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  • Do you need the solution? I'm figuring it out right now. I can get back to you with the solution after I've created it, if you want.
    I get an error, the screen freezes:

    .align 2

    .thumb
    .thumb_func

    @ 00 48 00 47 XX XX XX 08 00 00 00 at 0803EFF8
    @ also change gItems and gBattleMoves at the bottom of the post

    CheckAnyItem:
    cmp r2, #0x43 @ boost life orb held effect
    beq Lifeorb
    cmp r2, #0x44 @ boost fairy type held effect
    beq FairyPlate
    cmp r2, #0x45 @ adamant orb held effect
    beq AdamantOrb
    cmp r2, #0x46 @ lustrous orb held effect
    beq LustrousOrb
    cmp r2, #0x47 @ griseous orb held effect
    beq GriseousOrb
    cmp r2, #0x2D
    bne Back
    ldrh r0, [r6]
    cmp r0, #0x19
    beq Lightball
    b Back

    FairyPlate:
    mov r0, #9 @ your fairy type
    mov r1, #9 @ your fairy type
    b CheckTypeOfAttack

    AdamantOrb:
    mov r0, #8
    mov r1, #16
    b CheckTypeOfAttack

    LustrousOrb:
    mov r0, #0xB
    mov r1, #16
    b CheckTypeOfAttack

    GriseousOrb:
    mov r0, #7
    mov r1, #16
    @b CheckTypeOfAttack @ fall through

    CheckTypeOfAttack:
    ldr r4, gBattleStruct
    ldr r4, [r4]
    ldrb r4, [r4, #0x13] @ check for the dynamic move type
    cmp r4, #0
    beq GetMoveType
    mov r5, #0x3F
    and r4, r5
    cmp r4, r1
    beq Boost
    cmp r4, r2
    beq Boost
    b PopAndBack

    GetMoveType:
    ldr r3, gCurrentMove
    ldrh r3, [r3]
    ldr r4, gBattleMoves
    mov r5, #0xC
    mul r5, r3
    add r4, r5
    ldrb r4, [r4, #2]
    cmp r4, r1
    beq Boost
    cmp r4, r2
    bne PopAndBack

    @ fall through

    Boost:
    pop {r0-r5}
    ldrh r3, [r6, #0x2E]
    lsl r0, r3, #4
    push {r1}
    mov r1, #6
    mul r3, r1
    pop {r1}
    add r3, r0
    lsl r3, #1
    ldr r0, gItems
    add r3, r0
    add r3, #0x13
    ldrb r0, [r3]
    mov r3, #0x52
    mul r0, r3
    lsr r0, #6
    add r0, #0x7B
    mul r7, r0
    lsr r7, #7
    mov r3, r8
    mul r3, r0
    lsr r3, #7
    mov r8, r3
    b Back

    Lifeorb:
    mov r0, r8
    mov r3, #0xA7
    mul r0, r3
    lsr r0, #7
    mov r8, r0
    mul r7, r3
    lsr r7, #7
    b Back

    Lightball:
    mov r0, r8
    lsl r0, r0, #0x1
    mov r8, r0
    lsl r7, r7, #0x1

    Back:
    ldr r0, Return
    bx r0

    PopAndBack:
    pop {r0-r5}
    b Back

    .align 2
    Return: .word 0x0803F00A | 1
    gCurrentMove: .word 0x02023D4A
    gBattleMoves: .word 0x08250C04 @ change this
    gBattleStruct: .word 0x02023FE8
    gItems: .word 0x083DB028 @ change this

    43 2A 47 D0 4D 2A 0B D0 4E 2A 0C D0 4F 2A 0D D0 50 2A 0E D0 2D 2A 49 D1 30 88 19 28 42 D0 45 E0 17 20 17 21 07 E0 08 20 10 21 04 E0 0B 20 10 21 01 E0 07 20 10 21 22 4C 24 68 E4 7C 00 2C 06 D0 3F 25 2C 40 8C 42 0D D0 94 42 0B D0 30 E0 1A 4B 1B 88 1A 4C 0C 25 5D 43 64 19 A4 78 8C 42 01 D0 94 42 25 D1 3F BC F3 8D 18 01 02 B4 06 21 4B 43 02 BC 1B 18 5B 00 13 48 1B 18 13 33 18 78 52 23 58 43 80 09 7B 30 47 43 FF 09 43 46 43 43 DB 09 98 46 0B E0 40 46 A7 23 58 43 C0 09 80 46 5F 43 FF 09 03 E0 40 46 40 00 80 46 7F 00 01 48 00 47 3F BC FB E7 0B F0 03 08 4A 3D 02 02 00 00 90 08 E8 3F 02 02 10 57 96 08
    Help plis:

    Spoiler:

    /****** NEW GEN EXP SHARE + EGG EXP FIX *******
    ************** Ruby VERSION ********************
    Es necesario realizar las siguientes ediciones en el rom:
    - Ve a 0x080201E2 y escribe los bytes "02 21"
    - Ve a 0x08020336 y escribe los bytes "01 20"
    - Ve a 0x08020278 y escribe lo siguiente:
    "C0 46 00 4A 10 47 [XX+1 XX XX 08] 04 BC"
    siendo [XX+1 XX XX 08] el pointer permutado a esta rutina
    ************************************************
    Es también importante recalcar que debéis escoger el flag que
    vais a utilizar para activar/desactivar la rutina.
    De la misma forma debéis escoger una variable que utilizará
    está rutina para almacenar un valor de control.
    ************************************************
    ************************************************
    ************************************************
    Créditos a BluRose, Lunos and samus *********************
    ************************************************
    ************************************************/

    .align 2
    .thumb

    no_crash:
    ldr r0, [r5]
    mov r1, r0
    add r1, #0x53
    ldrb r0, [r1]

    flag_check:
    push {r0-r2}
    ldr r0, flag_number
    ldr r2, flag_routine
    push {r1-r3}
    bl linker
    pop {r1-r3}
    cmp r0, #0x1
    bne routine_off
    pop {r0-r2}

    main:
    push {r3-r6}
    ldr r6, slot_var
    ldrb r3, [r6]
    ldr r4, is_egg_party
    mov r5, #0x64
    mul r5, r5, r3
    ldrb r4, [r4, r5]
    cmp r4, #0x6
    beq pokemonIsEgg
    mov r2, #0x1
    b update_slot

    pokemonIsEgg:
    mov r2, #0x0

    update_slot:
    add r3, #0x1
    cmp r3, #0x6
    bne end
    mov r3, #0x0

    end:
    strh r3, [r6]
    pop {r3-r6}

    return:
    push {r2}
    ldr r2, return_dir
    bx r2

    routine_off:
    pop {r0-r2}
    mov r2, #0x1
    and r2, r0
    b return

    linker:
    bx r2

    .align 2
    flag_number:
    .word 0x00000[XXX]
    flag_routine:
    .word 0x08069340 +1
    slot_var:
    .word 0x02025280 + (0x400[X] * 2)
    is_egg_party:
    .word 0x02022928 + 0x13
    return_dir:
    .word 0x08020284 + 1



    The routine does not give experience when using movements like absorbs, mega drain or giga drain, in addition to giving experience without having the active flag, also I do not know if the var is the correct one.
    Y
    Hi! How did you make the edits you made to Advance Map in your version of A-Map that I downloaded from here? =)
    well it's my first time to asking someone, so im a little bit too shy. and everytime i read my reply , the english is so bad lol
    hi, anyway thx for reply my "noob" question, although i'm still a noob at rom hacking lol
    the ipatix soundmixer make my music hack more worthy, btw
    make hack,may be u see it(pkmn fr reborn),I try to insert music from 4 genes, and how u
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