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  #76    
Old June 5th, 2008, 01:55 AM
Tré's Avatar
Tré
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Spoiler:

#Dynamic 0x800000
#org @battlepika
lock
faceplayer
checkflag 0x200
if 0x1 goto @done
message @poke
@poke 1 =Hey!!! \pIt's A Pikachu!!! \pBattle it???
boxset 0x5
compare LASTRESULT 0x1
if 0x1 goto @battle
message @no
@no 1 =Maybe This Pikachu Has an \nOwner...
boxset 0x6
release
end
#org @done
#raw 0x53 0x04 0x00 0xFE
release
end
#org @battle
lock
faceplayer
message @pikachuu
@pikachuu 1 =Pika....Pikachuuuu!!!!
boxset 0x6
wildbattle 25 7 0
setflag 0x200
fadescreen 0x0
release
end


uhhh...what's wrong with these it says....
"unknown keyword "@poke" at line 9"
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  #77    
Old June 5th, 2008, 02:33 AM
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Quote:
uhhh...what's wrong with these it says....
"unknown keyword "@poke" at line 9"
of course there's something wrong, you've completely mistaken XSE as pokewitch, XSE uses the original method for msgbox scripts. Here's the code
Quote:
#dynamic 0x800000
#org @Start
msgbox @msg
boxset 0x2
end

#org @msg
= ....
Once again, this here's XSE, not pokewitch. Plus there's command help, just press F1 if you don't understand any command or if it says unknown keyword-honestly do anyone ever bother reading the command database before scripting?
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  #78    
Old June 5th, 2008, 02:43 AM
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Tré
Raised by the bastards of 1969
 
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uh... so that's why....i'll try it...
hey it workred....thanks pal...woohoo
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  #79    
Old June 5th, 2008, 04:03 PM
Charliezard's Avatar
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Quote:
Originally Posted by ZodiacDaGreat View Post
lol, you're not supposed to use offsets anyhow, try looking for lot of FF's(byte 0xFF), FF means free space, other than that it means its used. Try to optimise your script also:


to:
Thanks, but I already had an offset in the top part that I found uses FsF. I got it to work by looking at other scripts already in Pokemon.
Made it like this
Code:
'-----------------------
#org 0x3B4D84
lock
faceplayer
msgbox2 0x8456734 '""
callstd 0x6
release
end


'---------
' Strings
'---------
#org 0x456734
= Hey! How are you?
XSE gave me a hand and put thre strings part in automatically :D Hazzam lol
  #80    
Old June 5th, 2008, 04:37 PM
~Teh Panda~'s Avatar
~Teh Panda~
Sea of Dreams - Redux
 
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Lol my warp goes to nowhere, well to a black map where I cant see anything not even the character! i got everything else to work how I wanted it too!

here is my code

Code:
#dynamic 0x71A5F8

#org @start
lock
faceplayer
checkflag 0x829
checkflag 0x828
if b_true goto @letin
message @message
callstd 0x6
release
end

#org @letin
message @open
boxset 0x6
warp 0x3 0x66 0xFF 0x6 0x17
release
end

#org @message
= I cannot let you pass\nGet your pokemon from\pJesse outside and your\npokedex from that\ptable.

#org @open
= You may proceed.
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  #81    
Old June 5th, 2008, 06:46 PM
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I've heard that someone can use XSE to get night and day in Firered adn or leafgreen. Is this possible or is this a rumor? If it is possible has it been dun before?
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  #82    
Old June 5th, 2008, 06:52 PM
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@hockeypanda32 - is the map bank, map number, and warp number in hex?

@KanouKono - You can't, there's no such thing. Day and Night can only be achieved by ASM.
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  #83    
Old June 5th, 2008, 06:52 PM
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/Circa
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You cant use a normal script to make a day night system in FireRed.
The only way, of which I know, is to use a level script in every single map, which would of worked like thethethethe's weather script, but the day and night would go by too fast, and it would require too much space. People just need to give up on this until someone can figure out a way to input a real time clock into FireRed. Which so far doesnt exist.
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suddenly

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  #84    
Old June 5th, 2008, 07:03 PM
~Teh Panda~'s Avatar
~Teh Panda~
Sea of Dreams - Redux
 
Join Date: Aug 2007
Quote:
Originally Posted by ZodiacDaGreat View Post
@hockeypanda32 - is the map bank, map number, and warp number in hex?

@KanouKono - You can't, there's no such thing. Day and Night can only be achieved by ASM.
I am trying to warp to map Route 1 and have it at X: 6 Y:17

its this line

Code:
warp 0x3 0x66 0xFF 0x6 0x17
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  #85    
Old June 5th, 2008, 07:11 PM
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i tried to compile this script(in the spoiler):
Spoiler:
#Dynamic 0x80830C

#ORG @Main
callasm 0x71B771
nop
Lock
Faceplayer
Message @rar
boxset 0x6
wildbattle 130 30 1
setflag 0x1000
fadescreen 0
release
end

#ORG @rar
= Bishaan!

Then a window pops out, saying:
Error 13 'Type mismatch' on line 10
Missing #define or parameter
Line: wildbattle 130 30 1
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  #86    
Old June 5th, 2008, 07:13 PM
/Circa's Avatar
/Circa
a face in the clouds.
 
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Location: Melbourne, Victoria
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Hockeypanda:

You'll need to convert it to hex if you put 0x infront of it.
17 should be 0x11. I think Advance Map has is in decimal, if not, im wrong. Try it anyways though.

Psyduck007:

Why did you add a nop? It doesnt mean anything.
Also, there must be something wrong with your command if it says that.
Try this:

Code:
startwildbattle 0x82 0x1E 0x0
Instead of wildbattle, remember XSE has some differences to other scripting programs.
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dragging himself, forw
ard again, the pain has
still not diminished. E
ventually though, he e
merges inside a v
ery large room w

here everything about

the house

suddenly

changes.
  #87    
Old June 5th, 2008, 07:20 PM
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Quote:
I am trying to warp to map Route 1 and have it at X: 6 Y:17

its this line
and which warp?

but this should work:
Quote:
warp 0x3 0x13 0xFF 0x6 0x11
remember the values should be in hex, use XSE's built in calculator to find the values.

Quote:
Line: wildbattle 130 30 1
wildbattle is a construct, why don't you check the database to see what's wrong, but, I think you're trying to use this:
startwildbattle 0xPK 0xLV 0xItem
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  #88    
Old June 5th, 2008, 07:23 PM
~Teh Panda~'s Avatar
~Teh Panda~
Sea of Dreams - Redux
 
Join Date: Aug 2007
Quote:
Originally Posted by ZodiacDaGreat View Post
and which warp?

but this should work:

remember the values should be in hex, use XSE's built in calculator to find the values.


wildbattle is a construct, why don't you check the database to see what's wrong, but, I think you're trying to use this:
startwildbattle 0xPK 0xLV 0xItem
Great how do I post pone it til after my message?
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  #89    
Old June 5th, 2008, 07:25 PM
ZodiacDaGreat's Avatar
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Quote:
Great how do I post pone it til after my message?
You can't, therefore warp is always used at the end of the script.
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  #90    
Old June 5th, 2008, 07:45 PM
Charliezard's Avatar
Charliezard
A wild shroomish appeared!
 
Join Date: May 2007
Location: Australia
Age: 22
Gender: Male
My earlier script, that I tried jsut had a girl saying "Hey, how are you?"
Now I tried to make one that gave you a Pikachu then asked how the Pikachu was...
I clicked open script in advance map and opened the old script in XSE
Code:
'-----------------------
#org 0x3B4D84
lock
faceplayer
msgbox2 0x8456734 '"Hey! How are you?"
callstd 0x6
release
end


'---------
' Strings
'---------
#org 0x456734
= Hey! How are you?
That one works, I had the offset in XSE as 3B4D84 and comiled it into Fire Red

Now my new script is

Code:
'-----------------------
#Dynamic 0x3B4D84

#org @Talk
lock
faceplayer
checkflag 0x910
if b_true goto @Speak
message @message
givepokemon 0x19 0xA 0x0 0x0 0x0 0x0
setflag 0x910
release
end

#org @Speak
message @Pika
boxset 0x6
release
end

#org @message
= Here, this pikachu\nIs lonely.\nYou take it.

#org @Pika
= How is the Pikachu?
I deleted the old script, and wrote this one in. It doesn't have any errors in it that I know of as it gives me this
Code:
Version\1636 - Pokemon - Fire Red Version.gba...
Processing input script...
2 - DYNAMIC
 > lDynamicStart = 0x3B4D84
4 - ORG
 > lNewOffset = 0x47B0E7
5 - (6A) - LOCK
6 - (5A) - FACEPLAYER
7 - (2B) - CHECKFLAG
 > iWord = 0x910
8 - (??) IF (native)
 > bCondition = 0x1
 This is a jumping IF, 0x06.
 > pTarget = 0x847B139
9 - (0F) MSGBOX (native)
 > pText = 0x847B22F
10 - (79) - GIVEPOKEMON
 > iWord = 0x19
 > bByte = 0xA
 > iWord = 0x0
 > lDword = 0x0
 > lDword = 0x0
 > bByte = 0x0
11 - (29) - SETFLAG
 > iWord = 0x910
12 - (6C) - RELEASE
13 - (02) - END
15 - ORG
 > lNewOffset = 0x47B139
16 - (0F) MSGBOX (native)
 > pText = 0x847B4C7
17 - (09) BOXSET (native)
 > bType = 0x6
18 - (6C) - RELEASE
19 - (02) - END
21 - ORG
 > lNewOffset = 0x47B22F
22 - RAW TEXT
 > sText = "Here, this pikachu\nIs lonely.\nYou take it."
24 - ORG
 > lNewOffset = 0x47B4C7
25 - RAW TEXT
 > sText = "How is the Pikachu?"
-------------------------------
DYNAMIC_OFFSET 1
 > sLabel = @Pika
 > lOffset = 0x47B4C7
DYNAMIC_OFFSET 2
 > sLabel = @Speak
 > lOffset = 0x47B139
DYNAMIC_OFFSET 3
 > sLabel = @Talk
 > lOffset = 0x47B0E7
DYNAMIC_OFFSET 4
 > sLabel = @message
 > lOffset = 0x47B22F
-------------------------------
Cleaning up...
Closing output...
Finished processing input in 0.145 seconds.
BUT when I close it and go into advance map and reopen the script it still has the first one...and ingame all she says is "Hey, how are you?"
:/ I get this whenever I use #Dynamic 0xOffset
If I start it with #org 0xOffset it works BUT I can't use stuff like #org @message I have to use other offsets :/
  #91    
Old June 5th, 2008, 07:51 PM
~Teh Panda~'s Avatar
~Teh Panda~
Sea of Dreams - Redux
 
Join Date: Aug 2007
Quote:
Originally Posted by Onvoloper View Post
My earlier script, that I tried jsut had a girl saying "Hey, how are you?"
Now I tried to make one that gave you a Pikachu then asked how the Pikachu was...
I clicked open script in advance map and opened the old script in XSE
Code:
'-----------------------
#org 0x3B4D84
lock
faceplayer
msgbox2 0x8456734 '"Hey! How are you?"
callstd 0x6
release
end


'---------
' Strings
'---------
#org 0x456734
= Hey! How are you?
That one works, I had the offset in XSE as 3B4D84 and comiled it into Fire Red

Now my new script is

Code:
'-----------------------
#Dynamic 0x3B4D84

#org @Talk
lock
faceplayer
checkflag 0x910
if b_true goto @Speak
message @message
givepokemon 0x19 0xA 0x0 0x0 0x0 0x0
setflag 0x910
release
end

#org @Speak
message @Pika
boxset 0x6
release
end

#org @message
= Here, this pikachu\nIs lonely.\nYou take it.

#org @Pika
= How is the Pikachu?
I deleted the old script, and wrote this one in. It doesn't have any errors in it that I know of as it gives me this
Code:
Version\1636 - Pokemon - Fire Red Version.gba...
Processing input script...
2 - DYNAMIC
 > lDynamicStart = 0x3B4D84
4 - ORG
 > lNewOffset = 0x47B0E7
5 - (6A) - LOCK
6 - (5A) - FACEPLAYER
7 - (2B) - CHECKFLAG
 > iWord = 0x910
8 - (??) IF (native)
 > bCondition = 0x1
 This is a jumping IF, 0x06.
 > pTarget = 0x847B139
9 - (0F) MSGBOX (native)
 > pText = 0x847B22F
10 - (79) - GIVEPOKEMON
 > iWord = 0x19
 > bByte = 0xA
 > iWord = 0x0
 > lDword = 0x0
 > lDword = 0x0
 > bByte = 0x0
11 - (29) - SETFLAG
 > iWord = 0x910
12 - (6C) - RELEASE
13 - (02) - END
15 - ORG
 > lNewOffset = 0x47B139
16 - (0F) MSGBOX (native)
 > pText = 0x847B4C7
17 - (09) BOXSET (native)
 > bType = 0x6
18 - (6C) - RELEASE
19 - (02) - END
21 - ORG
 > lNewOffset = 0x47B22F
22 - RAW TEXT
 > sText = "Here, this pikachu\nIs lonely.\nYou take it."
24 - ORG
 > lNewOffset = 0x47B4C7
25 - RAW TEXT
 > sText = "How is the Pikachu?"
-------------------------------
DYNAMIC_OFFSET 1
 > sLabel = @Pika
 > lOffset = 0x47B4C7
DYNAMIC_OFFSET 2
 > sLabel = @Speak
 > lOffset = 0x47B139
DYNAMIC_OFFSET 3
 > sLabel = @Talk
 > lOffset = 0x47B0E7
DYNAMIC_OFFSET 4
 > sLabel = @message
 > lOffset = 0x47B22F
-------------------------------
Cleaning up...
Closing output...
Finished processing input in 0.145 seconds.
BUT when I close it and go into advance map and reopen the script it still has the first one...and ingame all she says is "Hey, how are you?"
:/ I get this whenever I use #Dynamic 0xOffset
If I start it with #org 0xOffset it works BUT I can't use stuff like #org @message I have to use other offsets :/
notice the dynamics in each you are using the same hex, use a free space finder and change yours, that is what is happening
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  #92    
Old June 5th, 2008, 07:57 PM
Charliezard's Avatar
Charliezard
A wild shroomish appeared!
 
Join Date: May 2007
Location: Australia
Age: 22
Gender: Male
Thanks, but what If I'm trying to replace the first script? Which is what I am trying. Why can't it have the same offset, and replace the older one?

Also I found that offset in fsf, and used it in my first script, that was practically the one in the tutorial and it had the same problem until I made it like the first script in my post there.

Oki, I changed the offset of the script, and the offset of the event's script in advance map to 71A794 and it works :)

So how do I replace scripts offsets? :/

Also the with the script, she always says "How's Pikachu?" :/ What'd I do wrong there? :P
  #93    
Old June 5th, 2008, 08:05 PM
~Teh Panda~'s Avatar
~Teh Panda~
Sea of Dreams - Redux
 
Join Date: Aug 2007
Quote:
Originally Posted by Onvoloper View Post
Thanks, but what If I'm trying to replace the first script? Which is what I am trying. Why can't it have the same offset, and replace the older one?

Also I found that offset in fsf, and used it in my first script, that was practically the one in the tutorial and it had the same problem until I made it like the first script in my post there.

Oki, I changed the offset of the script, and the offset of the event's script in advance map to 71A794 and it works :)

So how do I replace scripts offsets? :/

Also the with the script, she always says "How's Pikachu?" :/ What'd I do wrong there? :P
In a hex editor totally clean up the hex manually then if you want to overwrite it! Close XSE after and reopen, then compile
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  #94    
Old June 5th, 2008, 08:12 PM
Charliezard's Avatar
Charliezard
A wild shroomish appeared!
 
Join Date: May 2007
Location: Australia
Age: 22
Gender: Male
Quote:
Originally Posted by hockeypanda32 View Post
In a hex editor totally clean up the hex manually then if you want to overwrite it! Close XSE after and reopen, then compile
Thanks :D I had sooooooo much problems with this. Tried rescripting it a bazillion times :P
Now I have another problem
Code:
'-----------------------
#org 0x71A794
lock
faceplayer
checkflag 0x910
if 0x1 goto 0x871A7BA
msgbox 0x871A7C5 '"Here, this pikachu\nIs lonely.\nYou..."
givepokemon 0x19 0xA 0x0 0x0 0x0 0x0
setflag 0x910
release
end

'-----------------------
#org 0x71A7BA
msgbox 0x871A7F3 '"How is the Pikachu?"
callstd 0x6
release
end


'---------
' Strings
'---------
#org 0x71A7C5
= Here, this pikachu\nIs lonely.\nYou take it.

#org 0x71A7F3
= How is the Pikachu?
I think The proglem lies in this part...not sure though.
Code:
#org 0x71A794
lock
faceplayer
checkflag 0x910
if 0x1 goto 0x871A7BA
msgbox 0x871A7C5 '"Here, this pikachu\nIs lonely.\nYou..."
givepokemon 0x19 0xA 0x0 0x0 0x0 0x0
setflag 0x910
release
end
Whether I make the if 0x1 or 0x0 she still says "How's the pikachu?" From the begining and never gives it to you. :(

Code:
#org @Talk
lock
faceplayer
checkflag 0x910
checkflag 0x910
if b_true goto @Speak
message @message
givepokemon 0x19 0xA 0x0 0x0 0x0 0x0
setflag 0x910
release
end
Is the same section not compiled.
  #95    
Old June 5th, 2008, 08:17 PM
Darthatron's Avatar
Darthatron
巨大なトロール。
Community Supporter Tier 2
 
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Location: Melbourne, Australia
Age: 22
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Nature: Modest
Quote:
Originally Posted by Onvoloper View Post
Thanks, but what If I'm trying to replace the first script? Which is what I am trying. Why can't it have the same offset, and replace the older one?

Also I found that offset in fsf, and used it in my first script, that was practically the one in the tutorial and it had the same problem until I made it like the first script in my post there.

Oki, I changed the offset of the script, and the offset of the event's script in advance map to 71A794 and it works

So how do I replace scripts offsets? :/

Also the with the script, she always says "How's Pikachu?" :/ What'd I do wrong there?
You can use the Erase Function. It is set out like this:
Code:
#Dynamic 0x800000
#Erase 0x812345 0xFF
Just change "0x812345" to the location where your script starts, and also change "0xFF" to how many bytes you want to erase. Hope that helped.

I will edit later and answer the other questions...
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  #96    
Old June 5th, 2008, 08:24 PM
Charliezard's Avatar
Charliezard
A wild shroomish appeared!
 
Join Date: May 2007
Location: Australia
Age: 22
Gender: Male
So I just recompile it with erase and the amount of bytes the offsets held? Cool
I'ma go make cheese muffins. Thanks for the help...I think I'm actually learning things :P...sorta lol
  #97    
Old June 6th, 2008, 01:11 PM
One Winged Angel
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How many more commands are in here than in Poke script?Also, are they important commands?
  #98    
Old June 6th, 2008, 01:14 PM
ℜªℳ's Avatar
ℜªℳ
RAM Corporation |\/| ][ |\/|
 
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Gender: Male
Nature: Relaxed
I guess I'm in the wrong section. This'll do later as I script more but is it possible for anyone to help me navigate to the ASM hack tool or to a tutorial because I can't find one. All thanks is aprreciated and sorry for the clueless spamming.
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Let's play a requiem for reality, the most beautiful melody, for reality is dead like what you used to be...

Still spriting behind the curtains. I've tried splicing, I've tried scratching, I've tried pixel overs, I've tried revamps and am 90%+ awesome at it. Now its time for the devamps
  #99    
Old June 6th, 2008, 01:35 PM
ZodiacDaGreat's Avatar
ZodiacDaGreat
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Quote:
How many more commands are in here than in Poke script?Also, are they important commands?
@yunghove - check the features, XSE has nearly all included though not all uses have been found, but the fact is pokewitch only had 2-5 new commands while XSE outweighs it. Yes, all commands are important, without which the game won't run proper and you won't be able to script.

Quote:
I guess I'm in the wrong section. This'll do later as I script more but is it possible for anyone to help me navigate to the ASM hack tool or to a tutorial because I can't find one. All thanks is aprreciated and sorry for the clueless spamming.
@KanouKono - There's no such thing is a specific ASM tool, as ASM itself is unspecific, all you need is a emulator with builtin debugger(VBA-SDL-H), disassembler(VBA has one), assembler(GoldRoad, Devkit Adv, etc) and some knowledge on ASM. Then you fiddle around with it, find stuff amd modifiy it to your desire. There aren't much tutorials on ASM, google it or something, PHO has some.
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  #100    
Old June 6th, 2008, 06:37 PM
Charliezard's Avatar
Charliezard
A wild shroomish appeared!
 
Join Date: May 2007
Location: Australia
Age: 22
Gender: Male
Quote:
Originally Posted by ZodiacDaGreat View Post
@yunghove - check the features, XSE has nearly all included though not all uses have been found, but the fact is pokewitch only had 2-5 new commands while XSE outweighs it. Yes, all commands are important, without which the game won't run proper and you won't be able to script.



@KanouKono - There's no such thing is a specific ASM tool, as ASM itself is unspecific, all you need is a emulator with builtin debugger(VBA-SDL-H), disassembler(VBA has one), assembler(GoldRoad, Devkit Adv, etc) and some knowledge on ASM. Then you fiddle around with it, find stuff amd modifiy it to your desire. There aren't much tutorials on ASM, google it or something, PHO has some.
There are a lot of very in-depth tutorials on ASM. It's just up to you to gain a decent enough understanding to apply it to roms. The Dark Alliance is a good place to learn basic ASM, and more complicated...Most people who know ASM well, apply their knowkledge in diffrent areas so yeh. Also Cheat engine and it's tutorial are a good place to start. Cheat engine is a memory scanner, that uses ASM. (Some AV's scan it as a trojan -_-. The site warns you).
It's just up to you to learn the basics, then apply em in roms. Btw ASM is not reccomended for a first language :)
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