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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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  #1    
Old July 8th, 2009, 05:51 PM
JPAN
pokemon rom researcher
 
Join Date: Dec 2008
While still in a beta version, I come here today with a document on the ARM7 Thumb-mode assembly.
I say this is a beta version because I wrote it but nobody read it, and (of course) I understand what's in it, but I have no idea what someone who doesn't will be able to grasp from it.
Any comments in this thread will be used to improve this document until it is ready for a final version.

Also, I'm sorry for the lack of pictures or examples. For now, I hope the examples I provide are enough, but if need arises, I will provide some more.
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File Type: doc THUMB Tutorial.doc‎ (122.5 KB, 2039 views) (Save to Dropbox)
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  #2    
Old July 11th, 2009, 02:00 AM
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I've just glanced over the whole article.
Having read some of ASM tutorials ,including this one,I think that they have taken a little far from Pokemon games,though this one is more relational.
Anyway,good tutorial.
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Last edited by liuyanghejerry; July 11th, 2009 at 02:03 AM. Reason: edit for a word
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  #3    
Old July 11th, 2009, 02:06 AM
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Quote:
Originally Posted by liuyanghejerry View Post
I've just glanced over the whole article.
Having read some of ASM tutorials ,including this one,I think that they have taken a little far from Pokemon games,though this one is more relational.
Anyway,good tutorial.
I agree, I've read a few (mabye 2 or 3) ASM tutorials and they all explained what registers were, but they didn't tell you what you could do with them in the pokemon games.

I tried reading through this tutorial and I understood everything till about half way, where I lost it at adding two variables together... That program was too complex xD.

Anyway I think I'm just not ready for ASM yet xD

But it's a great tutorial!
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  #4    
Old July 11th, 2009, 04:07 AM
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great tut! I read through it all and only missed 1 or 2 things!
Edit:I think that along with push and pop there is a move.
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Last edited by sab; July 22nd, 2009 at 08:46 AM.
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  #5    
Old July 27th, 2009, 04:19 PM
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The reason they don't go into detail about how to use it in pokemon is because ARM/THUMB technical manuals/tutorials usually explain going through the process of MAKING GBA games. ASM isn't centered around pokemon, and in reality, you can develop ASM codes for ANY game... not just pokemon... BUT, Us ROM hackers have found a good use for this complicated bit of programming code.

Thanks JPAN, I knew you would pull through!

Just finished reading, and I must say, it looks a lot like some other ARM/THUMB documents I have read... It has a few things that could be used for Pokemon, but no interactivity.
give us some challenges, some tasks.
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Last edited by 0m3GA ARS3NAL; July 30th, 2009 at 07:16 PM.
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  #6    
Old January 23rd, 2010, 09:27 PM
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T_T this eliminates my understanding of ASM
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  #7    
Old March 23rd, 2010, 06:23 PM
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LOL @ above poster.
Like the tut quite a bit.
Perhaps you could explain how to find routines that are being ran?
I see a bunch of people in R&D posting disassembled routines for things like items/surfing etc...i was wondering if you could post how to do that?
also, i think omega was onto something with the usefulness of mov...
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  #8    
Old March 23rd, 2010, 09:49 PM
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Quote:
Originally Posted by Full Metal
LOL @ above poster.
Like the tut quite a bit.
Perhaps you could explain how to find routines that are being ran?
I see a bunch of people in R&D posting disassembled routines for things like items/surfing etc...i was wondering if you could post how to do that?
also, i think omega was onto something with the usefulness of mov...
Go download a debugger, read the manual... Then run your ROM with the debugger and add breakpoints to it while watching your game break at certain routines. That's the best way to describe it, can't think of something better.
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  #9    
Old March 26th, 2010, 09:19 PM
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mkay can you recomend a good one?
and how do i know where to set the breakpoints?
i've looked at the disassembler in VBA and it only has RAM addresses, and it skips around way to much for me to know whats going on, which vba-sdl-h only supports 0x08xxxxxx addresses, or am i wrong?
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  #10    
Old March 27th, 2010, 10:52 AM
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Quote:
Originally Posted by Full Metal View Post
mkay can you recomend a good one?
and how do i know where to set the breakpoints?
i've looked at the disassembler in VBA and it only has RAM addresses, and it skips around way to much for me to know whats going on, which vba-sdl-h only supports 0x08xxxxxx addresses, or am i wrong?
You might want to read my ASM tutorials.
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  #11    
Old March 28th, 2010, 03:55 PM
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er...i have ... several times, and now i got the thing to work...sort of >_< well...it copies the bytes and everything, but the buffernumber doesn't work right both times, so i must be doin somethin wrong.
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  #12    
Old April 20th, 2012, 06:54 AM
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....I dont know all wif ASM....ASM need a compliler?If got please give me link and tutorial how to use.Thanks~
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  #13    
Old April 25th, 2012, 04:49 PM
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Originally Posted by LugiaMZ View Post
....I dont know all wif ASM....ASM need a compliler?If got please give me link and tutorial how to use.Thanks~
The tutorial is the attachment. If you need a basic tutorial and compiler, check for Hackmew's Knowledge. A simple search should bring it up.
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  #14    
Old August 31st, 2012, 05:40 PM
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Hi I'm new. I am 12 years old. I am going to make my own POkemon game.
I know everything besides the dreaded ASM.

Are there ASM tutorial that are COMPLETE for Pokemn?
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  #15    
Old September 4th, 2012, 01:03 PM
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This was a cool tut.
It got me started with ASM.
Now I can work with ASM for animation (I think)
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