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Code: Move Resource Thread

19
Posts
11
Years
The Power Gem posted here doesn't work - it throws an error halfway through the animation.

Because I don't want this post to just saying something here doesn't work, I'll put forth a suggestion - some moves (Cotton Guard's an example that doesn't have an anim here yet) benefit from just taking the animation from other, existing moves, and switching the target to "self" or whatnot. For example, Cotton Guard can be made by using Cotton Spore.

I'll also contribute a Draco Meteor that I have. It could probably do with a palette change, but it should be a decent start.

Spoiler:
 

Perri Lightfoot

Let's give it a go!
173
Posts
16
Years
  • Age 38
  • Seen Apr 17, 2022
Dragon Pulse

Spoiler:

I tried porting this Dragon Pulse to Ruby, and the game resets when the move is used without even attempting to play any of the animation. To try and check where the error might have been coming from, I tried using the code exactly as you'd typed it (adding in pointers in place of all the xx yy zz's, of course) in Fire Red and while it didn't reset, it played a sound briefly and then froze. D: Is this script simply broken or am I doing something wrong? For reference, the offsets I'm using in both Ruby and Fire Red are 950D6C (script start), 950E10 for XX YY ZZ, and 950E86 for XX2 YY2 ZZ2. I tried different offsets in both games to make sure this wasn't the problem and the attack STILL does not work in either, and I'm at a loss as to what I could be doing wrong. Would you have any suggestions?
 

MrDollSteak

Formerly known as 11bayerf1
858
Posts
15
Years
I tried porting this Dragon Pulse to Ruby, and the game resets when the move is used without even attempting to play any of the animation. To try and check where the error might have been coming from, I tried using the code exactly as you'd typed it (adding in pointers in place of all the xx yy zz's, of course) in Fire Red and while it didn't reset, it played a sound briefly and then froze. D: Is this script simply broken or am I doing something wrong? For reference, the offsets I'm using in both Ruby and Fire Red are 950D6C (script start), 950E10 for XX YY ZZ, and 950E86 for XX2 YY2 ZZ2. I tried different offsets in both games to make sure this wasn't the problem and the attack STILL does not work in either, and I'm at a loss as to what I could be doing wrong. Would you have any suggestions?

Just to make sure are you typing the pointers in reverse? From what I can see, the script seems to be ok, and I believe Dreamengine managed to use it as well.

Just in case, a small example would be that 950E10 would be written as 10 0E 95 in the script.

If it is still working I'll try setting it up myself in a new rom to see if there is a problem with it.
 

pawell6

The truthseeker
50
Posts
14
Years
Animation for draco meteor (it looks nice):

00 D9 27 00 F9 27 00 97 27 00 9F 27 19 E3 00 3F 14 10 17 05 02 XX YY ZZ 08 83 05 D0 FF C0 FF 48 00 20 00 1E 00 04 0A 02 XX YY ZZ 08 83 05 90 FF C0 FF 08 00 20 00 1E 00 04 28 02 XX2 YY2 ZZ2 08 83 04 00 00 00 00 00 00 1E 00 02 XX YY ZZ 08 83 05 B0 FF C0 FF 28 00 20 00 1E 00 04 14 19 7C 00 3F 04 0A 15 17 05 08
Offset XX YY ZZ:
D9 27 D9 27 D8 C9 3A 08 F0 1C 23 08 00 00 00 00 FC 1C 23 08 1D 32 0E 08
Offset XX2 YY2 ZZ2:
97 27 97 27 58 CB 3A 08 F0 1C 23 08 00 00 00 00 88 67 3E 08 ED 0C 0B 08
 

Anguscr4p

3rd Gen Enthusiast
22
Posts
11
Years
So, I understand that these are for FireRed, and I also get why FireRed is the favored game to hack, but out of curiosity: What would it take to add these into Emerald?

Obviously I'd need to find the move table and add more moves, but what else needs to be done outside of that?
 

GoGoJJTech

(☞゚ヮ゚)☞ http://GoGoJJTech.com ☜(゚ヮ゚☜)
2,475
Posts
11
Years
Poison Jab Animation (My first animation)-
00 97 27 00 9F 27 0A 01 04 02 02 24 7B 3E 08 02 05 01 00 00 00 00 00 10 00 00 00 0C 0C 08 19 85 00 3F 02 C0 67 3E 08 03 04 00 00 00 00 00 00 32 00 03 F9 A7 0B 08 0A 05 04 00 02 00 00 00 07 00 FF 7F 04 32 0E 89 7D 1C 08 02 08 7C 3E 08 02 04 00 00 00 00 01 00 00 00 03 1D 8B 09 08 02 05 01 00 04 00 00 00 16 00 01 00 03 F9 A7 0B 08 0A 05 04 00 02 00 00 00 00 00 FF 7F 02 3C 7B 3E 08 02 07 1F 00 03 00 01 00 00 00 08 00 00 00 00 00 19 74 00 3F 05 0B 01 0D 04 02 15 17 00 B1 27 00 97 27 00 A6 27 0A 01 28 01 0C 0C 08 0E 5B 57 1D 08 05 0B 01 0D 08 00 B1 27 00 97 27 0A 01 28 01 0C 0C 08 1C 99 00 C0 06 02 02 F4 72 3E 08 82 05 0A 00 FC FF 00 00 FC FF 14 00 02 F4 72 3E 08 82 05 14 00 0C 00 0A 00 0C 00 14 00 04 14 03 1D 8B 09 08 02 05 01 00 02 00 00 00 05 00 01 00 02 20 7C 3E 08 03 04 00 00 FC FF 01 00 03 00 1C 9F 00 3F 05 02 04 01 02 20 7C 3E 08 03 04 0A 00 0C 00 01 00 03 00 05 0B 01 0D 08 00 2D 27 1F 11 CE 0D 08 02 89 00 8A 00 0E 89 7B 1C 08 0E 89 7B 1C 08 0E 89 7B 1C
 

MrDollSteak

Formerly known as 11bayerf1
858
Posts
15
Years
I'll probably add that to the OP tomorrow.

Brilliant I was going to PM you!

I've also got a new animation:

Flame Charge

Spoiler:
 

Shadowraze

ur mum
794
Posts
10
Years
Brilliant I was going to PM you!

I've also got a new animation:

Flame Charge

Spoiler:

On second thought why not ask fuji to make you the owner of this thread since I don't really have time right now. (I don't really know when I'll be back to rom hacking) teehee
 

MrDollSteak

Formerly known as 11bayerf1
858
Posts
15
Years
On second thought why not ask fuji to make you the owner of this thread since I don't really have time right now. (I don't really know when I'll be back to rom hacking) teehee

That's a shame to hear! Oh well I'll ask. I wish you the best with your various other projects, and school etc.
 

MrDollSteak

Formerly known as 11bayerf1
858
Posts
15
Years
I have made a simple script that swaps the defense and special defense stats. This can be used for the moves psystrike, psyshock, secret sword, and custom moves (f.e. physical doing special damage). Here it is, in BSP form:
Spoiler:

This is very useful! How much testing have you done?
My main concern is whether it'll work for double battles?
ie. If you were to target the second opponent's pokemon,
or your own pokemon would it still work?
 

DoesntKnowHowToPlay

Tiny Umbrella with Lots and Lots of Good
265
Posts
12
Years
  • Seen Feb 24, 2024
You're either missing the player's pokemon or the second set of mons in double battles. Also it appears to do nothing to stat mods which is a big deal, Psyshock is supposed to get you around the target's Calm Mind boosts.

Also I'm pretty sure the AI would run damage calcs thinking it's doing special damage and use it horribly wrong. This sort of thing should probably be handled with assembly instead (don't ask me how to do it as imo the move is dumb)
 

daniilS

busy trying to do stuff not done yet
409
Posts
10
Years
  • Age 24
  • Seen Jan 29, 2024
You're either missing the player's pokemon or the second set of mons in double battles. Also it appears to do nothing to stat mods which is a big deal, Psyshock is supposed to get you around the target's Calm Mind boosts.

Also I'm pretty sure the AI would run damage calcs thinking it's doing special damage and use it horribly wrong. This sort of thing should probably be handled with assembly instead (don't ask me how to do it as imo the move is dumb)

I have indeed forgotten the player's pokemon. (It will probably never be used also.) I'm looking at how to swap stat changes, will add both soon. (Probably tomorrow). And I actually really like psystrike because it gives Mewtwo a big boost against opponents otherwise undefeatable.

And again, you're right, but I don't have much asm skills yet. This is an incomplete solution, but it can be useful.
 

bcrobert

Lazy Antagonist
82
Posts
12
Years
  • Seen Aug 8, 2022
Are the codes actually not usable in R/S/E or is it just because of the repointing process at the beginning? Like, let's say I do all of the necessary repoints/edits, with the offsets corrected for the version, and then copy one of these codes into the game. Would it work or do these codes point to specific places in the ROM instead of just ID values that are shared between 3rd gen games?

The reason I ask is that I thought the tables for move data, effect data, animation data etc should be identical but placed at different locations. It's not like I won't make my own move effects and animations if I need to, but I'd like to know if there's a reasonable way to port these before spending too much free time splicing moves.

EDIT. Implied, but if this was a stupid question I apologize. :P
 
Last edited:

BugMania

The Bug Master
32
Posts
10
Years
  • Seen Nov 4, 2016
Worry Seed:
Spoiler:
 
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