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Old July 14th, 2011 (05:40 AM). Edited July 16th, 2011 by knizz.
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knizz
 
Join Date: Aug 2007
I'm sorry I can't post anything on-topic now. But I'll look into this thread again when I have my own computer back. (~4 days) I'm happy you're back and posting, JPAN. I have a IDA-Database for firered. It's worth taking a look at. I have at least some basic notes about items in there too. Also all asm-hackers are invited to join Darthatrons and my IRC-Channel (irc.irchighway.net #pokehack) which is like this thread just with faster responses.

EDIT: I hope this helps a bit.
Code:
080A1998 @ =============== S U B R O U T I N E =======================================
080A1998
080A1998
080A1998 repel:                                  @ DATA XREF: ROM:item_super_repelo
080A1998                                         @ ROM:083DBE98o ...
080A1998                 PUSH    {R4,LR}
080A199A                 LSLS    R0, R0, #0x18
080A199C                 LSRS    R4, R0, #0x18
080A199E                 LDR     R0, =0x4020
080A19A0                 BL      var_load
080A19A4                 LSLS    R0, R0, #0x10
080A19A6                 CMP     R0, #0
080A19A8                 BNE     loc_080A19CC
080A19AA                 MOVS    R0, #0x29
080A19AC                 BL      music_play
080A19B0                 LDR     R0, =callback3table
080A19B2                 LSLS    R1, R4, #2
080A19B4                 ADDS    R1, R1, R4
080A19B6                 LSLS    R1, R1, #3
080A19B8                 ADDS    R1, R1, R0
080A19BA                 LDR     R0, =(c3_repel+1)
080A19BC                 STR     R0, [R1]
080A19BE                 B       loc_080A19D8
080A19BE @ ---------------------------------------------------------------------------
080A19C0 dword_080A19C0: .long 0x4020            @ DATA XREF: repel+6r
080A19C4 off_080A19C4:   .long callback3table    @ DATA XREF: repel+18r
080A19C8 off_080A19C8:   .long c3_repel+1        @ DATA XREF: repel+22r
080A19CC @ ---------------------------------------------------------------------------
080A19CC
080A19CC loc_080A19CC:                           @ CODE XREF: repel+10j
080A19CC                 LDR     R2, =aButTheEffectsOfARepelLingeredF @ "But the effects of a REPEL lingered fro"...
080A19CE                 LDR     R3, =(bag_print+1)
080A19D0                 MOVS    R0, R4
080A19D2                 MOVS    R1, #2
080A19D4                 BL      sub_08108E70
080A19D8
080A19D8 loc_080A19D8:                           @ CODE XREF: repel+26j
080A19D8                 POP     {R4}
080A19DA                 POP     {R0}
080A19DC                 BX      R0
080A19DC @ End of function repel
080A19DC
080A19DC @ ---------------------------------------------------------------------------
080A19DE                 .byte    0
080A19DF                 .byte    0
080A19E0 off_080A19E0:   .long aButTheEffectsOfARepelLingeredF
080A19E0                                         @ DATA XREF: repel:loc_080A19CCr
080A19E0                                         @ "But the effects of a REPEL lingered fro"...
080A19E4 off_080A19E4:   .long bag_print+1       @ DATA XREF: repel+36r
080A19E8
080A19E8 @ =============== S U B R O U T I N E =======================================
080A19E8
080A19E8
080A19E8 c3_repel:                               @ DATA XREF: repel+22o
080A19E8                                         @ repel:off_080A19C8o
080A19E8                 PUSH    {R4-R6,LR}
080A19EA                 LSLS    R0, R0, #0x18
080A19EC                 LSRS    R6, R0, #0x18
080A19EE                 BL      sub_080723E0
080A19F2                 LSLS    R0, R0, #0x18
080A19F4                 CMP     R0, #0
080A19F6                 BNE     loc_080A1A2A
080A19F8                 LDR     R4, =var_800E   @ Used item number location
080A19FA                 LDRH    R2, [R4]
080A19FC                 LDR     R3, =0xFFFF
080A19FE                 MOVS    R0, #4
080A1A00                 MOVS    R1, #0
080A1A02                 BL      sub_080A2294
080A1A06                 LDR     R5, =0x4020
080A1A08                 LDRH    R0, [R4]
080A1A0A                 BL      item_get_quality
080A1A0E                 MOVS    R1, R0
080A1A10                 LSLS    R1, R1, #0x18
080A1A12                 LSRS    R1, R1, #0x18
080A1A14                 MOVS    R0, R5
080A1A16                 BL      var_set
080A1A1A                 BL      sub_080A1A44
080A1A1E                 LDR     R2, =displayed_string
080A1A20                 LDR     R3, =(bag_print+1)
080A1A22                 MOVS    R0, R6
080A1A24                 MOVS    R1, #2
080A1A26                 BL      sub_08108E70
080A1A2A
080A1A2A loc_080A1A2A:                           @ CODE XREF: c3_repel+Ej
080A1A2A                 POP     {R4-R6}
080A1A2C                 POP     {R0}
080A1A2E                 BX      R0
080A1A2E @ End of function c3_repel
080A1A2E
080A1A2E @ ---------------------------------------------------------------------------
080A1A30 off_080A1A30:   .long var_800E          @ DATA XREF: c3_repel+10r
080A1A34 dword_080A1A34: .long 0xFFFF            @ DATA XREF: c3_repel+14r
080A1A38 dword_080A1A38: .long 0x4020            @ DATA XREF: c3_repel+1Er
080A1A3C off_080A1A3C:   .long displayed_string  @ DATA XREF: c3_repel+36r
080A1A40 off_080A1A40:   .long bag_print+1       @ DATA XREF: c3_repel+38r
080A1A44

08452EB8 brm_bottom_right_menu:seisof <aUse, brm_use+1>@ 0 @ DATA XREF: mega_func_3+28Ao
08452EB8                                         @ ROM:off_08109BA4o ...
08452EB8                 seisof <aToss, sub_08109CC0+1>@ 1 @ "USE"
08452EB8                 seisof <aRegister_0, sub_0810A000+1>@ 2
08452EB8                 seisof <aGive, sub_0810A0A8+1>@ 3
08452EB8                 seisof <aCancel_0, brm_cancel+1>@ 4
08452EB8                 seisof <aUse, sub_0810A324+1>@ 5
08452EB8                 seisof <aCheck, brm_use+1>@ 6
08452EB8                 seisof <aOpen, brm_use+1>@ 7
08452EB8                 seisof <aOpen, sub_0810A324+1>@ 8
08452EB8                 seisof <aWalk, brm_use+1>@ 9
08452EB8                 seisof <aDeselect, sub_0810A000+1>@ 10
08452EB8                 seisof <unk_084161CD, 0>@ 11

08109C50 @ =============== S U B R O U T I N E =======================================
08109C50
08109C50
08109C50 brm_use:                                @ DATA XREF: ROM:brm_bottom_right_menuo
08109C50                 PUSH    {R4,R5,LR}
08109C52                 LSLS    R0, R0, #0x18
08109C54                 LSRS    R4, R0, #0x18
08109C56                 LDR     R5, =var_800E
08109C58                 LDRH    R0, [R5]
08109C5A                 BL      sub_0809AA20
08109C5E                 CMP     R0, #0
08109C60                 BEQ     loc_08109CB4
08109C62                 MOVS    R0, #0xA
08109C64                 BL      sub_0810BA3C
08109C68                 MOVS    R0, #6
08109C6A                 BL      sub_0810BA3C
08109C6E                 MOVS    R0, #0
08109C70                 BL      sub_08003FA0
08109C74                 MOVS    R0, #1
08109C76                 BL      sub_08003FA0
08109C7A                 MOVS    R0, #0
08109C7C                 BL      sub_080F67A4
08109C80                 BL      count_pokemon
08109C84                 LSLS    R0, R0, #0x18
08109C86                 CMP     R0, #0
08109C88                 BNE     loc_08109CA4
08109C8A                 LDRH    R0, [R5]
08109C8C                 BL      sub_0809A9FC
08109C90                 LSLS    R0, R0, #0x18
08109C92                 LSRS    R0, R0, #0x18
08109C94                 CMP     R0, #1
08109C96                 BNE     loc_08109CA4
08109C98                 MOVS    R0, R4
08109C9A                 BL      sub_0810A170
08109C9E                 B       loc_08109CB4
08109C9E @ ---------------------------------------------------------------------------
08109CA0 off_08109CA0:   .long var_800E          @ DATA XREF: brm_use+6r
08109CA4 @ ---------------------------------------------------------------------------
08109CA4
08109CA4 loc_08109CA4:                           @ CODE XREF: brm_use+38j
08109CA4                                         @ brm_use+46j
08109CA4                 LDR     R0, =var_800E
08109CA6                 LDRH    R0, [R0]
08109CA8                 BL      sub_0809AA20
08109CAC                 MOVS    R1, R0
08109CAE                 MOVS    R0, R4
08109CB0                 BL      bx_r1           @ Call item function
08109CB4
08109CB4 loc_08109CB4:                           @ CODE XREF: brm_use+10j
08109CB4                                         @ brm_use+4Ej
08109CB4                 POP     {R4,R5}
08109CB6                 POP     {R0}
08109CB8                 BX      R0
08109CB8 @ End of function brm_use
08109CB8
08109CB8 @ ---------------------------------------------------------------------------
08109CBA                 .byte    0
08109CBB                 .byte    0
08109CBC off_08109CBC:   .long var_800E          @ DATA XREF: brm_use:loc_08109CA4r
08109CC0
EDIT 2:
JPAN, I have two of your wanted offsets.
03005074 is the number of the NPC that is executing a script.
03005090 is a table of structures with a function pointer that is called every frame. Think of it as pokemons multithreading system. It's called callback3 in my DB.
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Firered IDA 6.5 DB: https://www.dropbox.com/s/hvvmxxoo1dkmdzc/firered.idb
VBA-M with lua scripting support
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