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  #201    
Old January 21st, 2015 (12:28 AM).
jirachiwishmaker's Avatar
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The following is Boomburst animation for Emerald that translated from MrDollSteak's Rombase.

Spoiler:
02 74 72 59 08 02 05 01 00 01 00 00 00 0C 00 1A 21 05 00 D6 27 00 DB 27 0A 03 03 91 6D 10 08 02 01 00 00 02 98 38 59 08 03 06 00 00 00 00 00 00 00 00 1F 00 08 00 19 F1 00 C0 02 ZZ YY XX 08 02 04 00 00 1D 00 F4 FF 00 00 02 ZZ YY XX 08 02 04 00 00 F4 FF E3 FF 01 00 04 10 03 91 6D 10 08 02 01 00 00 02 98 38 59 08 03 06 00 00 00 00 00 00 00 00 1F 00 08 00 19 F1 00 C0 02 ZZ YY XX 08 02 04 00 00 0C 00 E3 FF 01 00 02 ZZ YY XX 08 02 04 00 00 E3 FF F4 FF 00 00 04 10 03 91 6D 10 08 02 01 00 00 02 98 38 59 08 03 06 00 00 00 00 00 00 00 00 1F 00 08 00 19 F1 00 C0 02 ZZ YY XX 08 02 04 00 00 18 00 E8 FF 01 00 02 ZZ YY XX 08 02 04 00 00 E8 FF E8 FF 00 00 05 0B 03 02 74 72 59 08 02 05 01 00 01 00 0C 00 00 00 1A 21 05 0B 03 0D 08

At offset XX YY ZZ:
D6 27 D6 27 14 49 52 08 18 37 59 08 00 00 00 00 A8 C6 2E 08 C9 77 0A 08
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  #202    
Old 4 Weeks Ago (12:58 PM). Edited 4 Weeks Ago by Edwearth.
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Hi, i have a question about the psystrike effect.

Quote originally posted by daniilS:
@swapphysicalspecialdefence
copyarray 0x020247DC @fourbytesoffreespace 2
copyarray 0x020247DA 0x020247DC 2
copyarray @fourbytesoffreespace 0x020247DA 2
copyarray 0x02024840 @anotherfourbytesoffreespace 2
copyarray 0x0202483E 0x02024840 2
copyarray @anotherfourbytesoffreespace 0x0202483E 2
return
Ok, but what are :
_ 0x020247DC
_0x020247DA
_0x02024840
_0x0202483E
Yeah i imagine what they are, but when i tried to find them with the VBA's memory vewer there are just lines of "00".
It is for FireRed, right ?

Edit : I tried to make this effect in Emerald :
Spoiler:

Code:
#dynamic 0x800000
#freespacebyte 0xFF

#org @start
attackcanceler
accuracycheck 0x82D8A5E 0x0
call @swap
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
cmd5c 0x0
waitstate
datahpupdate 0x0
graphicalhpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
call @swap
goto 0x82D8A47

@swapphysicalspecialdefence
copyarray 0x020247A0 @ennemy1 2
copyarray 0x020247A6 0x020247A0 2
copyarray @ennemy1 0x020247A6 2
copyarray 0x02024804 @ennemy2 2
copyarray 0x0202480A 0x02024804 2
copyarray @ennemy2 0x0202480A 2
copyarray 0x02024548 @ally1 2
copyarray 0x0202454E 0x02024548 2
copyarray @ally1 0x0202454E 2
copyarray 0x020245AC @ally2 2
copyarray 0x020245B2 0x020245AC 2
copyarray @ally2 0x020245B2 2
return


I don't know if it works. I'll try it tomorrow.
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  #203    
Old 4 Weeks Ago (10:41 PM).
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Quote originally posted by Edwearth:
Hi, i have a question about the psystrike effect.



Ok, but what are :
_ 0x020247DC
_0x020247DA
_0x02024840
_0x0202483E
Yeah i imagine what they are, but when i tried to find them with the VBA's memory vewer there are just lines of "00".
It is for FireRed, right ?

Edit : I tried to make this effect in Emerald :
Spoiler:

Code:
#dynamic 0x800000
#freespacebyte 0xFF

#org @start
attackcanceler
accuracycheck 0x82D8A5E 0x0
call @swap
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
cmd5c 0x0
waitstate
datahpupdate 0x0
graphicalhpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
call @swap
goto 0x82D8A47

@swapphysicalspecialdefence
copyarray 0x020247A0 @ennemy1 2
copyarray 0x020247A6 0x020247A0 2
copyarray @ennemy1 0x020247A6 2
copyarray 0x02024804 @ennemy2 2
copyarray 0x0202480A 0x02024804 2
copyarray @ennemy2 0x0202480A 2
copyarray 0x02024548 @ally1 2
copyarray 0x0202454E 0x02024548 2
copyarray @ally1 0x0202454E 2
copyarray 0x020245AC @ally2 2
copyarray 0x020245B2 0x020245AC 2
copyarray @ally2 0x020245B2 2
return


I don't know if it works. I'll try it tomorrow.
Please forget that post. I was a noob at the time. I'm sorry.
There was only a slight amount of testing done and it doesn't account for any unique causes, so it's probably bugged as hell the Distortion World.
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  #204    
Old 4 Weeks Ago (11:53 PM). Edited 4 Weeks Ago by Edwearth.
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I think, if we swap the Def and the spe Def of the two allies and the two enemies, it will work. The AI will use it very badly, but I'm doing it to make two signature moves (mewtwo and keldeo if I remember). So this move will be used by the user, not the AI.

just I need explanation about "copyarray". What does the "2" do at the end of this command ? I think I have to find free ram space by myself, maybe bsp can't find it alone.
Thanks
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  #205    
Old 4 Weeks Ago (05:12 AM).
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Quote originally posted by Edwearth:
I think, if we swap the Def and the spe Def of the two allies and the two enemies, it will work. The AI will use it very badly, but I'm doing it to make two signature moves (mewtwo and keldeo if I remember). So this move will be used by the user, not the AI.

just I need explanation about "copyarray". What does the "2" do at the end of this command ? I think I have to find free ram space by myself, maybe bsp can't find it alone.
Thanks
Only swapping def and sp def won't do the job mate, defense stat changes, plus abilties affecting the defense and sp def also do matter.
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  #206    
Old 4 Weeks Ago (05:22 AM).
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busy trying to do stuff not done yet
 
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Age: 15
Gender: Male
Quote originally posted by KDS:
Only swapping def and sp def won't do the job mate, defense stat changes, plus abilties affecting the defense and sp def also do matter.
That's what I meant. Please forgive my noobishness at that time, I've realized a long time ago already it requires some glorious ASMAGIX.
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  #207    
Old 4 Weeks Ago (09:53 AM).
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Location: Paris
Gender: Male
Oh, yes sorry I totally forgot abilities and moves like magic mirror. So, is there a function like calculateSpeAttack, calculateDeffense then calculatedamages? :p
What is Asmagix?
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  #208    
Old 4 Weeks Ago (10:22 AM).
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Join Date: Jan 2014
Quote originally posted by Edwearth:
What is Asmagix?
I googled ASMAGIX because I was wondering that too, the first page has one link to PC where someone mentions it then says, more serious answer ... . Maybe a troll term?
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  #209    
Old 4 Weeks Ago (11:02 AM).
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GoGoJJTech
http://GoGoJJTech.com (WIP!)
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Quote originally posted by pokenoobend:
I googled ASMAGIX because I was wondering that too, the first page has one link to PC where someone mentions it then says, more serious answer ... . Maybe a troll term?
It's a play on the term "ASM" or "Assembly" which is the language the GBA runs on.
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  #210    
Old 4 Weeks Ago (11:25 AM). Edited 3 Weeks Ago by Edwearth.
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Location: Paris
Gender: Male
Quote originally posted by GoGoJJTech:
It's a play on the term "ASM" or "Assembly" which is the language the GBA runs on.
I know this, but i thought that it is an language between ASM and C or a simplified ASM.

Edit :

I tried something to make the swap. I know it's a wrong way to create the move but I did it like a training.
But when I use it, the effect resets the game.
Here my effect :
Spoiler:

Code:
#dynamic 0xF10526
#freespacebyte 0xFF

#org @start
attackcanceler
accuracycheck 0x82D8A5E 0x0
call @swap
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
cmd5c 0x0
waitstate
datahpupdate 0x0
graphicalhpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
call @swap
goto 0x82D8A47

#org @swap
copyarray 0x020247A0 0x20375F0 2 //ennemy1
copyarray 0x020247A6 0x020247A0 2
copyarray 0x20375F0 0x020247A6 2

copyarray 0x02024804 0x20375F0 2 //ennemy2
copyarray 0x0202480A 0x02024804 2
copyarray 0x20375F0 0x0202480A 2

copyarray 0x02024548 0x20375F0 2 //ally1
copyarray 0x0202454E 0x02024548 2
copyarray 0x20375F0 0x0202454E 2

copyarray 0x020245AC 0x20375F0 2 //ally2
copyarray 0x020245B2 0x020245AC 2
copyarray 0x20375F0 0x020245B2 2
return

//0x20375F0 = Var 800D


Why ?

I also tried to did it just for the first Pokemon in my team in ASM, but it also resets the game.
Here my ASM code :
Spoiler:

Code:
.text
.align 2
.thumb
.thumb_func
.global swap

main:
	push {r0-r3, lr}
	ldr r0, .DEF
	ldr r1, .DEF
	
	ldr r2, .SPEDEF
	ldr r3, .SPEDEF
	
	strh r0, [r3]
	strh r2, [r1]
	
	
	pop {r0-r3, pc}
	
.align 2
.DEF:
	.word 0x02024548
.SPEDEF:
	.word 0x0202454E


Why ? It's my codes ? It's the action which is forbidden ?

Edit : Ok, forget this, i found the solution.
But i have another question ! How to port the callasm command ? I compile the routine with the address 0x02024214 for the scriptlocation. Ok, but I have to repoint and extend the battle script command table to had the new command F9 XX XX XX 08. Where is this table ? And how do you find it ?
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  #211    
Old 3 Weeks Ago (01:01 AM). Edited 3 Weeks Ago by Artemis64.
Artemis64
 
Join Date: Mar 2014
Gender: Male
A new attack particle:
Healing Sparkles:
Spoiler:

Fire Sprite (new, removed some of the edges):
Spoiler:

Horn Sprite:
Spoiler:

Mean Look:
Spoiler:
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  #212    
Old 1 Week Ago (05:28 PM). Edited 14 Hours Ago by Edwearth.
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Edwearth
 
Join Date: May 2014
Location: Paris
Gender: Male
So I made the effect for Oblivion Wings for Emerald.

First insert this routine :
Spoiler:

Code:
.text
.align 2
.thumb
.thumb_func
.global main

main:
	push {r0-r3, lr}
	
	ldr r0, = (0x020241F0)
	
	ldrh r1, [r0]
	mov r2, #0x3
        mul r1, r2
        lsr r1, #2
        cmp r1, #0x0
        beq nineth
	b eighth

nineth:
	add r1, #0x1
	b eighth
	
eighth:
	ldr r2, = (0x0202420B)
	ldrb r2, [r2]
	
	cmp r2, #0x0
	beq fourth
	cmp r2, #0x1
	beq fifth
	cmp r2, #0x2
	beq sixth
	cmp r2, #0x3
	beq seventh
	b end

fourth:
	ldr r0, = (0x02024542)
	b third
	
fifth:
	ldr r0, = (0x0202479A)
	b third
	
sixth:
	ldr r0, = (0x020245A6)
	b third

seventh:
	ldr r0, = (0x020247FE)
	b third
	
third:
	mov r2, r0
	ldrh r3, [r0]
	
	add r2, #0x2
	ldrh r2, [r2]
	
	add r1, r3
	
	cmp r1, r2
	bhs first
	cmp r1, r2
	blo second
	b end
	
second:
	strh  r1, [r0]
	b end
	
first:
	strh  r2, [r0]
	b end
	
end:
	pop {r0-r3, pc}
	
.align 2
In compiled version:
Code:
0F B5 16 48 01 88 03 22 51 43 89 08 00 29 00 D0 01 E0 01 31 FF E7 12 4A 12 78 00 2A 06 D0 01 2A 06 D0 02 2A 06 D0 03 2A 06 D0 15 E0 0D 48 05 E0 0D 48 03 E0 0D 48 01 E0 0D 48 FF E7 02 1C 03 88 02 32 12 88 C9 18 91 42 04 D2 91 42 00 D3 03 E0 01 80 01 E0 02 80 FF E7 0F BD C0 46 F0 41 02 02 0B 42 02 02 42 45 02 02 9A 47 02 02 A6 45 02 02 FE 47 02 02


Then here is the effect:
Spoiler:

Code:
#dynamic 0xF00000
#freespacebyte 0xFF

#org @start
attackcanceler
accuracycheck 0x82D8A5E 0x0
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c 0x0
waitstate
graphicalhpupdate 0x0
datahpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
negativedamage
orword 0x2024280 0x100
callasm 0x08XXXXXX
graphicalhpupdate 0x1
datahpupdate 0x1
setbyte 0x2024337 0x0
goto 0x82D8B2E
end
Where XXXXXX is a pointer to the routine +1

It looks working, but i'm not 100% sure. And I think that "Liqid Ooze" does nothing.

Edit : Wrong !
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  #213    
Old 5 Days Ago (07:50 AM).
Edwearth's Avatar
Edwearth
 
Join Date: May 2014
Location: Paris
Gender: Male
Quote originally posted by KDS:
Some new effects:
1. Crush Grip: Just use the callasm statement after the announcement of attack and before the damage calculation.
Spoiler:

ASM:
Code:
.text
.align 2
.thumb
.thumb_func
.global crushgrip

main:
push {lr}
ldr r0, targetBank
ldrb r0, [r0]
ldr r1, battleData
mov r2, #0x58
mul r0, r2
add r3, r0, r1
ldrh r0, [r3, #0x28]
mov r2, #0x78
mul r0, r2
ldrh r1, [r3, #0x2c]
bl divide
mov r1, #0x1
add r1, r0
ldr r2, basePower
strb r1, [r2]
pop {r0}
bx r0

divide:
ldr r2, divider
bx r2

.align 2
targetBank: .word 0x02023D6C
battleData: .word 0x02023BE4
divider: .word 0x081E4019
basePower: .word 0x02023F50
There is a problem with the script. When you call the routine, it sets the base damages. But when you calculate damages, it resets the damages to the base damages of the move.
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  #214    
Old 5 Days Ago (08:28 AM).
KDS's Avatar
KDS
 
Join Date: Jul 2013
Age: 20
Gender: Male
Quote originally posted by Edwearth:
There is a problem with the script. When you call the routine, it sets the base damages. But when you calculate damages, it resets the damages to the base damages of the move.
Could you please be more clear that what are you trying to stay. I am unable to understand.
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  #215    
Old 5 Days Ago (08:43 AM).
Edwearth's Avatar
Edwearth
 
Join Date: May 2014
Location: Paris
Gender: Male
Quote originally posted by KDS:
Could you please be more clear that what are you trying to stay. I am unable to understand.
I call the routine, the base power of the move is set. The calculation is good. So 0x020244E0 (Emerald) takes 0x79 if the enemy is full life.
And then the calculate damage is called, and the base damages are reset. So 0x020244E0 takes 0x1 because in PGE I set the move's base power to 1.
So the damages inflicted to the foe are very low.
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  #216    
Old 5 Days Ago (10:01 AM).
KDS's Avatar
KDS
 
Join Date: Jul 2013
Age: 20
Gender: Male
Quote originally posted by Edwearth:
I call the routine, the base power of the move is set. The calculation is good. So 0x020244E0 (Emerald) takes 0x79 if the enemy is full life.
And then the calculate damage is called, and the base damages are reset. So 0x020244E0 takes 0x1 because in PGE I set the move's base power to 1.
So the damages inflicted to the foe are very low.
You used the wrong offset for base power, use 0x02024400 instead
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  #217    
Old 5 Days Ago (10:39 AM).
Edwearth's Avatar
Edwearth
 
Join Date: May 2014
Location: Paris
Gender: Male
Quote originally posted by KDS:
You used the wrong offset for base power, use 0x02024400 instead
Ok thank you! I just thought there was a mistake because at 0x02024400 i juste saw 0x0000.
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  #218    
Old 4 Days Ago (09:59 AM).
Edwearth's Avatar
Edwearth
 
Join Date: May 2014
Location: Paris
Gender: Male
Here is my effect for V-Create. I used the Spherical Ice's effect for Close Combat.
It is for Emerald.

First we need to insert seven battle scripts.
Spoiler:

Defense
Code:
#dynamic 0xAAAAAA
#freespacebyte 0xFF

#org @start
setbyte 0x202448F 0x0
playstatchangeanimation 0x1 0x4 0x1
setbyte 0x202448E 0x92
statbuffchange 0x80 true @end
jumpifbyte 0x0 0x2024337 0x2 @end
printfromtable 0x85CC89C
waitmessage 0x40

#org @end
goto 0x82D8A4E
Special Defense
Code:
#dynamic 0xBBBBBB
#freespacebyte 0xFF

#org @start
setbyte 0x202448F 0x0
playstatchangeanimation 0x1 0x20 0x1
setbyte 0x202448E 0x95
statbuffchange 0x80 true @end
jumpifbyte 0x0 0x2024337 0x2 @end
printfromtable 0x85CC89C
waitmessage 0x40

#org @end
goto 0x82D8A4E
Speed
Code:
#dynamic 0xCCCCCC
#freespacebyte 0xFF

#org @start
setbyte 0x202448F 0x0
playstatchangeanimation 0x1 0x8 0x1
setbyte 0x202448E 0x93
statbuffchange 0x80 true @end
jumpifbyte 0x0 0x2024337 0x2 @end
printfromtable 0x85CC89C
waitmessage 0x40

#org @end
goto 0x82D8A4E
Defense and Special Defense
Code:
#dynamic 0xDDDDDD
#freespacebyte 0xFF

#org @start
setbyte 0x202448F 0x0
playstatchangeanimation 0x1 0x24 0x1
setbyte 0x202448E 0x92
statbuffchange 0x80 true @end
jumpifbyte 0x0 0x2024337 0x2 @end
printfromtable 0x85CC89C
waitmessage 0x40
setbyte 0x202448E 0x95
statbuffchange 0x80 true @end
jumpifbyte 0x0 0x2024337 0x2 @end
printfromtable 0x85CC89C
waitmessage 0x40

#org @end
goto 0x82D8A4E
Defense and Speed
Code:
#dynamic 0xEEEEEE
#freespacebyte 0xFF

#org @start
setbyte 0x202448F 0x0
playstatchangeanimation 0x1 0xC 0x1
setbyte 0x202448E 0x92
statbuffchange 0x80 true @end
jumpifbyte 0x0 0x2024337 0x2 @end
printfromtable 0x85CC89C
waitmessage 0x40
setbyte 0x202448E 0x93
statbuffchange 0x80 true @end
jumpifbyte 0x0 0x2024337 0x2 @end
printfromtable 0x85CC89C
waitmessage 0x40

#org @end
goto 0x82D8A4E
Special Defense and Speed
Code:
#dynamic 0xFFFFFF
#freespacebyte 0xFF

#org @start
setbyte 0x202448F 0x0
playstatchangeanimation 0x1 0x28 0x1
setbyte 0x202448E 0x95
statbuffchange 0x80 true @end
jumpifbyte 0x0 0x2024337 0x2 @end
printfromtable 0x85CC89C
waitmessage 0x40
setbyte 0x202448E 0x93
statbuffchange 0x80 true @end
jumpifbyte 0x0 0x2024337 0x2 @end
printfromtable 0x85CC89C
waitmessage 0x40

#org @end
goto 0x82D8A4E
Defense and Special Defense and Speed
Code:
#dynamic 0xGGGGGG
#freespacebyte 0xFF

#org @start
setbyte 0x202448F 0x0
playstatchangeanimation 0x1 0x2C 0x1
setbyte 0x202448E 0x92
statbuffchange 0x80 true @end
jumpifbyte 0x0 0x2024337 0x2 @end
printfromtable 0x85CC89C
waitmessage 0x40
setbyte 0x202448E 0x95
statbuffchange 0x80 true @end
jumpifbyte 0x0 0x2024337 0x2 @end
printfromtable 0x85CC89C
waitmessage 0x40
setbyte 0x202448E 0x93
statbuffchange 0x80 true @end
jumpifbyte 0x0 0x2024337 0x2 @end
printfromtable 0x85CC89C
waitmessage 0x40


#org @end
goto 0x82D8A4E


The we have to insert this routine at 0xHHHHHH.
Spoiler:

Code:
.text
.align 2
.thumb
.thumb_func

main:
	ldr r1, .battleData
	ldr r0, .userBank
	ldrb r0, [r0]
	mov r3, #0x58
	mul r3, r0
	add r1, #0x1a
	add r3, r1
	ldrb r0, [r3]
	ldrb r1, [r3, #0x3]
	ldrb r2, [r3, #0x1]
	mov r3, #0x0
	cmp r0, r3
	beq defIsZero
	cmp r1, r3
	beq spdefIsZero3
	cmp r2, r3
	beq speedIsZero3
	ldr r4, .lowerAll
	b end

defIsZero:
	cmp r1, r3
	beq spdefIsZero1
	b spdefIsZero2
	b end

spdefIsZero1:
	cmp r2, r3
	beq any
	ldr r4, .lowerSpeed
	b end
	
spdefIsZero2:
	cmp r2, r3
	beq speedIsZero1
	ldr r4, .lowerSpdDefSpeed
	b end

speedIsZero1:
	ldr r4, .lowerSpDef
	b end
	
spdefIsZero3:
	cmp r2, r3
	beq speedIsZero2
	ldr r4, .lowerDefSpeed
	b end
	
speedIsZero2:
	ldr r4, .lowerDef
	b end
	
speedIsZero3:
	ldr r4, .lowerDefSpDef
	b end
	
any:
	ldr r4, .endBS
	b end

end:
	ldr r5, .activeBSPointer
	str r4, [r5, #0x0]
	bx lr

.align 2
.battleData:		        .word 0x02024084
.userBank:			.word 0x0202420B
.activeBSPointer:	        .word 0x02024214
.lowerSpDef:		        .word 0x08BBBBBB
.lowerDef:			.word 0x08AAAAAA
.lowerDefSpDef:		.word 0x08DDDDDD
.lowerDefSpeed:		.word 0x08EEEEEE
.lowerSpdDefSpeed:	.word 0x08FFFFFF
.lowerAll:			        .word 0x08GGGGGG
.lowerSpeed:		        .word 0x08CCCCCC
.endBS:				.word 0x082D8A4E


And last, we have to insert the effect for the attack.
Spoiler:

Code:
#dynamic 0xF1138F
#freespacebyte 0xFF

#org @start
attackcanceler
accuracycheck 0x82D8A5E 0x0
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c 0x0
waitstate
graphicalhpupdate 0x0
datahpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
faintpokemon 0x0 0x0 0x8000000
callasm 0xHHHHHH + 1


With this effect, you have different animation for each possibility.
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