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  #226    
Old 1 Week Ago (12:13 PM). Edited 1 Week Ago by BadgerLordZeus.
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BadgerLordZeus BadgerLordZeus is offline
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I made a Parabolic Charge animation for Fire Red. Its nothing fancy, but It'll do.

Spoiler:
02 24 7B 3E 08 02 05 01 00 01 00 00 00 06 00 12 0E 05 00 E3 27 00 E4 27 00 11 27 00 35 27 0A 00 0C 0C 08 03 41 E5 0A 08 02 04 00 00 14 00 00 00 02 00 19 CE 00 C0 04 0C 02 90 62 3E 08 02 00 04 1E 03 E1 EC 0A 08 05 00 04 0C 05 03 A1 EF 0A 08 05 00 19 D6 00 3F 05 03 F9 89 09 08 02 05 01 00 00 00 06 00 12 00 01 00 03 F9 A7 0B 08 05 05 04 00 00 00 10 00 10 00 00 00 04 04 03 F9 A7 0B 08 05 05 04 00 00 00 00 00 00 00 00 00 05 0B 00 0D 00 A3 27 00 2F 27 05 0B 02 0D 04 01 0E C9 56 1D 08 02 24 7B 3E 08 02 05 01 00 01 00 06 00 00 00 12 0E 05 0B 03 0D 08 08


EDIT: I've made a few more animations for Fire Red if anyone is interested.

Mystical Fire (I'm very happy with how this animation turned out)

Spoiler:
0E BB 59 1D 08 00 31 27 19 8A 00 3F 02 88 5C 3E 08 82 06 00 00 00 00 1E 00 1E 00 FF FF 00 00 04 01 02 88 5C 3E 08 82 06 00 00 00 00 1E 00 1E 00 00 00 01 00 04 01 02 88 5C 3E 08 82 06 00 00 00 00 1E 00 1E 00 FF FF FF FF 04 01 02 88 5C 3E 08 82 06 00 00 00 00 1E 00 1E 00 02 00 01 00 04 01 02 88 5C 3E 08 82 06 00 00 00 00 1E 00 1E 00 01 00 FF FF 04 01 02 88 5C 3E 08 82 06 00 00 00 00 1E 00 1E 00 FF FF 01 00 04 01 02 88 5C 3E 08 82 06 00 00 00 00 1E 00 1E 00 01 00 FE FF 04 01 02 88 5C 3E 08 82 06 00 00 00 00 1E 00 1E 00 03 00 01 00 05 0E C7 59 1D 08 08


Power-Up Punch (this one is pretty basic, overall)

Spoiler:
00 97 27 00 9F 27 02 08 7C 3E 08 83 04 00 00 00 00 01 00 01 00 02 10 67 3E 08 84 05 00 00 00 00 08 00 01 00 00 00 19 84 00 3F 03 F9 89 09 08 02 05 01 00 03 00 00 00 06 00 01 00 05 0B 02 0D 00 66 27 03 B5 84 0A 08 02 00 19 BA 00 C0 05 02 D0 3E 3E 08 02 00 1C BA 00 C0 04 02 05 08


And heres my take on a Dragon Rush animation. Since the 4th/5th gen animations are kind of generic, my one is also. Its just the slam animation with Blaze Burn/Hydro Cannon's "solarize" like effect.

Dragon Rush

Spoiler:
03 E9 A0 0B 08 02 03 01 01 01 01 01 01 05 00 48 27 00 97 27 0A 01 0C 0C 08 19 84 00 C0 02 9C 4E 3D 08 02 05 00 00 14 00 03 00 00 00 04 00 04 01 02 48 31 3E 08 02 02 00 00 00 00 04 03 19 86 00 3F 02 08 7C 3E 08 03 04 00 00 00 00 01 00 01 00 02 9C 4E 3D 08 02 05 01 00 F4 FF 0A 00 00 00 03 00 02 84 4E 3D 08 02 03 00 00 00 00 05 00 04 03 03 D1 8C 09 08 02 05 01 00 00 00 03 00 06 00 01 00 05 04 05 02 84 4E 3D 08 02 03 01 00 00 00 06 00 05 0B 01 0D 03 E9 A0 0B 08 02 03 01 01 01 01 01 01 05 0B 03 0D 08 08
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  #227    
Old 6 Days Ago (02:11 AM). Edited 6 Days Ago by kearnseyboy6.
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Quote originally posted by Chaos Rush:
Payback (FireRed):
Spoiler:

Insert this ASM somewhere:
Code:
.text
.align 2
.thumb
.thumb_func
.global test

main:
push {lr}
ldr r0, .TargetBank
ldrb r0, [r0, #0x0]
ldr r1, .BattleStruct
mov r2, #0x58
mul r0, r2
add r5, r0, r1

OrderCheck:
ldr r0, .TargetBank
ldr r1, .UserBank
ldrb r4, [r0, #0x0] /*put target bank into R4*/
ldrb r5, [r1, #0x0] /*put user bank into R5*/
ldr r1, .TurnOrder /*put turn order offset into R1*/

Loop:
ldrb r2, [r1, #0x0] 	/*put attacking PKMN into r2*/
cmp r2, r4 		/*is the attacking PKMN the target?*/
beq SuperAttack 	/*if so, prepare double damage*/
cmp r2, r5 		/*is the attacking PKMN the user?*/
beq Attack		/*if so, attack*/
add r1, #0x1		/*move on to next attacking PKMN*/
b Loop

SuperAttack:
mov r1, #0x2
ldr r0, .DamageMultiplier
strb r1, [r0, #0x0]

Attack:
End:
pop {r0}
bx r0

.align 2

.UserBank: .word 0x02023D6B
.TargetBank: .word 0x02023D6C
.BattleStruct: .word 0x02023BE4
.BasePower: .word 0x02023F50
.TurnOrder: .word 0x02023bde
.DamageMultiplier: .word 0x02023FD2
Use this battle script:
Code:
#org @main
callasm 0x8(offset that you inserted the ASM + 1)
goto 0x81D6900
Payback animation (it's just Counter with the Dark BG):
Code:
14 00 17 00 97 27 00 9F 27 0A 03 0C 0C 08 03 7D 90 09 08 02 05 00 00 12 00 06 00 01 00 04 00 19 73 00 C0 05 02 9C 4E 3D 08 02 05 00 00 14 00 00 00 00 00 04 00 04 04 02 08 7C 3E 08 02 04 F1 FF 12 00 01 00 00 00 19 74 00 3F 04 01 03 F9 89 09 08 02 05 01 00 05 00 00 00 19 00 01 00 02 10 67 3E 08 03 05 F1 FF 12 00 08 00 01 00 00 00 04 03 02 08 7C 3E 08 02 04 00 00 FC FF 01 00 00 00 19 74 00 3F 04 01 02 10 67 3E 08 03 05 00 00 FC FF 08 00 01 00 00 00 04 03 02 08 7C 3E 08 02 04 0F 00 09 00 01 00 00 00 19 74 00 3F 04 01 02 10 67 3E 08 03 05 0F 00 09 00 08 00 01 00 00 00 04 05 02 84 4E 3D 08 02 03 00 00 00 00 05 00 05 0B 03 0D 0E C7 59 1D 08 08
Credit to DoesntKnowHowToPlay because I modified his Sucker Punch ASM for this.


Trump Card (FireRed):
Spoiler:
First, insert this ASM somewhere:
Code:
.text
.align 2
.thumb
.thumb_func
.global test

main:
push {lr}
ldr r0, .UserBank 	/*get user slot*/
ldrb r0, [r0, #0x0]
ldr r1, .BattleData	/*load battle struct*/
mov r2, #0x58		/*separate into 4*/
mul r0, r2		/*get beginning of user stats*/
add r5, r0, r1		/*R5 should now have user's offset*/

GetWhichSlot:
mov r0, #0xBC		/*make sure this is your Trump Card move ID divided by 2*/
lsl r0, r0, #0x1	/*r0 should now have Trump Card ID*/
add r5, #0xC		/*check slot 1 move ID*/
ldrh r1, [r5]
cmp r0, r1
beq ver1
add r5, #0x2		/*check slot 2 move ID*/
ldrh r1, [r5]
cmp r0, r1
beq ver2
add r5, #0x2		/*check slot 3 move ID*/
ldrh r1, [r5]
cmp r0, r1
beq ver3
add r5, #0x2		/*check slot 4 move ID*/
ldrh r1, [r5]
cmp r0, r1
beq ver4

ver1:
add r5, #0x18
ldrb r0, [r5]		/*r0 should now have how much PP is left*/
b getPP

ver2:
add r5, #0x17
ldrb r0, [r5]		/*r0 should now have how much PP is left*/
b getPP

ver3:
add r5, #0x16
ldrb r0, [r5]		/*r0 should now have how much PP is left*/
b getPP

ver4:
add r5, #0x15
ldrb r0, [r5]		/*r0 should now have how much PP is left*/
b getPP

getPP:
cmp r0, #0x4
bgt FourOrMore
cmp r0, #0x4
beq FourOrMore
cmp r0, #0x3
beq Three
cmp r0, #0x2
beq Two
cmp r0, #0x1
beq One
cmp r0, #0x0
beq Zero

FourOrMore:
mov r0, #0x28
b StorePower

Three:
mov r0, #0x32
b StorePower

Two:
mov r0, #0x3C
b StorePower

One:
mov r0, #0x50
b StorePower

Zero:
mov r0, #0xC8
b StorePower

StorePower:
ldr r1, .BasePower
strb r0, [r1]

End:
pop {r0}
bx r0

.align 2
.BattleData:		.word 0x02023BE4
.UserBank:		.word 0x02023D6B
.BasePower:		.word 0x02023F50
If your Trump Card move ID isn't 0x178, then change the bolded line to your Trump Card move ID divided by 2.

The Battle Script ID has to be 17 (Swift/Feint Attack/attacks that never miss), otherwise it won't work properly. Replace the script with this:
Code:
#org @main
jumpifhalfword 0x0 0x2023D4A 0x178 @new
jumpifhalfword 0x1 0x2023D4A 0x39 0x81D6926
jumpifspecialstatusflag 0x0 0x40000 0x1 0x81D6926
orword 0x2023DD0 0x40000
setbyte 0x2023FD2 0x2

#org @new
attackcanceler
accuracycheck 0x81D695E 0x0
attackstring
ppreduce
callasm 0x8(offset of Trump Card ASM routine +1)
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c 0x0
waitstate
graphicalhpupdate 0x0
datahpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
seteffectwithchancetarget
faintpokemon 0x0 0x0 0x0
setbyte 0x2023FD8 0x0
cmd49 0x0 0x0
end


EDIT: Also here's my really lame Trump Card particle, for Trump Card I just used Swift's animation but with this particle instead:
My compiler doesn't recognise callasm. Which cmd do I need to update?

Actually my whole command.bsh is empty and everytime I redownload it is empty as well. Can someone please share it?
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  #228    
Old 2 Days Ago (09:17 AM). Edited 2 Days Ago by RaileysXerilyasRX.
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Rock Wrecker Animation (Emerald):


Code:
14 XX 17 03 61 76 11 08 05 04 00 F4 00 00 01 00 FF FF 00 AA 27 00 4A 27 00 97 27 0A 03 0C 0C 08 02 D8 72 59 08 02 04 04 00 01 00 0A 00 01 00 02 10 6C 59 08 02 05 14 00 20 00 D0 FF 32 00 02 00 02 10 6C 59 08 02 05 00 00 20 00 DA FF 19 00 05 00 02 10 6C 59 08 02 05 20 00 20 00 E4 FF 28 00 03 00 02 10 6C 59 08 02 05 EC FF 20 00 D0 FF 32 00 02 00 02 10 6C 59 08 02 05 14 00 20 00 E4 FF 3C 00 01 00 02 10 6C 59 08 02 05 00 00 20 00 E4 FF 1E 00 04 00 03 D1 52 0D 08 02 05 00 00 01 00 00 00 1E 00 01 00 19 AB 00 C0 04 0A 02 10 6C 59 08 02 05 0F 00 20 00 D0 FF 19 00 05 00 02 10 6C 59 08 02 05 F6 FF 20 00 D6 FF 1E 00 04 00 04 0A 02 10 6C 59 08 02 05 00 00 20 00 D6 FF 19 00 05 00 02 10 6C 59 08 02 05 E7 FF 20 00 D0 FF 1E 00 04 00 05 02 28 FE 57 08 02 02 04 00 06 00 04 03 19 B1 00 C0 02 98 6C 59 08 82 06 10 00 00 00 00 00 00 00 19 00 01 01 05 02 58 73 59 08 83 04 00 00 00 00 01 00 01 00 19 83 00 3F 02 1C 6B 59 08 82 06 00 00 00 00 14 00 18 00 0E 00 02 00 03 AD 51 0D 08 02 05 01 00 03 00 00 00 05 00 01 00 02 1C 6B 59 08 82 06 05 00 00 00 EC FF 18 00 0E 00 01 00 02 1C 6B 59 08 82 06 00 00 05 00 14 00 E8 FF 0E 00 02 00 02 1C 6B 59 08 82 06 FB FF 00 00 EC FF E8 FF 0E 00 02 00 05 02 58 FE 57 08 02 03 00 00 00 00 07 00 05 0B 03 0D 0E 15 7D 2D 08 08
The recharging stones part from the Ancient Power's animation then blast from the Rock Blast animation with an attack background like it was shown in D/P/Pt/HG/SS. The animation almost looks like from the games but I would make a particle of the Rock Wrecker soon.

But first, you need to have the attack backgrounds expanded. If you don't know how, read this thread: http://www.pokecommunity.com/showthread.php?t=281520. If you do, you need to have the image, palette, and tilemap inserted in game. To where you have inserted it, replace XX with that value (example: 1B is the background). The image, palette, and tilemap are in the zip in the attachment below. Credits to MrDollSteak for the Rock Wrecker background. Sorry to rip from your ROM Base since it is an open resource anyway. :3
Attached Files
File Type: rar rock wrecker background.rar‎ (2.3 KB, 1 views) (Save to Dropbox)
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  #229    
Old 1 Day Ago (06:32 AM). Edited 4 Hours Ago by kleenexfeu.
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Join Date: Aug 2013
Gender: Male
Posts: 31
Here is Frost breath effect for Emerald :

1E 00 04 00 8A 2D 08 1E 00 4B 00 8A 2D 08 01 5E 8A 2D 08 00 00 00 02 03 2E 11 42 02 02 02 05 06 07 09 0A 0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 28 47 8A 2D 08

Thank's to pawell6, I've just changed some pointers

Quote originally posted by Edwearth:
Hello, I ported some effects you made for Fire Red to Emerald.

Blizzard Updated :
Spoiler:

Code:
#dynamic 0xF00000
#freespacebyte 0xFF

#org @blizzard
setbyte 0x2024335 0x4
jumpifhalfword 0x0 weather 0x80 @notmiss
goto 0x82D8A00

#org @notmiss
attackcanceler
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c 0x0
waitstate
graphicalhpupdate 0x0
datahpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
seteffectwithchancetarget
faintpokemon 0x0 0x0 0x0
setbyte 0x2024488 0x0
cmd49 0x0 0x0
end


Charge Updated :
Spoiler:

Code:
#dynamic 0xF00000
#freespacebyte 0xFF

#org @charge
attackcanceler
attackstring
ppreduce
setcharge
attackanimation
waitanimation
printstring 0xA5
waitmessage 0x40
jumpifstat 0x1 0x0 0x5 0xC 0x82D8A4E
setbyte 0x202448E 0x15
statbuffchange 0x1 true 0x82D8A4E
jumpifbyte 0x0 0x2024337 0x2 0x82D8A4E
playstatchangeanimation 0x1 0x30 0x0
printfromtable 0x85CC89
waitmessage 0x40
goto 0x82D8A4E


Freeze Shock Ice Burn and Sky Attack :
Spoiler:

Code:
#dynamic 0xF00000
#freespacebyte 0xFF

#org @moveselect
jumpifhalfword 0x0 0x20241EA 0xXX @freejshock //replace XX with ID of freeze shock
jumpifhalfword 0x0 0x20241EA 0xYY @iceburn //replace YY with ID of ice burn
goto @skyattack


#org @skyattack
jumpifsecondarystatus 0x1 0x1000 0x82D9040
jumpifword 0x4 0x2024280 0x200 0x82D9040
setbyte 0x2024483 0x3
call @firstturnsk
goto 0x82D8A4E

#org @firstturnsk
attackcanceler
attackstring
waitmessage 0x40
ppreduce
attackanimation
waitanimation
orword 0x2024280 0x8000000
setbyte 0x2024335 0x4C
seteffecttarget
copyarray 0x2024337 0x2024483 0x1
setword 0x202C4D0 0x8CCCCCC
printstring 0x184
waitmessage 0x40
return


#org @freejshock
jumpifsecondarystatus 0x1 0x1000 @executefs
jumpifword 0x4 0x2024280 0x200 @executefs
setbyte 0x2024483 0x3
call @firstturnfs
goto 0x82D8A4E

#org @executefs
attackcanceler
setbyte 0x2024335 0xC
setbyte 0x202448C 0x1
clearstatus 0x1
orword 0x2024280 0x800
jumpiftype 0x0 0xD 0x82D8A4B
setbyte 0x2024335 0x5
goto 0x82D8A27

#org @firstturnfs
attackcanceler
attackstring
waitmessage 0x40
ppreduce
attackanimation
waitanimation
orword 0x2024280 0x8000000
setbyte 0x2024335 0x4C
seteffecttarget
copyarray 0x2024337 0x2024483 0x1
setword 0x202C4D0 0x8BBBBBB
printstring 0x184
waitmessage 0x40
return


#org @iceburn
jumpifsecondarystatus 0x1 0x1000 @executeib
jumpifword 0x4 0x2024280 0x200 @executeib
setbyte 0x2024483 0x3
call @firstturnib
goto 0x82D8A4E

#org @executeib
attackcanceler
setbyte 0x2024335 0xC
setbyte 0x202448C 0x1
clearstatus 0x1
orword 0x2024280 0x800
jumpiftype 0x0 0xA 0x82D8A4B
setbyte 0x2024335 0x3
goto 0x82D8A27

#org @firstturnib
attackcanceler
attackstring
waitmessage 0x40
ppreduce
attackanimation
waitanimation
orword 0x2024280 0x8000000
setbyte 0x2024335 0x4C
seteffecttarget
copyarray 0x2024337 0x2024483 0x1
setword 0x202C4D0 0x8AAAAAA
printstring 0x184
waitmessage 0x40
return

//Ice Burn AAAAAA -> FD 0F B4 E7 00 D6 D9 D7 D5 E1 D9 00 D7 E0 E3 D5 DF D9 D8 FE DD E2 00 D5 00 DA E6 D9 D9 EE DD E2 DB 00 D5 DD E6 AB
//Freeze Shock BBBBBB -> FD 0F B4 E7 00 D6 D9 D7 D5 E1 D9 00 D7 E0 E3 D5 DF D9 D8 FE DD E2 00 D5 00 DA E6 D9 D9 EE DD E2 DB 00 E0 DD DB DC E8 AB
//Sky Attack CCCCCC -> FD 0F B4 E7 00 D6 D9 D7 D5 E1 D9 00 D7 E0 E3 D5 DF D9 D8 FE DD E2 00 D5 00 DC D5 E6 E7 DC 00 E0 DD DB DC E8 AB
If you have a problem with this one, compile each sub-script with one FF octet between them.


Geomancy :
Spoiler:

Code:
#dynamic 0xF00000
#freespacebyte 0xFF

#org @geomancy
jumpifsecondarystatus 0x1 0x1000 @execute
jumpifword 0x4 0x2024280 0x200 @execute
setbyte 0x2024483 0x3
call @firstturn
goto 0x82D8A4E

#org @execute
attackcanceler
setbyte 0x2024335 0xC
setbyte 0x202448C 0x1
clearstatus 0x1
orword 0x2024280 0x800
goto @boost

#org @boost
attackstring
ppreduce
jumpifstat 0x1 0x3 0x4 0xC @spattack
jumpifstat 0x1 0x3 0x5 0xC @spattack
jumpifstat 0x1 0x0 0x3 0xC 0x82DA71D
goto @spattack

#org @spattack
attackanimation
waitanimation
setbyte 0x202448F 0x0
playstatchangeanimation 0x1 0x30 0x0
setbyte 0x202448E 0x24
statbuffchange 0x1 true @spdef
jumpifbyte 0x0 0x2024337 0x2 @spdef
printfromtable 0x85CC89C
waitmessage 0x40
goto @spdef

#org @spdef
setbyte 0x202448E 0x25
statbuffchange 0x1 true @speed
jumpifbyte 0x0 0x2024337 0x2 @speed
printfromtable 0x85CC89C
waitmessage 0x40
goto @speed

#org @speed
setbyte 0x202448E 0x23
statbuffchange 0x1 true 0x82D8A4E
jumpifbyte 0x0 0x2024337 0x2 0x82D8A4E
printfromtable 0x85CC89C
waitmessage 0x40
goto 0x82D8A4E

#org @firstturn
attackcanceler
attackstring
waitmessage 0x40
ppreduce
attackanimation
waitanimation
orword 0x2024280 0x8000000
setbyte 0x2024335 0x4C
seteffecttarget
copyarray 0x2024337 0x2024483 0x1
printstring 0xA5
waitmessage 0x40
return


Hex :
Spoiler:

Code:
#dynamic 0xF00000
#freespacebyte 0xFF

#org @hex
jumpifstatus 0x0 0x10 @doubledamage
jumpifstatus 0x0 0x8 @doubledamage
jumpifstatus 0x0 0x80 @doubledamage
jumpifstatus 0x0 0x40 @doubledamage
jumpifstatus 0x0 0x7 @doubledamage
goto 0x82D8A00

#org @doubledamage
setbyte damagemultiplier 0x2
goto 0x82D8A00


Venoshock :
Spoiler:

Code:
#dynamic 0xF00000
#freespacebyte 0xFF

#org @hex
jumpifstatus 0x0 0x8 @doubledamage
goto 0x82D8A00

#org @doubledamage
setbyte damagemultiplier 0x2
goto 0x82D8A00


Knock Off Updated :
Spoiler:

Code:
#dynamic 0xF00000
#freespacebyte 0xFF

#org @start
jumpifbyte 0x0 0x0202420C 0x0 @slot1
jumpifbyte 0x0 0x0202420C 0x1 @slot2
jumpifbyte 0x0 0x0202420C 0x2 @slot3
jumpifbyte 0x0 0x0202420C 0x3 @slot4
goto @doubledamage

#org @slot1
jumpifhalfword 0x1 0x020240C2 0x0 @tripledamage
goto @doubledamage

#org @slot2
jumpifhalfword 0x1 0x0202411A 0x0 @tripledamage
goto @doubledamage

#org @slot3
jumpifhalfword 0x1 0x02024172 0x0 @tripledamage
goto @doubledamage

#org @slot4
jumpifhalfword 0x1 0x020241CA 0x0 @tripledamage
goto @doubledamage

#org @tripledamage
setbyte damagemultiplier 0x3
goto 0x82DA390

#org @doubledamage
setbyte damagemultiplier 0x2
goto 0x82D8A00


Toxic Updated :
Spoiler:

Code:
#dynamic 0xF00000
#freespacebyte 0xFF

#org @Start
jumpiftype 0x1 0x3 @PerfectAcc
goto 0x82D8EF1

#org @PerfectAcc
attackcanceler
attackstring
ppreduce
accuracycheck 0x82D9F1C 0xFFFF 
jumpifability 0x0 0x11 0x82D8F63
jumpifsecondarystatus 0x0 0x1000000 0x82D9F1C
jumpifstatus 0x0 0x8 0x82D8F52
jumpifstatus 0x0 0x80 0x82D8F52
jumpifstatus 0x0 0xFF 0x82D9F1C
jumpiftype 0x0 0x3 0x82D9F2E
jumpiftype 0x0 0x8 0x82D9F2E
jumpifhalverset 0x0 0x20 0x82DAD01
attackanimation
waitanimation
setbyte 0x2024335 0x6
seteffecttarget
resultmessage
waitmessage 0x40
goto 0x82D8A4E


I also made one effect by myself. (For Emerald too).

U-Turn :
Spoiler:

Code:
#dynamic 0xF00000

#org @start
attackcanceler
accuracycheck 0x82D8A5E 0x0
attackstring
ppreduce
jumpifword 0x4 0x2022FEC 0x40000 0x82D9F1C
jumpifcannotswitch 0x81 0x82D9F1C
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c 0x0
waitstate
graphicalhpupdate 0x0
datahpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
faintpokemon 0x0 0x0 0x0
openpartyscreen 0x1 0x82D9F1C
cmde2 0x1
waitstate
cmd51 0x1 0x2
cmd58 0x1
switch1 0x1
switch2 0x1
cmd73 0x1
printstring 0x3
switch3 0x1 0x1
waitstate
cmd52 0x1
goto 0x82D8A4E


PS : I wanted to created an effect like Judgment, but I don't know if there is a function to set the attack's type. And I don't remember the function to check the held object. Also, is it possible to change the ratio of drained HP in the drain effect, in order to make Oblivion Wing ? Thanks.
Didn't test the other, but U-turn doesn't take in count Shadowtag ability. A jumpifability 0x0 0x17 should be enough I guess

EDIT : Nope, I still can switch in double battle. And the move completely fail in one vs one. It's a progress I guess..
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