recoil damage into account?

I've tested this too, and it doesn't seem to work.

mamamama
November 1st, 2014, 09:54 PM
I thought the Heart Stamp in the OP was too long so I shortened it down a bit, for Emerald

Heart Stamp

00 E8 27 1C D4 00 C0 0C 03 03 B9 5E 0D 08 05 05 00 00 0C 00 00 10 04 00 00 00 04 0F 02 A0 39 59 08 83 02 14 00 F8 FF 05 00 9F 27 00 97 27 0A 01 0C 0C 08 19 87 00 3F 02 60 5F 59 08 03 03 00 00 E0 FF 0F 00 04 13 02 58 73 59 08 02 04 00 00 F8 FF 01 00 01 00 03 AD 51 0D 08 02 05 01 00 00 00 04 00 09 00 01 00 19 8D 00 3F 05 0B 01 0D 08 1C A7 00 C0 18 03 03 31 58 0D 08

Move Resource Thread

Just a few things for the OP.
*Cotton guard should be moved to Gen 4-6 Effects as the move is not in Gen III.
*Payback and Switcheroo can use the effects of Revenge and Trick (unless I'm missing something) so they should be moved to the list of moves that already have effects.
*KDS Posted updated effect for Jump Kick and Hi Jump Kick that works really well. http://www.pokecommunity.com/showthread.php?p=8362802#8362802
*I translated Quiver Dance and and Shell Smash to Emerald here: http://www.pokecommunity.com/showthread.php?p=8362737#8362737 but it's easy to miss.

MrDollSteak
November 2nd, 2014, 12:12 AM
Just a few things for the OP.
*Payback and Switcheroo can use the effects of Revenge and Trick (unless I'm missing something)

Payback is a litle different. It doubles in damage if it moves last. Not if its taken damage. This also activates if the user switches, or uses a status move.

Spherical Ice
November 2nd, 2014, 05:01 AM
Does this effect take recoil damage into account?That's a good point, I'll have to look into that at some point.

I thought the Heart Stamp in the OP was too long so I shortened it down a bit, for Emerald

Heart Stamp

00 E8 27 1C D4 00 C0 0C 03 03 B9 5E 0D 08 05 05 00 00 0C 00 00 10 04 00 00 00 04 0F 02 A0 39 59 08 83 02 14 00 F8 FF 05 00 9F 27 00 97 27 0A 01 0C 0C 08 19 87 00 3F 02 60 5F 59 08 03 03 00 00 E0 FF 0F 00 04 13 02 58 73 59 08 02 04 00 00 F8 FF 01 00 01 00 03 AD 51 0D 08 02 05 01 00 00 00 04 00 09 00 01 00 19 8D 00 3F 05 0B 01 0D 08 1C A7 00 C0 18 03 03 31 58 0D 08



Just a few things for the OP.
*Cotton guard should be moved to Gen 4-6 Effects as the move is not in Gen III.
*Payback and Switcheroo can use the effects of Revenge and Trick (unless I'm missing something) so they should be moved to the list of moves that already have effects.
*KDS Posted updated effect for Jump Kick and Hi Jump Kick that works really well. http://www.pokecommunity.com/showthread.php?p=8362802#8362802
*I translated Quiver Dance and and Shell Smash to Emerald here: http://www.pokecommunity.com/showthread.php?p=8362737#8362737 but it's easy to miss.I've made these changes and added that animation, thank you.

destinedjagold
November 2nd, 2014, 06:43 PM
Effect: Play Rough for Ruby. Simply set the effect chance percentage to 10.
2E 21 4D 02 02 96 28 14 6F 1D 08

Spherical Ice
November 2nd, 2014, 11:24 PM
Effect: Play Rough for Ruby. Simply set the effect chance percentage to 10.
2E 21 4D 02 02 96 28 14 6F 1D 08

You can just use Aurora Beam's effect for Play Rough.

destinedjagold
November 2nd, 2014, 11:35 PM
You can just use Aurora Beam's effect for Play Rough.

Huh, the more I know. I never was lucky enough to lower a foe's Attack stat using Aurora Beam, so I just thought it has a low chance of either freezing or lowering the foe's speed, like normal Ice attacks. xD

mamamama
November 4th, 2014, 01:41 AM
By the way, the following moves also require custom Effects: Boomburst, Bulldoze, Discharge, Lava Plume, Parabolic Charge, Petal Blizzard, Searing Shot, Sludge Wave and Surf (needs to be updated). They do not work properly with their current effect, as they are supposed to hit Both Foes AND the allied Pokemon similar to Earthquake.

I have managed to make Surf work so it hits Ally + Target 1 + Target 2, the problem is that it does not recognise the ally's Water Absorb. I guess it's the same with Flash Fire and Volt Absorb when using Lava Plume and Discharge. Is there theoretically any way to get around this without using ASM?

(I'll post the BSP when I get back home)


#org @growth
jumpifabilitypresent ABILITY_CLOUDNINE @workup
jumpifabilitypresent ABILITY_AIRLOCK @workup
jumpifhalfword B_& 0x2023F1C 0x60 @sunlight
goto @workup


Just tried your Growth/Work Up/Rototiller script and spotted a few bugs. First one was growth sharply increasing Att. And Sp. Att when not Sunny (I fixed this by adding the goto @workup in red), probably just a simple oversight in the code.

Also, I got some problems with Rototiller, it seems to freeze directly after printing the second status message, just as it goes to @Return.

Here is the Script I used. I've double checked it to make sure all Offsets are ok with the original Flower Shield Script. Everything is working fine except that last little part where it freezes :(

FOR EMERALD

#include abilities.bsh
#dynamic 0xE47C50
#freespacebyte 0xFF

#org @pickmove
jumpifhalfword 0x0 0x20241EA 0x4A @growth
jumpifhalfword 0x0 0x20241EA 0x1C6 @workup
jumpifhalfword 0x0 0x20241EA 0x1C5 @rototiller
goto 0x82D8C90

#org @growth
jumpifabilitypresent 0xD @workup
jumpifabilitypresent 0x4D @workup
jumpifhalfword 0x4 weather 0x60 @sunlight
goto @workup

#org @sunlight
attackcanceler
attackstring
ppreduce
jumpifstat 0x1 0x3 0x1 0xC @attack2
jumpifstat 0x1 0x0 0x4 0xC 0x82DA71D

#org @attack2
attackanimation
waitanimation
setbyte 0x202448F 0x0
playstatchangeanimation 0x0 0x12 0x0
setbyte 0x202448E 0x21
statbuffchange 0x1 true @spatk2
jumpifbyte 0x0 multistringchooser 0x2 @spatk2
printfromtable 0x85CC89C
waitmessage 0x40

#org @spatk2
setbyte 0x202448E 0x24
statbuffchange 0x1 true 0x82DA790
jumpifbyte 0x0 multistringchooser 0x2 0x82DA790
printfromtable 0x85CC89C
waitmessage 0x40
goto 0x82D8A4E

#org @workup
attackcanceler
attackstring
ppreduce
jumpifstat BANK_USER 0x3 0x1 0xC @attack
jumpifstat BANK_USER B_= 0x4 0xC 0x82DA71D

#org @attack
attackanimation
waitanimation
setbyte 0x202448F 0x0
playstatchangeanimation 0x0 0x12 0x0
setbyte 0x202448E 0x11
statbuffchange 0x1 true @spatk
jumpifbyte 0x0 multistringchooser 0x2 @spatk
printfromtable 0x85CC89C
waitmessage 0x40

#org @spatk
setbyte 0x202448E 0x14
statbuffchange 0x1 true 0x82DA790
jumpifbyte 0x0 multistringchooser 0x2 0x82DA790
printfromtable 0x85CC89C
waitmessage 0x40
goto 0x82D8A4E

#org @rototiller
setbyte 0x2024200 0x0
attackcanceler
attackstring
ppreduce
cmd25
jumpiftype 0x1 0xC @selfgrass
goto @call

#org @selfgrass
jumpifsecondarystatus 0x1 0x1000000 @next
jumpifstat 0x1 B_>= 0x1 0xC @next
jumpifstat 0x1 B_>= 0x4 0xC @next
jumpifbyte B_= 0x2024200 0x1 @selfnoanimation
attackanimation
waitanimation
setbyte 0x2024200 0x1

#org @selfnoanimation
cmd47
playstatchangeanimation 0x1 0x12 0x0
setbyte 0x202448E 0x11
statbuffchange 0x80 true @selfnoanimation2
jumpifbyte B_>= 0x2024337 0x2 @selfnoanimation2
printfromtable 0x85CC89C
waitmessage 0x40

#org @selfnoanimation2
setbyte 0x202448E 0x14
statbuffchange 0x80 true @next
jumpifbyte B_>= 0x2024337 0x2 @next
printfromtable 0x85CC89C
waitmessage 0x40

#org @next
cmd25

#org @call
jumpifarrayequal 0x202420B 0x202420C 0x1 @next
call @target
setbyte 0x2024488 0x0
cmd49 0x2 0x10
jumpwhiletargetvalid @next
jumpifbyte B_= 0x2024200 0x0 @nobuffs
end

#org @target
jumpiftype 0x0 0xC @grass
goto @return

#org @grass
jumpifsecondarystatus 0x0 0x1000000 @return
jumpifstat 0x0 B_>= 0x1 0xC @return
jumpifstat 0x0 B_>= 0x4 0xC @return
jumpifbyte B_= 0x2024200 0x1 @noanimation
attackanimation
waitanimation
setbyte 0x2024200 0x1

#org @noanimation
cmd47
playstatchangeanimation 0x0 0x12 0x0
setbyte 0x202448E 0x11
statbuffchange 0x0 false @noanimation2
jumpifbyte B_>= 0x2024337 0x2 @noanimation2
printfromtable 0x85CC89C
waitmessage 0x40

#org @noanimation2
setbyte 0x202448E 0x14
statbuffchange 0x0 false @return
jumpifbyte B_>= 0x2024337 0x2 @return
printfromtable 0x85CC89C
waitmessage 0x40

#org @return
return

#org @nobuffs
pause 0x20
orbyte 0x202427C 0x20
resultmessage
waitmessage 0x40
end

MrDollSteak
November 4th, 2014, 02:50 PM
By the way, the following moves also require custom Effects: Boomburst, Bulldoze, Discharge, Lava Plume, Parabolic Charge, Petal Blizzard, Searing Shot, Sludge Wave and Surf (needs to be updated). They do not work properly with their current effect, as they are supposed to hit Both Foes AND the allied Pokemon similar to Earthquake.

I have managed to make Surf work so it hits Ally + Target 1 + Target 2, the problem is that it does not recognise the ally's Water Absorb. I guess it's the same with Flash Fire and Volt Absorb when using Lava Plume and Discharge. Is there theoretically any way to get around this without using ASM?

(I'll post the BSP when I get back home)



Just tried your Growth/Work Up/Rototiller script and spotted a few bugs. First one was growth sharply increasing Att. And Sp. Att when not Sunny (I fixed this by adding the goto @workup in red), probably just a simple oversight in the code.

Also, I got some problems with Rototiller, it seems to freeze directly after printing the second status message, just as it goes to @Return.

Here is the Script I used. I've double checked it to make sure all Offsets are ok with the original Flower Shield Script. Everything is working fine except that last little part where it freezes :(

FOR EMERALD

#include abilities.bsh
#dynamic 0xE47C50
#freespacebyte 0xFF

#org @pickmove
jumpifhalfword 0x0 0x20241EA 0x4A @growth
jumpifhalfword 0x0 0x20241EA 0x1C6 @workup
jumpifhalfword 0x0 0x20241EA 0x1C5 @rototiller
goto 0x82D8C90

#org @growth
jumpifabilitypresent 0xD @workup
jumpifabilitypresent 0x4D @workup
jumpifhalfword 0x4 weather 0x60 @sunlight
goto @workup

#org @sunlight
attackcanceler
attackstring
ppreduce
jumpifstat 0x1 0x3 0x1 0xC @attack2
jumpifstat 0x1 0x0 0x4 0xC 0x82DA71D

#org @attack2
attackanimation
waitanimation
setbyte 0x202448F 0x0
playstatchangeanimation 0x0 0x12 0x0
setbyte 0x202448E 0x21
statbuffchange 0x1 true @spatk2
jumpifbyte 0x0 multistringchooser 0x2 @spatk2
printfromtable 0x85CC89C
waitmessage 0x40

#org @spatk2
setbyte 0x202448E 0x24
statbuffchange 0x1 true 0x82DA790
jumpifbyte 0x0 multistringchooser 0x2 0x82DA790
printfromtable 0x85CC89C
waitmessage 0x40
goto 0x82D8A4E

#org @workup
attackcanceler
attackstring
ppreduce
jumpifstat BANK_USER 0x3 0x1 0xC @attack
jumpifstat BANK_USER B_= 0x4 0xC 0x82DA71D

#org @attack
attackanimation
waitanimation
setbyte 0x202448F 0x0
playstatchangeanimation 0x0 0x12 0x0
setbyte 0x202448E 0x11
statbuffchange 0x1 true @spatk
jumpifbyte 0x0 multistringchooser 0x2 @spatk
printfromtable 0x85CC89C
waitmessage 0x40

#org @spatk
setbyte 0x202448E 0x14
statbuffchange 0x1 true 0x82DA790
jumpifbyte 0x0 multistringchooser 0x2 0x82DA790
printfromtable 0x85CC89C
waitmessage 0x40
goto 0x82D8A4E

#org @rototiller
setbyte 0x2024200 0x0
attackcanceler
attackstring
ppreduce
cmd25
jumpiftype 0x1 0xC @selfgrass
goto @call

#org @selfgrass
jumpifsecondarystatus 0x1 0x1000000 @next
jumpifstat 0x1 B_>= 0x1 0xC @next
jumpifstat 0x1 B_>= 0x4 0xC @next
jumpifbyte B_= 0x2024200 0x1 @selfnoanimation
attackanimation
waitanimation
setbyte 0x2024200 0x1

#org @selfnoanimation
cmd47
playstatchangeanimation 0x1 0x12 0x0
setbyte 0x202448E 0x11
statbuffchange 0x80 true @selfnoanimation2
jumpifbyte B_>= 0x2024337 0x2 @selfnoanimation2
printfromtable 0x85CC89C
waitmessage 0x40

#org @selfnoanimation2
setbyte 0x202448E 0x14
statbuffchange 0x80 true @next
jumpifbyte B_>= 0x2024337 0x2 @next
printfromtable 0x85CC89C
waitmessage 0x40

#org @next
cmd25

#org @call
jumpifarrayequal 0x202420B 0x202420C 0x1 @next
call @target
setbyte 0x2024488 0x0
cmd49 0x2 0x10
jumpwhiletargetvalid @next
jumpifbyte B_= 0x2024200 0x0 @nobuffs
end

#org @target
jumpiftype 0x0 0xC @grass
goto @return

#org @grass
jumpifsecondarystatus 0x0 0x1000000 @return
jumpifstat 0x0 B_>= 0x1 0xC @return
jumpifstat 0x0 B_>= 0x4 0xC @return
jumpifbyte B_= 0x2024200 0x1 @noanimation
attackanimation
waitanimation
setbyte 0x2024200 0x1

#org @noanimation
cmd47
playstatchangeanimation 0x0 0x12 0x0
setbyte 0x202448E 0x11
statbuffchange 0x0 false @noanimation2
jumpifbyte B_>= 0x2024337 0x2 @noanimation2
printfromtable 0x85CC89C
waitmessage 0x40

#org @noanimation2
setbyte 0x202448E 0x14
statbuffchange 0x0 false @return
jumpifbyte B_>= 0x2024337 0x2 @return
printfromtable 0x85CC89C
waitmessage 0x40

#org @return
return

#org @nobuffs
pause 0x20
orbyte 0x202427C 0x20
resultmessage
waitmessage 0x40
end

Boomburst doesn't need a custom effect. Just use 147. The Dig hit I believe is tied to Earthquake's ID not the Move Script. But I can't guarantee. If that is the case just copy it.

Thanks for spotting that with Growth. Rototiller works fine for me. I'll compare it against my BS to see if anything's different.

MrDollSteak
November 7th, 2014, 10:02 PM
So I've got Gyro Ball and Electro Ball effects working in Fire Red and Emerald.

I'd like to thank HidoranBlaze for pushing me to make it, and testing out the code for me, identifying all its bugs that have since been fixed.

Fire Red

Firstly you'll need to insert 01 48 00 47 00 00 xx xx xx 08 at 15096, where xx xx xx is the pointer to the following routine plus one.

.text
.align 2
.thumb
.thumb_func
.global speedstore

main:
ldr r0, [sp, #0x8]
add sp, #0xC
ldr r3, .speedstore
mov r4, r8
mov r5, r7
strh r4, [r3]
strh r5, [r3, #0x2]
pop {r3-r5}
mov r8, r3
mov r9, r4
ldr r1, .return
bx r1

.align
.speedstore: .word 0x0203C024
.return: .word 0x080150A1

This stores the completed Speed Calculations of the user and the foe in a free ram location.

Then make a Battle Script in the same way as Flail, with a callasm to the following routine replacing the AC command for Flail.

.text
.align 2
.thumb
.thumb_func
.global gyroball

main:
push {lr}
ldr r0, .bank
ldrb r1, [r0, #0x1]
ldrb r0, [r0, #0x0]
mov r2, #0x2
mul r0, r2
mul r1, r2
ldr r2, .speedstore
add r4, r0, r2
add r5, r1, r2
ldrh r4, [r4]
ldrh r5, [r5]
basepowercalc:
ldr r0, .moveloc
ldrh r0, [r0]
mov r1, #0xB4
lsl r1, r1, #0x1
cmp r0, r1
bne electroball
gyroball:
mov r0, #0x19
mul r0, r5
mov r1, r4
bl divmod
ldr r1, .basedamageloc
cmp r0, #0x96
bgt setgyrobp
b storebasepower
electroball:
mov r0, #0x64
mul r0, r5
mov r1, r4
bl divmod
ldr r1, .basedamageloc
cmp r0, #0x32
bgt low
cmp r0, #0x21
bgt medium
cmp r0, #0x19
bgt high
setgyrobp:
mov r0, #0x96
b storebasepower
low:
mov r0, #0x3C
b storebasepower
medium:
mov r0, #0x50
b storebasepower
high:
mov r0, #0x78
storebasepower:
strb r0, [r1]
exit:
pop {r0}
bx r0
divmod:
ldr r2, .divide
bx r2

.align
.bank: .word 0x02023D6B
.speedstore: .word 0x0203C024
.moveloc: .word 0x2023D4A
.basedamageloc: .word 0x2023F50
.divide: .word 0x081E4019

To make Gyro Ball work you'll need to find its slot (make sure it is even) and replace B4 in the base power calc, with half of the index for the move.In my Rombase it's move 168, which B4 is half of. So if yours is 178 it would be BC, etc.

Emerald

Firstly you'll need to insert 01 48 00 47 00 00 xx xx xx 08 at 3D2D6, where xx xx xx is the pointer to the following routine plus one.

.text
.align 2
.thumb
.thumb_func
.global speedstore

main:
ldr r0, [sp, #0x8]
add sp, #0xC
ldr r3, .speedstore
mov r4, r8
mov r5, r7
strh r4, [r3]
strh r5, [r3, #0x2]
pop {r3-r5}
mov r8, r3
mov r9, r4
ldr r1, .return
bx r1

.align
.speedstore: .word 0x0203E324
.return: .word 0x0803D2E1

This stores the completed Speed Calculations of the user and the foe in a free ram location.

Then make a Battle Script in the same way as Flail, with a callasm to the following routine replacing the AC command for Flail.

.text
.align 2
.thumb
.thumb_func
.global gyroball

main:
push {lr}
ldr r0, .bank
ldrb r1, [r0, #0x1]
ldrb r0, [r0, #0x0]
mov r2, #0x2
mul r0, r2
mul r1, r2
ldr r2, .speedstore
add r4, r0, r2
add r5, r1, r2
ldrh r4, [r4]
ldrh r5, [r5]
basepowercalc:
ldr r0, .moveloc
ldrh r0, [r0]
mov r1, #0xB4
lsl r1, r1, #0x1
cmp r0, r1
bne electroball
gyroball:
mov r0, #0x19
mul r0, r5
mov r1, r4
bl divmod
ldr r1, .basedamageloc
cmp r0, #0x96
bgt setgyrobp
b storebasepower
electroball:
mov r0, #0x64
mul r0, r5
mov r1, r4
bl divmod
ldr r1, .basedamageloc
cmp r0, #0x32
bgt low
cmp r0, #0x21
bgt medium
cmp r0, #0x19
bgt high
setgyrobp:
mov r0, #0x96
b storebasepower
low:
mov r0, #0x3C
b storebasepower
medium:
mov r0, #0x50
b storebasepower
high:
mov r0, #0x78
storebasepower:
strb r0, [r1]
exit:
pop {r0}
bx r0
divmod:
ldr r2, .divide
bx r2

.align
.bank: .word 0x0202420B
.speedstore: .word 0x0203E324
.moveloc: .word 0x20241EA
.basedamageloc: .word 0x2024400
.divide: .word 0x082E7541

To make Gyro Ball work you'll need to find its slot (make sure it is even) and replace B4 in the base power calc, with half of the index for the move.In my Rombase it's move 168, which B4 is half of. So if yours is 178 it would be BC, etc.


EDIT: Having talked with Doesn't, I realised that this method does not account for things like Scary Face and Thunder Wave happening in the same turn the user uses Gyro Ball. As such I am rewriting it based upon Doesnt's suggestions. If this isn't a huge concern to you, feel free to use it as it is, but as I said, it won't work in every situation.

Additionally the updated code will likely also come with Trick Room and Tailwind. Which is something to look forward to.

mamamama
November 9th, 2014, 03:55 AM
Heavy Slam for Fire Red.

I've been trying to port your Heavy Slam to Emerald, but I can't get it to deal more than 40 Base Damage. I've made sure to change 0x24 to 0x20 and the RAM offsets work for Doesn'ts Stored Power and Punishment. 0xE is the byte that determines weight just as in Fire Red.

Any ideas what could be going wrong? I tried to use Flail as script as well (which I guess is more optimized) and got the same result, 40 Damage no matter what weight I set on my test mon.


.text
.align 2
.thumb
.thumb_func
.global heavyslam

main:
push {lr}
ldr r0, userBank
ldrb r0, [r0]
ldr r1, battleData
mov r2, #0x58
mul r0, r2
add r3, r0, r1
ldr r0, targetBank
ldrb r0, [r0]
mul r0, r2
add r4, r0, r1
ldrb r5, [r3, #0x0]
ldrb r6, [r4, #0x0]
ldr r1, dexData
mov r2, #0x20
mul r5, r2
add r0, r1, r5
ldrh r5, [r0, #0xE]
mul r6, r2
add r0, r1, r6
ldrh r6, [r0, #0xE]
mov r2, #0x5
mul r2, r6
cmp r5, r2
bgt set120
sub r2, r6
cmp r5, r2
bgt set100
sub r2, r6
cmp r5, r2
bgt set80
sub r2, r6
cmp r5, r2
bgt set60
mov r1, #0x28
b end

set60:
mov r1, #0x3C
b end

set80:
mov r1, #0x50
b end

set100:
mov r1, #0x64
b end

set120:
mov r1, #0x78

end:
ldr r2, basePower
strh r1, [r2, #0x0]
pop {r0}
bx r0

.align 2
targetBank: .word 0x0202420C
userBank: .word 0x0202420B
battleData: .word 0x02024084
basePower: .word 0x02024400
dexData: .word 0x0856B5B0



#dynamic 0xE48D30
#freespacebyte 0xFF

#org @pickmove
jumpifhalfword 0x0 0x20241EA 0x1BA @HeavySlam
goto 0xOtherMove

#org @HeavySlam
attackcanceler
accuracycheck 0x82D8A5E 0x0
attackstring
ppreduce
callasm 0x8E48CB1
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c BANK_TARGET
waitstate
graphicalhpupdate BANK_TARGET
datahpupdate BANK_TARGET
critmessage
waitmessage DELAY_1SECOND
resultmessage
waitmessage DELAY_1SECOND
seteffectwithchancetarget
faintpokemon BANK_TARGET 0x0 0x0
setbyte 0x2024488 0x0
cmd49 0x0 0x0
end

KDS
November 9th, 2014, 11:02 AM
I've been trying to port your Heavy Slam to Emerald, but I can't get it to deal more than 40 Base Damage. I've made sure to change 0x24 to 0x20 and the RAM offsets work for Doesn'ts Stored Power and Punishment. 0xE is the byte that determines weight just as in Fire Red.



Actually there is some problem in the ASM. I'll look to fix it.

EDIT: Here is the corrected code for Emerald. Will update the OP of the ASM later.

.text
.align 2
.thumb
.thumb_func
.global heavyslam

main:
push {lr}
ldr r0, userBank
ldrb r0, [r0]
ldr r1, battleData
mov r2, #0x58
mul r0, r2
add r3, r0, r1
ldr r0, targetBank
ldrb r0, [r0]
mul r0, r2
add r4, r0, r1
ldrh r5, [r3, #0x0]
cmp r5, #0xFB
ble cont
ldr r1, dexMapper
lsl r5, r5, #0x1
add r1, r5
ldrh r5, [r1]

cont:
ldrh r6, [r4, #0x0]
cmp r6, #0xFB
ble cont2
ldr r1, dexMapper
lsl r6, r6, #0x1
add r1, r6
ldrh r6, [r1]

cont2:
ldr r1, dexData
mov r2, #0x20
mul r5, r2
add r0, r1, r5
ldrh r5, [r0, #0xE]
mul r6, r2
add r0, r1, r6
ldrh r6, [r0, #0xE]
mov r2, #0x5
mul r2, r6
cmp r5, r2
bgt set120
sub r2, r6
cmp r5, r2
bgt set100
sub r2, r6
cmp r5, r2
bgt set80
sub r2, r6
cmp r5, r2
bgt set60
mov r1, #0x28
b end

set60:
mov r1, #0x3C
b end

set80:
mov r1, #0x50
b end

set100:
mov r1, #0x64
b end

set120:
mov r1, #0x78

end:
ldr r2, basePower
strh r1, [r2, #0x0]
pop {r0}
bx r0

.align 2
targetBank: .word 0x0202420C
userBank: .word 0x0202420B
battleData: .word 0x02024084
basePower: .word 0x02024400
dexData: .word 0x0856B5B0
dexMapper: .word 0x0831DC80


Constant Base Power Hidden Power:
Just place these bytes:

Fire Red:
At 0x2B712: 07 E0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

Emerald:
At 0X544C0: 07 E0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

Now, it saves some processor cycles and set the base power directly in the move editor.

mamamama
November 15th, 2014, 11:18 PM
#org @slot1
bicbyte 0x20242D4 0xFF
goto @thawdisp

#org @slot2
bicbyte 0x202407C 0xFF
goto @thawdisp

#org @slot3
bicbyte 0x2024338 0xFF
goto @thawdisp

#org @slot4
bicbyte 0x20240E0 0xFF
goto @thawdisp


Hey KDS, in the process of translating your ASM routines to Emerald, but these recurring RAM locations I can't seem to find. I've tried to find similar RAM pointers in the Emerald ROM tracing pointers in a HEX-editor and thought I found them, but the effect just freezes the game so I must be wrong.

Would you mind telling me how you found these locations in Fire Red so I can do the same in Emerald, or if you happen to have the Emerald RAM locations written down somewhere?

Thanks!

KDS
November 16th, 2014, 07:17 AM
Hey KDS, in the process of translating your ASM routines to Emerald, but these recurring RAM locations I can't seem to find. I've tried to find similar RAM pointers in the Emerald ROM tracing pointers in a HEX-editor and thought I found them, but the effect just freezes the game so I must be wrong.

Would you mind telling me how you found these locations in Fire Red so I can do the same in Emerald, or if you happen to have the Emerald RAM locations written down somewhere?
Thanks!

These pointers are actually pointer to the actual pokemon party structure rather than battle structure pointers.
I' ll tell you for Emerald:-
Slot 1 - [0x020244EC(for US) or 0x02024190(other Emerakd)]+0x50
Slot 2 - 0x02024744 + 0x50
Slot 3 - [0x020244EC(for US) or 0x02024190(other Emerakd)]+0x50+0x64
Slot 4 - 0x02024744 + 0x50 + 0x64

And here is the link for the pokemon data structure:
http://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_data_structure_in_Generation_III

mamamama
November 16th, 2014, 09:05 AM
Made an animation for Electro Ball

Emerald
00 E3 27 00 E4 27 00 E5 27 0A 00 0C 0C 08 02 74 72 59 08 02 05 01 00 02 00 00 00 04 00 00 00 05 03 FD AA 10 08 02 04 00 00 3C 00 02 00 0C 00 19 D5 00 C0 04 1E 19 D5 00 C0 04 1E 19 D5 00 C0 02 5C 59 59 08 02 01 00 00 04 19 19 D5 00 C0 04 14 19 D5 00 C0 04 0F 19 D5 00 C0 04 0A 04 06 1C D5 00 C0 06 05 05 02 8C 59 59 08 02 03 00 00 10 00 10 00 04 02 02 8C 59 59 08 02 03 00 00 F0 FF F0 FF 19 77 00 C0 05 02 74 72 59 08 02 05 01 00 04 00 04 00 00 00 00 00 0B 00 0D 00 11 27 00 1B 27 04 0F 1F 59 8C 15 08 07 A8 00 C0 FF 3F 00 05 00 05 00 00 00 05 00 02 ZZ YY XX 08 82 03 10 00 10 00 08 00 05 19 9F 00 3F 03 D1 52 0D 08 02 05 01 00 04 00 00 00 08 00 01 00 05 15 17 00 0E 00 0B 00 0D 0E EA 7B 2D 08 05 08

At Offset XX YY ZZ
11 27 1B 27 74 49 52 08 9C C6 2E 08 00 00 00 00 54 6D 59 08 E1 19 11 08 19 11 08

mamamama
November 18th, 2014, 09:18 AM
Wake-up Slap (Improved):

Sorry for double-post, but I would like to report a potential glitch.
This move effects works fine except it doesn't remove the SLP Icon after using Wake-Up Slap. Does it work for you on your system?

I saw a similar report on MrDS ROM-base which I assume uses the same Battle Script.

KDS
November 18th, 2014, 01:41 PM
Sorry for double-post, but I would like to report a potential glitch.
This move effects works fine except it doesn't remove the SLP Icon after using Wake-Up Slap. Does it work for you on your system?

I saw a similar report on MrDS ROM-base which I assume uses the same Battle Script.

It is working properly in my system. You might be getting glitches because of large scripts, BSP sometimes messes up the dynamic pointers. So try to the check script in the hex editor, correct the pointers and then check if the script is being able to decompile again in BSP without problems.

Spherical Ice
November 18th, 2014, 01:45 PM
It is working properly in my system. You might be getting glitches because of large scripts, BSP sometimes messes up the dynamic pointers. So try to the check script in the hex editor, correct the pointers and then check if the script is being able to decompile again in BSP without problems.

I also get this issue, could you perhaps post the hex dump of your scripts?

KDS
November 19th, 2014, 06:54 AM
I also get this issue, could you perhaps post the hex dump of your scripts?

Sure, here are 2 in hex format.
WAKE-UP SLAP:-


1D 00 00 00 00 01 26 69 1D 08 1C 00 07 00 00 00 VV VV VV 08 28 26 69 1D 08

At VV VV VV:
2E D2 3F 02 02 02 00 01 5E 69 1D 08 00 00 02 03 04 05 06 07 09 0A 0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 12 40 00 19 00 00 00 00 00 08 E3 00 4E 69 1D 08 2E 85 3E 02 02 01 18 00 2E 20 C0 03 02 DD 2E 21 C0 03 02 DD 2E 22 C0 03 02 DD 2E 23 C0 03 02 08 10 84 01 12 20 00 29 00 6C 3D 02 02 00 WW WW WW 08 29 00 6C 3D 02 02 01 XX XX XX 08 29 00 6C 3D 02 02 02 YY YY YY 08 29 00 6C 3D 02 02 03 ZZ ZZ ZZ 08

At WW WW WW:
36 D4 42 02 02 FF 98 00 28 4E 69 1D 08

At XX XX XX:
36 7C 40 02 02 FF 98 00 28 4E 69 1D 08

At YY YY YY:
36 38 43 02 02 FF 98 00 28 4E 69 1D 08

At ZZ ZZ ZZ:
36 E0 40 02 02 FF 98 00 28 4E 69 1D 08

String at DD DD DD:
FD 10 00 EB E3 DF D9 00 E9 E4 AB FF


SCALD:-(hook this with 125)

1D 00 00 00 00 01 26 69 1D 08 2E 85 3E 02 02 03 00 01 5E 69 1D 08 00 00 02 03 04 05 06 07 09 0A 0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 12 40 00 15 19 00 00 00 00 00 08 E3 00 4E 69 1D 08 1C 00 20 00 00 00 VV VV VV 08 28 4E 69 1D 08

At VV VV VV:
2E 20 C0 03 02 DD 2E 21 C0 03 02 DD 2E 22 C0 03 02 DD 2E 23 C0 03 02 08 10 84 01 12 20 00 2E 85 3E 02 02 04 18 00 29 00 6C 3D 02 02 00 WW WW WW 08 29 00 6C 3D 02 02 01 XX XX XX 08 29 00 6C 3D 02 02 02 YY YY YY 08 29 00 6C 3D 02 02 03 ZZ ZZ ZZ 08

At WW WW WW:
36 D4 42 02 02 FF 98 00 28 4E 69 1D 08

At XX XX XX:
36 7C 40 02 02 FF 98 00 28 4E 69 1D 08

At YY YY YY:
36 38 43 02 02 FF 98 00 28 4E 69 1D 08

At ZZ ZZ ZZ:
36 E0 40 02 02 FF 98 00 28 4E 69 1D 08

String at DD DD DD:
FD 10 00 EB D5 E7 FE D8 D9 DA E6 E3 E7 E8 D9 D8 AB FF


I have actually made some changes in these script to improve some message formatting and sequence of events. The scripts in the OP are also updated now.

MrDollSteak
November 19th, 2014, 10:06 PM
Sure, here are 2 in hex format.
WAKE-UP SLAP:-


1D 00 00 00 00 01 26 69 1D 08 1C 00 07 00 00 00 VV VV VV 08 28 26 69 1D 08

At VV VV VV:
2E D2 3F 02 02 02 00 01 5E 69 1D 08 00 00 02 03 04 05 06 07 09 0A 0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 12 40 00 19 00 00 00 00 00 08 E3 00 4E 69 1D 08 2E 85 3E 02 02 01 18 00 2E 20 C0 03 02 DD 2E 21 C0 03 02 DD 2E 22 C0 03 02 DD 2E 23 C0 03 02 08 10 84 01 12 20 00 29 00 6C 3D 02 02 00 WW WW WW 08 29 00 6C 3D 02 02 01 XX XX XX 08 29 00 6C 3D 02 02 02 YY YY YY 08 29 00 6C 3D 02 02 03 ZZ ZZ ZZ 08

At WW WW WW:
36 D4 42 02 02 FF 98 00 28 4E 69 1D 08

At XX XX XX:
36 7C 40 02 02 FF 98 00 28 4E 69 1D 08

At YY YY YY:
36 38 43 02 02 FF 98 00 28 4E 69 1D 08

At ZZ ZZ ZZ:
36 E0 40 02 02 FF 98 00 28 4E 69 1D 08

String at DD DD DD:
FD 10 00 EB E3 DF D9 00 E9 E4 AB FF


SCALD:-(hook this with 125)

1D 00 00 00 00 01 26 69 1D 08 2E 85 3E 02 02 03 00 01 5E 69 1D 08 00 00 02 03 04 05 06 07 09 0A 0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 12 40 00 15 19 00 00 00 00 00 08 E3 00 4E 69 1D 08 1C 00 20 00 00 00 VV VV VV 08 28 4E 69 1D 08

At VV VV VV:
2E 20 C0 03 02 DD 2E 21 C0 03 02 DD 2E 22 C0 03 02 DD 2E 23 C0 03 02 08 10 84 01 12 20 00 2E 85 3E 02 02 04 18 00 29 00 6C 3D 02 02 00 WW WW WW 08 29 00 6C 3D 02 02 01 XX XX XX 08 29 00 6C 3D 02 02 02 YY YY YY 08 29 00 6C 3D 02 02 03 ZZ ZZ ZZ 08

At WW WW WW:
36 D4 42 02 02 FF 98 00 28 4E 69 1D 08

At XX XX XX:
36 7C 40 02 02 FF 98 00 28 4E 69 1D 08

At YY YY YY:
36 38 43 02 02 FF 98 00 28 4E 69 1D 08

At ZZ ZZ ZZ:
36 E0 40 02 02 FF 98 00 28 4E 69 1D 08

String at DD DD DD:
FD 10 00 EB D5 E7 FE D8 D9 DA E6 E3 E7 E8 D9 D8 AB FF


I have actually made some changes in these script to improve some message formatting and sequence of events. The scripts in the OP are also updated now.

KDS, I believe I posted a Setword Battle Scripting command, that I use as command FA. so you don't need to buffer each individual byte. Saves space and makes scripting easier. I think it's with my Geomancy one.

KDS
November 20th, 2014, 12:16 AM
KDS, I believe I posted a Setword Battle Scripting command, that I use as command FA. so you don't need to buffer each individual byte. Saves space and makes scripting easier. I think it's with my Geomancy one.

Actually, in my version of bsp there is a setword command that actually decomposes into 4 setbyte commands, just like the calculatedamage commands break into command no (5,6,7,8). If you see my original script of wakeup slap, there is a setword command to set the string. On your geomancy post I can't seem to find the link to the setword command (maybe because I am using a phone to post this).

mamamama
November 20th, 2014, 09:07 AM
Actually, in my version of bsp there is a setword command that actually decomposes into 4 setbyte commands, just like the calculatedamage commands break into command no (5,6,7,8). If you see my original script of wakeup slap, there is a setword command to set the string. On your geomancy post I can't seem to find the link to the setword command (maybe because I am using a phone to post this).

I've been using your new script with Wake-Up Slap. The issue is that when I give Spore + Wake-Up slap to a wild Pokemon and have it use it on my Pokemon, everything is flawless and the SLP icon disappears. However, when I give Spore and Wake-Up Slap to my own Pokemon, put a wild pokemon to sleep, and wake-up slap it, it wakes up but the SLP icon is still there.

Have you tried both of these ways on your system and gotten them to work?

KDS
November 28th, 2014, 10:53 AM
Welp, I deleted this message by accident in process of editing it for adding something new. x0

I've been using your new script with Wake-Up Slap. The issue is that when I give Spore + Wake-Up slap to a wild Pokemon and have it use it on my Pokemon, everything is flawless and the SLP icon disappears. However, when I give Spore and Wake-Up Slap to my own Pokemon, put a wild pokemon to sleep, and wake-up slap it, it wakes up but the SLP icon is still there.

Have you tried both of these ways on your system and gotten them to work?

Mine definitely works when I use spore + wakeup slap on the opponent. Can you VM or PM me your version of the hex dump, so that i can check it?

-----------------------------------------------------
To fix Spite's reduction to 4 PP


Fire Red
At 2A55A: 04 D8 90 E0 00 00 00 00 00 00 00 00 04 26

Emerald
At 532E2: 04 D8 90 E0 00 00 00 00 00 00 00 00 04 26


Emerald ports for Taunt, Encore and Disable (Credits to Doesnt for the FR ones from which I
found the Emerald ones easily).


Taunt's duration is controlled by the byte at x54DB6; change it to 04 for BW's length.

To fix Encore at 4 turns, insert 00 00 00 00 at x529EE and x529FE.

To fix Disable at 4 turns, insert 00 00 00 00 at x528B6 and x528C6.


Facade's ignore burn effect on attack (Fire Red Only):


Important things :-
1. Only works for DoesntKnowHowToPlay's Fire Red PSS Split patch.
2. Make sure before making the hex edits, the region (x3F32c - x3F397) is filled with 00's
only, otherwise you will have to perform a hook or extra logic instead of directly
inserting these hex bytes).
3. Also make sure that facade's vanilla battle script is intact and not altered.
Anyways, the hex edits:

At x3F326: 27 E0 (branch to x3F378)

At x3F378:
F0 6C 10 21 08 40 00 28 16 D0 09 99 08 78 3E 28 12 D0 05 49 09 88 0C 20 41 43 04 48 40 18
01 78 A9 29 09 D0 05 E0 00 00 4C 3D 02 02 XX XX XX 08 00 00 (XX XX XX is location of your
move table )


I also have made some changes to Hidden Power so check its OP again.