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Research & Development Got a well-founded knack with ROM hacking? Love reverse-engineering the Pokémon games? Or perhaps you love your assembly language. This is the spot for polling and gathering your ideas, and then implementing them! Share your hypothesis, get ideas from others, and collaborate to create!
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  #76  
Unread October 13th, 2012, 08:35 PM
Jambo51's Avatar
Jambo51
Thinking about quitting...
 
Join Date: Jun 2009
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Quote:
Originally Posted by itman View Post
I just did everything that JPAN said in his post and it worked without any problems, so to be honest you probably did something wrong. I would just start over and try again. Make sure you correctly repoint ALL the pointers to the new locations of each table, since there are A LOT.
JPAN?! WHAT?! How very dare you?! Lol.

In actual response, I've tried it several times on both clean and pre-hacked ROMs, and every time it's worked, and I followed my own tutorial to do it, I may add, so it does work.
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  #77  
Unread October 14th, 2012, 03:53 AM
itman
Back to ROM hacking. :D
 
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Quote:
Originally Posted by Jambo51 View Post
JPAN?! WHAT?! How very dare you?! Lol.

In actual response, I've tried it several times on both clean and pre-hacked ROMs, and every time it's worked, and I followed my own tutorial to do it, I may add, so it does work.
I am so sorry! I meant Jambo, I get you two confused because I've used both of your resources and such so much. AH. I'm sorry. :'(

But yeah, you're way definitely works. Would you be okay if I made kind of a more tutorial? With pictures and things, since this is huge and I don't want this to not be used, it's just incredible.
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  #78  
Unread October 14th, 2012, 07:53 PM
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timson733333
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Join Date: Apr 2007
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I'll try it again for FireRed, I'm doing it for Ruby right now to see if it works, but roms.ini doesn't have the attack animations. Can someone tell me where that is?
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  #79  
Unread December 28th, 2012, 03:37 AM
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Mr155555
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can you do a video explaining everything so it can be less complicated
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  #80  
Unread December 28th, 2012, 07:29 PM
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DoesntKnowHowToPlay
some loser
 
Join Date: Jan 2012
So I figured out a nifty trick that would have been nice to know earlier:

The command 2A can be used in battle scripts to read arbitrary halfwords and jump depending on their value- by checking x02023D4a, this can be used to detect which attack is calling the script. This is actually done by the game to detect Surf and Whirlpool so it can make them pierce Dive. For example:

Quote:
2A 00 4A 3D 02 02 5D 01 FB 85 1D 08
This command will cause a jump to x1D85FB if the move being used is x15D- Dragon Dance. If the move is not Dragon Dance, the script simply continues. We can utilize this to map different effects to a single effect byte- this allows us to make our new attacks AI-friendly by mapping them to similar effect bytes. For example, if we put Shift Gear's script after this check, we can give it Dragon Dance's effect byte, and the AI will treat Dragon Dance and Shift Gear the same way. It also allows us to easily take advantage of effects that aren't handled by script- we can make Flare Blitz defrost the user by giving it script x7D (Flame Wheel) without losing the recoil effect, for example. It also means there is no need to repoint the battle script table, as we only need to branch off the existing scripts rather than add new ones to the table.

Speaking of defrosting- if any moves in the expanded move table have effect byte x7D (such as Scald and Flare Blitz), they will produce garbage text when they defrost the user. To fix this, go to 0xD7E96 and place six 00s there.
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  #81  
Unread December 28th, 2012, 08:50 PM
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Jambo51
Thinking about quitting...
 
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Quote:
Originally Posted by DoesntKnowHowToPlay View Post
Cut for brevity
Indeed. That is how I should have done it. Retrospect is a wonderful thing.

On the downside, this only works for moves which have a similar move already in existance. I know the AI needs modified to support the new moves either way, but at least with using your method, that amount of work is cut substantially.

Battle Script Editors are being worked on to make this sort of work easier, so maybe I'll go back and retrospectively change the system to use the style you show above.

It would certainly make any modifications to the AI easier!

I thank you for pointing this out!
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Guys, please don't send me question which belong in the Simple Questions or Scripting Help threads. I don't mind the occasional question about ASM or something, though. And definitely don't send me PMs or VMs asking for help with your hack or requesting custom ASM. I will not answer.
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  #82  
Unread January 18th, 2013, 12:53 AM
Darkrai Lv.1000's Avatar
Darkrai Lv.1000
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Wow, it's been a while since I've been on this side of the forums. xD
Anyways, I've got my hack stuff back on my new computer, and I'm continuing work on my project, but one problem still persists:

How do I give my new moves proper descriptions?
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  #83  
Unread February 20th, 2013, 11:06 PM
pawell6's Avatar
pawell6
The truthseeker
 
Join Date: Feb 2010
Location: Poland
Age: 25
Gender: Male
Quote:
Originally Posted by Darkrai Lv.1000 View Post
Wow, it's been a while since I've been on this side of the forums. xD
Anyways, I've got my hack stuff back on my new computer, and I'm continuing work on my project, but one problem still persists:

How do I give my new moves proper descriptions?
You can use XSE to change descritptions of moves.
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  #84  
Unread February 22nd, 2013, 09:21 PM
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gogojjtech
Experienced ROM Hacker
 
Join Date: Nov 2012
Location: New York City
Age: 14
Gender: Male
Nature: Quiet
Quote:
Originally Posted by pawell6 View Post
You can use XSE to change descritptions of moves.
Not just xse
search for it in advance text, add it to the ini then edit the description
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  #85  
Unread February 23rd, 2013, 03:07 AM
Omega Zero's Avatar
Omega Zero
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Quote:
Originally Posted by Darkrai Lv.1000 View Post
Wow, it's been a while since I've been on this side of the forums. xD
Anyways, I've got my hack stuff back on my new computer, and I'm continuing work on my project, but one problem still persists:

How do I give my new moves proper descriptions?
Find the pointer for move descriptions
Copy all of it plus 4xnumber of new moves

and paste it somewhere in the rom,
then repoint everything to the new move descriptions place.
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