The 4th gen class split in 3rd gen
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December 17th, 2011, 06:34 AM
Join Date: Jan 2010
Originally Posted by
I think I found the bit of code responsible for the Counter/Mirror Coat glitch. At 0x47f02, the game loads the elemental type of the move with a "ldrb r6, [r0, #0x2]" instruction. Change the offset to wherever your custom physical/special/status byte is. Then, go to 0x48148 and change the "cmp r6, #0x8" instruction to "cmp r6, #0x0". Honestly, I don't understand the differences between the two branches but when I changed the conditional, it fixed the glitch.
edit: Ah, what the hell. I've attached my patch for whoever wants to test it.
Thanks a lot for your patch!!
After applying your patch and comparing it with the original in Hex Workshop, I see both changes that you mention up there, but there are also many other changes (like "insert" at offset 009c1000 and "replace" at many 0031XXXX), may I bother asking you what are those changes (other than the light screen/reflect data that I read on your txt file)? Thanks!
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