Alrighty, I'm gonna try that VM again and see what happens. PC IRC Doesn't work for me, but I got in RHO's.
Wait, so is GetPokemonData some kind of function that accesses the information in r0 given a value for r1? If so I would do something like:
branch my routine
ldr r0, .Pokemon_data (just the pointer, not the actual data)
mov r1, #0x3A
ldr r3, .GetPokemonData
and it would return the Pokemon pointed by r0's Current HP and place it in r2 (in this case?).
I think I'm misinterpreting, unless there really is a function as awesome as that.
SetPokemonData obviously works in the same nature as GetPokemonData, I'm just waiting to get corrected here :P
I get everything else pretty much, though the goal of adding and subtracting 4 bytes sorta escapes me (is that just to clear?).
I've only been doing reading things the long way, so I've never actually used these built-in functions (assuming that's what they are).
Sure, if you can show me how I record the number of steps taken? I assume I can find clues in the same code that repel/safari zone uses. Since you did the repel port recently maybe you can tell me where it starts :P
I want to try to give Pokemon passive HP regen outside of battle (1 hp gained every 10 steps), given the Pokemon is not affected by status affects.
So far I've just been able to check which Pokemon are affected by a status changing move. Adding HP and doing that outside of battle is a little hard for me right now though.
From what I've read though, changing HP requires manipulating some encrypted data.
That is my mini-feature I was working on, great hack overseer Darthatron.