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  #26    
Old December 20th, 2012, 06:16 AM
Jambo51's Avatar
Jambo51
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Quote:
Originally Posted by dreamengine View Post
I'm trying to make the effects for Thunder fang, ice fang, and fire fang, but when I do I feel like the effect rates are really low. The flinch works fine almost too much because it seems like it's every other move, but the paralyze, freeze, and burn almost never happen. I'm not quite sure what to do because there's no effect that make paralyze freeze and burn happen 100% of the time. Here is my code for thunder fang.

Thunder Fang
Spoiler:
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 08
Firstly, the fang moves don't have 100% chance to burn/freeze/paralyze, they have the same chance as the flinch.

Secondly, to make an effect have 100% chance of hitting the target, you need to change the 0x15 that's tagged onto the end of the effect to a 0x16 instead.

This makes it ignore the chance, and give the status, as long as the status can be given.

Hope this helps!
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  #27    
Old December 25th, 2012, 12:43 AM
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Quote:
Originally Posted by Jambo51 View Post
Firstly, the fang moves don't have 100% chance to burn/freeze/paralyze, they have the same chance as the flinch.

Secondly, to make an effect have 100% chance of hitting the target, you need to change the 0x15 that's tagged onto the end of the effect to a 0x16 instead.

This makes it ignore the chance, and give the status, as long as the status can be given.

Hope this helps!
It's been awhile since I made that so I don't even remember what I did. However I know that I was trying to make the effects 100% because I thought I could change that chance with PGE. Don't ask me why lol.

What was hard was I didn't know the hex value for flinch to be 10 nor did I know the paralysis or freeze value for 10%
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  #28    
Old December 25th, 2012, 03:06 AM
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PokemonMasters
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Ok so Does this happen to anyone else?
When I update the roms .ini and it says the roms .ini has been updated it doesn't show the new moves.
But when it says unexpected error occured then it exits then I go back on, it shows the moves.
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  #29    
Old December 25th, 2012, 10:13 PM
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dreamengine
 
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Quote:
Originally Posted by PokemonMasters View Post
Ok so Does this happen to anyone else?
When I update the roms .ini and it says the roms .ini has been updated it doesn't show the new moves.
But when it says unexpected error occured then it exits then I go back on, it shows the moves.
Make sure you don't have your rom opened up in a hex editor

I hate to double post but I felt this is somewhat important. Here's my record of the all the effects between 00-C0. I unfortunately don't know how to figure out the the effect percentage, but if I figure it out I will edit :)

Spoiler:
01 - sleep target
02 - poison target
03 - paralyze target
04 - freeze target
05 - paralyze target
06 - poison target
07 - confuse target
08 - flinch target
09 - freeze - target
0a - N/A
0b - N/A
0c - N/A
0d - N/A
0e - recoil
0f - raise target’s attack
10 - raise target’s defense
11 - raise target’s speed
12 - raise target’s sp. attack
13 - raise target’s sp. defense
14 - raise target’s accuracy
15 - raise target’s evasion
16 - lowers target’s attack
17 - lowers target’s defense
18 - lowers target’s speed
19 - lowers target’s sp. attack
1a - lowers target’s sp. defense
1b - lowers target’s accuracy
1c - lowers target’s evasion (makes user miss)
1d - recharge
1e - N/A
1f - N/A
20 - N/A
21 - N/A
22 - raise all of users stats except accuracy and evasion
23 - N/A
24 - N/A
25 - N/A
26 - recoil
27 - sharply raise target’s attack
28 - sharply raise target’s defense
29 - sharply raise target’s speed
2a - sharply raise target’s sp. attack
2b - sharply raise target’s sp. defense
2c - sharply raise target’s accuracy
2d - sharply raise target’s evasion
2e - sharply lower target’s attack
2f - sharply lower target’s defense
30 - sharply lower target’s speed
31 - sharply lower target’s sp. attack
32 - sharply lower target’s sp. defense
33 - sharply lower target’s accuracy
34 - sharply lower target’s evasion
35 - confuses target
36 - N/A
37 - N/A
38 - N/A
39 - N/A
3a - N/A
3b - lowers user sp. attack
3c - N/A
3d - N/A
3e - N/A
3f - N/A
40 - N/A
41 - puts user to sleep (no animation)
43 - burns user (no animation)
44 - freezes user (no animation)
45 - paralyzes user (no animation)
46 - N/A
47 - confuses user (no animation)
48 - N/A
49 - burns/freezes/paralyzes target
4a - uproar’s effect
4b - pay day’s effect
4c - N/A
4d - N/A
4e - recoil
4f - raise user’s attack
50 - raise user’s defense
51 - raise user’s speed
52 - raise user’s sp. attack
53 - raise user’s sp. defense
54 - raise user’s accuracy
55 - raise user’s evasion
56 - lowers user’s attack
57 - lowers user's defense
58 - lowers user’s speed
59 - lowers user’s sp. attack
5a - lowers user’s sp. defense
5b - lowers user’s accuracy
5c - lowers user’s evasion
5d - recharge
5e - N/A
5f - N/A
60 - N/A
61 - N/A
62 - raises all of user’s stats but accuracy and evasion
63 - N/A
64 - N/A
65 - lowers user’s attack and defense
66 - recoil
67 - sharply raises user's attack
68 - sharply raise user's defense
69 - sharply raise user's speed
6a - sharply raise user's sp. attack
6b - sharply raise user's sp. defense
6c - sharply raise user's accuracy
6d - sharply raise user's evasion
6e - sharply lower user's attack
6f - sharply lower user's defense
70 - sharply lower user's speed
71 - sharply lower user's sp. attack
72 - sharply lower user's sp. defense
73 - sharply lower user's accuracy
74 - sharply lower user's evasion
75 - N/A
76 - N/A
77 - N/A
78 - N/A
79 - N/A
7a - N/A
7b - harshly lowers user’s sp attack (only happens 3 times)
81 - puts target to sleep
82 - poisons target
83 - burns target
84 - freezes target
85 - paralyzes target
86 - poisons target
87 - confuses target
88 - target flinches
89 - burn/paralyze/freeze target
8a - N/A
8b - N/A
8c - N/A
8d - N/A
8e - recoil
8f - raise target’s attack
90 - raise target’s defense
91 - raise target’s speed
92 - raise target’s sp. attack
93 - raise target’s sp. defense
94 - raise target’s accuracy
95 - raise target’s evasion
96 - lowers target’s attack
97 - lowers target’s defense
98 - lowers target’s speed
99 - lowers target’s sp. attack
9a - lowers target’s sp. defense
9b - lowers target’s accuracy
9c - lowers target’s evasion
9d - recharge
9e - N/A
9f - N/A
a0 - N/A
a1 - N/A
a2 - raises all stats but accuracy and evasion
a3 - N/A
a4 - N/A
a5 - lowers user’s attack and defense
a6 - recoil
a7 - raise target’s attack
a8 - raise target’s defense
a9 - raise target’s speed
aa - raise target’s sp. attack
ab - raise target’s sp. defense
ac - raise target’s accuracy
ad - raise target’s evasion
ae - lowers target’s attack
af - lowers target’s defense
b0 - lowers target’s speed
b1 - lowers target’s sp. attack
b2 - lowers target’s sp. defense
b3 - lowers target’s accuracy
b4 - lowers target’s evasion
b5 - confuse target
b6 - N/A
b7 - N/A
b8 - N/A
b9 - N/A
ba - N/A
bb - sharply lowers user’s sp. attack
bc - N/A
bd - N/A
be - N/A
bf - N/A
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Last edited by DrFuji; December 26th, 2012 at 12:02 AM. Reason: Merging consecutive posts
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  #30    
Old December 30th, 2012, 10:47 AM
Pedroizt
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Well, I managed to create one move called "Iced Shell" based in Gray magic in Fairy Tail, but have a little problem: each effect (Freeze + Selfdestruct) causes a little damage in opponent. If anyone knows how to fix, i would be grateful.

Spoiler:
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 84 15 00 02 03 78 79 3A 29 05 CC 3D 02 02 01 91 6A 1D 08 41 E7 6A 1D 08 28 93 6A 1D 08 09 0A 25 04 05 06 07 01 CC 6A 1D 08 00 00 0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 12 40 00 19 00 00 00 00 00 00 2E D8 3F 02 02 00 49 02 10 7A 93 6A 1D 08 19 01 00 00 00 00 00 3D 0E 0F 12 40 00 2E D8 3F 02 02 00 49 02 10 7A 93 6A 1D 08 19 01 00 00 00 00 00 3D 36 CC 3D 02 02 01 09 0A 33 CC 3D 02 02 01 3C 15 28 4E 69 1D 08
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  #31    
Old January 7th, 2013, 03:12 PM
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pawell6
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Is there any easy way to change descriptions of new attacks in PGE? I know I can change description pointers to old ones, but i don't know how to make a new description.
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  #32    
Old January 16th, 2013, 06:05 PM
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Is it possible to create a move with 3 stats-upper? Like quiver-dance, or coil?
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  #33    
Old January 26th, 2013, 03:08 PM
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pawell6
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I don't know if this is something new, but I figured out code for quiver dance:
Spoiler:
00 02 03 1D 00 00 00 00 01 F2 7D 1D 08 1C 00 07 00 00 00 B0 69 1D 08 84 CC 69 1D 08 1C 00 FF 00 00 00 F2 7D 1D 08 01 F2 7D 1D 08 00 00 1F 00 20 00 39 8B 1D 08 09 0A 2E 85 3E 02 02 52 15 2E 85 3E 02 02 53 15 2E 85 3E 02 02 51 15 28 47 69 1D 08
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  #34    
Old January 26th, 2013, 10:43 PM
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Garuga17
 
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Quote:
Originally Posted by pawell6 View Post
I don't know if this is something new, but I figured out code for quiver dance:
Spoiler:
00 02 03 1D 00 00 00 00 01 F2 7D 1D 08 1C 00 07 00 00 00 B0 69 1D 08 84 CC 69 1D 08 1C 00 FF 00 00 00 F2 7D 1D 08 01 F2 7D 1D 08 00 00 1F 00 20 00 39 8B 1D 08 09 0A 2E 85 3E 02 02 52 15 2E 85 3E 02 02 53 15 2E 85 3E 02 02 51 15 28 47 69 1D 08

Wow! dude is this really works? just exactly what i need! thx a lot :D

EDIT: Oh wait, it didnt work, it do nothing(the game is not freeze btw)
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Last edited by Garuga17; January 27th, 2013 at 12:13 AM.
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  #35    
Old January 27th, 2013, 09:20 AM
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pawell6
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Quote:
Originally Posted by Garuga17 View Post
Wow! dude is this really works? just exactly what i need! thx a lot :D

EDIT: Oh wait, it didnt work, it do nothing(the game is not freeze btw)
Strange, I checked it once more and it seems to be working for me. Just make sure you put the effect in expanded table of effects.

If you removed last poniter (5F 86 1D 08) in the step 3, you can try this: in PGE set move effect to lower number (e.g. if you set it to 214, make it 213). Hope it'll help.

Last edited by pawell6; January 27th, 2013 at 10:40 AM.
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  #36    
Old January 27th, 2013, 09:30 PM
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Garuga17
 
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Quote:
Originally Posted by pawell6 View Post
Strange, I checked it once more and it seems to be working for me. Just make sure you put the effect in expanded table of effects.

If you removed last poniter (5F 86 1D 08) in the step 3, you can try this: in PGE set move effect to lower number (e.g. if you set it to 214, make it 213). Hope it'll help.
Ah yes! It works!! Thx a lot for making this code dude, i spent hours to make it (i know, i'm suck lol) :D

Hope itman will post this at the first page, cause this code is works.
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  #37    
Old January 28th, 2013, 08:56 PM
itman
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Quote:
Originally Posted by Garuga17 View Post
Ah yes! It works!! Thx a lot for making this code dude, i spent hours to make it (i know, i'm suck lol) :D

Hope itman will post this at the first page, cause this code is works.
Put it on first page.
I'm so glad everyone is helping expand on this. I finally have time again to hack, so hopefully I'll be able to find some more.
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  #38    
Old January 29th, 2013, 09:19 AM
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pawell6
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Here's a code for close combat:
Spoiler:
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


BTW the code for quiver dance was made by me. Could you fix it on the first page?
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  #39    
Old January 30th, 2013, 02:53 AM
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Quote:
Originally Posted by itman View Post
Put it on first page.
I'm so glad everyone is helping expand on this. I finally have time again to hack, so hopefully I'll be able to find some more.

Thx for putting it on the first page, btw the quiver dance code is made by pawell6, not me :3

Btw, in case everyone need it, here is the code for coil:

Spoiler:
00 02 03 1D 00 00 00 00 01 F2 7D 1D 08 1C 00 07 00 00 00 B0 69 1D 08 84 CC 69 1D 08 1C 00 FF 00 00 00 F2 7D 1D 08 01 F2 7D 1D 08 00 00 1F 00 20 00 39 8B 1D 08 09 0A 2E 85 3E 02 02 CF 15 2E 85 3E 02 02 D0 15 2E 85 3E 02 02 D4 15 28 47 69 1D 08


All i do was just editting pawell6 Q. dance code, all thx to him :D

NB: In order for the both Q.dance and Coil effect to works, make sure in PGE attack editor, you set the accuracy to '100', base power to '0', target to 'user', and just for safety reason, effct accuracy to '100'
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  #40    
Old January 30th, 2013, 10:04 AM
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Quote:
Originally Posted by Garuga17 View Post

NB: In order for the both Q.dance and Coil effect to works, make sure in PGE attack editor, you set the accuracy to '100', base power to '0', target to 'user', and just for safety reason, effct accuracy to '100'
You're completely right. After some research I found out that you can modify this code to ignore the chance of effect in PGE. The modified code is:

Spoiler:
00 02 03 1D 00 00 00 00 01 F2 7D 1D 08 1C 00 07 00 00 00 B0 69 1D 08 84 CC 69 1D 08 1C 00 FF 00 00 00 F2 7D 1D 08 01 F2 7D 1D 08 00 00 1F 00 20 00 39 8B 1D 08 09 0A 2E 85 3E 02 02 52 16 2E 85 3E 02 02 53 16 2E 85 3E 02 02 51 16 28 47 69 1D 08


The bolded bytes were previously 15. 16 ignores chance of effects and it will always raise sp. atk, sp. def and speed even if chance is set to 0 in PGE. Thx for pointing this out. Certainly the first code will work correctly if chance is set to 100.

Edit: Jambo51 have already found out about effect of 16 (see post #26) so basically it's his idea.

Last edited by pawell6; January 30th, 2013 at 10:19 AM.
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  #41    
Old January 31st, 2013, 03:21 AM
Tomi01
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I edited the bold numbers, but the move missed with 0 (never miss) accuracy if I used Quiver Dance, so it worked like before. I tried to do this with Coil, but the game frozen. Both moves work fine with their "original" codes. Any idea?
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  #42    
Old January 31st, 2013, 02:47 PM
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pawell6
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Quote:
Originally Posted by Tomi01 View Post
I edited the bold numbers, but the move missed with 0 (never miss) accuracy if I used Quiver Dance, so it worked like before. I tried to do this with Coil, but the game frozen. Both moves work fine with their "original" codes. Any idea?
QDance works fine in the form I posted it. I checked coil posted by Garuga17. Indeed the game froze. So then I change 3 bytes for effects and it worked fine (accuracy and effect accuracy set to 0 in PGE for both moves):
Spoiler:
00 02 03 1D 00 00 00 00 01 F2 7D 1D 08 1C 00 07 00 00 00 B0 69 1D 08 84 CC 69 1D 08 1C 00 FF 00 00 00 F2 7D 1D 08 01 F2 7D 1D 08 00 00 1F 00 20 00 39 8B 1D 08 09 0A 2E 85 3E 02 02 4F 16 2E 85 3E 02 02 50 16 2E 85 3E 02 02 54 16 28 47 69 1D 08


Apparently not all effects from Chaos Rush's list work well with modified version. For safety you can use the first method. Hope it'll help
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  #43    
Old January 31st, 2013, 11:16 PM
itman
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Quote:
Originally Posted by pawell6 View Post
Here's a code for close combat:
Spoiler:
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


BTW the code for quiver dance was made by me. Could you fix it on the first page?
I AM SO SORRY! I fixed it. And added your Close Combat, and Garuga's Coil (I've been using Coil Arbok lately in NU...makes my day seeing that made haha). I'm glad this is being worked on! I tested those three codes by the way and they work perfectly; you guys did a great job.
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  #44    
Old January 31st, 2013, 11:32 PM
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Quote:
Originally Posted by itman View Post
1D 00 00 00 00 01 00 69 1D 08 2E 85 3E 02 02 A3 1C 00 07 00 00 00 77 04 90 08 28 00 69 1D 08 2E D2 3F 02 02 02 28 00 69 1D 08
itman can you check your code for wake up slap again? I'm pretty sure it doesn't work as chaos rush stated oh so long ago. One of the pointers is wrong (the one bolded) and should be 8D 80 1D 08. The 07 is correct and checks for sleep which is good. The A3 unfortunately doesn't wake the target. It simply does nothing, however I'm pretty sure that's the byte that needs to change to wake a the user. What the byte is, I'm unsure.
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  #45    
Old February 1st, 2013, 08:48 PM
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tajaros
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I don't now why but when I do this the pointers in PGE for animations are meesed up...

EDIT: Nevermind it seems it was only my Windows 8 laptop saying that when I transferred my file to my XP laptop everything looks fine...
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Last edited by tajaros; February 1st, 2013 at 09:45 PM.
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  #46    
Old February 3rd, 2013, 08:36 AM
xutrik
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i try to do this few monts ago and i have always trouble when i lunch this
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  #47    
Old February 6th, 2013, 11:50 PM
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MrDollSteak
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Absolutely fantastic tutorial, it's so easy to follow and allows for some real high level hacking.
I had one problem though, probably from copy an offset wrong by 1 byte, because all the new
moves are missing the first letter. So growl becomes rowl. For example. Also there is one move
(and only one) that seems to cause the program to crash. I'll try redoing the tutorial again to see if it was just the way in which I did it the first time!
But honestly, really amazing, especially combined with Chaos_Rush's custom animations.

EDIT: After refollowing the tutorial I no longer have a problem with the New names. However the new moves which
take the names of Defense Curl, Psywave, Focus Energy and Reflect cause the application to crash. Has this happened to anyone else?
It says unhandled exception, yada yada. But then 'Argument 'RecordNumber' is not a valid value'
So this must mean there's a problem in the hex for the move data right? If anyone knows how to fix this please let me know!
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Last edited by MrDollSteak; February 7th, 2013 at 12:39 AM.
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  #48    
Old February 7th, 2013, 07:18 PM
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pawell6
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Quote:
Originally Posted by 11bayerf1 View Post
Absolutely fantastic tutorial, it's so easy to follow and allows for some real high level hacking.
I had one problem though, probably from copy an offset wrong by 1 byte, because all the new
moves are missing the first letter. So growl becomes rowl. For example. Also there is one move
(and only one) that seems to cause the program to crash. I'll try redoing the tutorial again to see if it was just the way in which I did it the first time!
But honestly, really amazing, especially combined with Chaos_Rush's custom animations.

EDIT: After refollowing the tutorial I no longer have a problem with the New names. However the new moves which
take the names of Defense Curl, Psywave, Focus Energy and Reflect cause the application to crash. Has this happened to anyone else?
It says unhandled exception, yada yada. But then 'Argument 'RecordNumber' is not a valid value'
So this must mean there's a problem in the hex for the move data right? If anyone knows how to fix this please let me know!
I had similar problem (at least with psywave). To fix it:
1. Make back up of your rom and ini file.
2. Open your rom wirh hex editor and go to offset: 0x4886E8.
3. Select block: 4*354=1416 bytes and copy (description attack table).
4. Use FSF, find 1416 bytes or find your own location (write down that location), select block 1416 and paste. (I pasted my at 0x950000).
5. Repointing: Go to the begining of file, Edit->Replace...->Find box: E8864808, Replace box: 00009508 (or pointer to your location from step 4) with direction down. Replace all.
6. Go to 0x950000 select block : 4*157=628 bytes, copy.
7. Go to end of new table (0x950000, first FF), select block 628 and paste.
8. Save and exit.
9. Open your ini file in notebook and go to AttackDescriptionTable for BPRE and change its value from &H4886E8 to &H950000.

I hope it'll fix the problem.
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  #49    
Old February 18th, 2013, 06:30 PM
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first of all i have to say that this is a GREAT tutorial. before i read this one, i have zero knowledge about hex, now i can create my own moves.

here i have two custom moves. the only reason why i created them is because i was annoyed that two very good ability is not created yet in gen III, which are known as "Snow Warning" and "Imposter". and we all know how difficult it is to edit/create an ability, so why don't we just make moves that mimicking their effect? so i created them just for fun, here they are:

Quote:
The first one is Carbon Copy. It is meant to help Ditto a lot. I created this move as a replacement for Imposter.
Quote:
00 02 03 9B 09 0A 13 B4 E5 3F 08 12 40 00 15 2E 85 3E 02 02 08 15 28 4E 69 1D 08
Basically it is just Transform + flinched effect, and add priority 5 = works like Imposter, right?. To make this move work, just edit ind PGE attack editor and give the "priority" 5 and "effect accuracy" 100. sadly, Inner Focus is still unaffected , but it is still much better than Transform, right? :D
EDIT: for type, use Dark not Normal, because it has no resistance. i don't remember if transform works for ghost type (because it is normal), just in case.
Quote:
second one is Cold Call. I created this move as a replacement for Snow Warning.
Quote:
00 02 03 C8 15 2E 85 3E 02 02 08 15 28 14 7A 1D 08
just like Carbon Copy, it is just Hail + flinched + top priority. it still cause the hail only 5 turns, but you are still able to use it again and again. for the animation, just imagine it like Roar/Growl + Ice background (like Sheer cold/Icy wind background) or whatever crossed to your mind.
those moves work for me, but you can try it and just tell if there is problem.


@itman: yes you did make a great tutorial, but replacing those pointer (like step 12) is such a pain in the feebass. you said like "just find them and replace them one by one" and there are like 200+ pointers. actually you can just use "edit>replace" or simply press ctrl+H, it saves you time.

Last edited by takeKopter; February 19th, 2013 at 05:03 AM.
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Old February 18th, 2013, 09:39 PM
DoesntKnowHowToPlay's Avatar
DoesntKnowHowToPlay
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Join Date: Jan 2012
Quote:
it is just Hail + flinched + top priority. it still cause the hail only 5 turns, but you are still able to use it again and again. for the animation, just imagine it like Roar/Growl + Ice background (like Sheer cold/Icy wind background) or whatever crossed to your mind.
Abomasnow used Cold Call! Foe Ninetales flinched! Foe Ninetales is hurt by hail!
Abomasnow used Cold Call! Foe Ninetales flinched! Foe Ninetales is hurt by hail!
Abomasnow used Cold Call! Foe Ninetales flinched! Foe Ninetales is hurt by hail!
Abomasnow used Cold Call! Foe Ninetales flinched! Foe Ninetales is hurt by hail!
Abomasnow used Cold Call! Foe Ninetales flinched! Foe Ninetales is hurt by hail!
...
Foe Ninetales fainted!
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