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blu rass

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  1. FBI
    November 30th, 2015 3:44 PM
    Yeah, the bit are in reverse. My bad, pound was a bad example since it was a palindromic bit field. Keep the values for each of the fields equivalent to current gen games (You can find those values in bulbapedia). For things like spikes, I'll handle it differently :)

    Finally, for the python script. You can just make something like this:
    Pound, script_id :0x00 ,base_power: 0x28, type: 0x00, Effect accuracy: 0x64, PP: 0x23, Affected targets: 0x00, Priority: 0x00, Flags: 0x00, Bitfield: 0x33, is_special : 0x00, move ID: 0x0000
    So keeping the formatting the same is important. All move data in one line, where each field is seperated by a comma. Then for the next move, you'd put it on the next line.

    I don't care if you don't use hex, and use decimal instead. But please don't mix and match bases. After you create this reference file, it's up to you whether or not you can write a python script to create the hex table (those 12 bytes) from it. Otherwise just post it in the thread (or better yet, send me a PR on github) and I'll make the script.
  2. FBI
    November 29th, 2015 9:09 PM
    Let me give you an example.

    This is the structure of a move in the move table:

    struct move_table {
    u8 script_id;
    u8 base_power;
    u8 type;
    u8 accuracy;
    u8 PP;
    u8 effect_accuracy;
    u8 affected_targets;
    u8 priority;
    u8 contact : 1;
    u8 protect : 1;
    u8 magic_coat : 1;
    u8 snatch : 1;
    u8 mirror_move : 1;
    u8 kings_2,k : 1;
    u8 crit_chance : 1;
    u8 padding_field : 1;
    u8 is_special;
    u16 move_id;

    This is what I'd look like for Pound:
    00 28 00 64 23 00 00 00 33 00 00 00 translating to:


    script_id :0x00 // leave as 0 for all moves

    base_power: 0x28 // Pound is 40 power, hence 0x28

    type: 0x00 // 0x0 is normal type. Pound is a normal type move

    Effect accuracy: 0x64 // 100% accuracy

    PP: 0x23 //Pound is 35 PP

    Affected targets: 0x00 // 0x0 = affects selected target.

    Priority: 0x00 // has no priority - uses speed stat

    Flags: 0x00 // leave as 0x0 for all moves

    Bitfield: 0x33 // will explain at bottom

    is_special : 0x00 // 0x0 means pound is a physical move. Set to 0x1 to be special

    move ID: 0x0000 // pound is ID 0. It's the first move. See moves.h in my github for IDs

    For the affect targets field use:
    0x00 Selected target
    0x01 Depends on the attack
    0x02 Unused
    0x04 Random target
    0x08 Both foes
    0x10 User
    0x20 Both foes and partner
    0x40 Opponent field

    0x40 will never be used for this engine - so ignore it.

    For the bit field:
    Pound's bit field was 0x33. So convert that to binary (your window's calculator can do that) : 110011

    Those bits translate to:
    contact = 1; // pound makes contact (1), 0 for a move that didn't make contact (i.e grass knot)
    protect = 1; // protect blocks this move (1), 0 if protect can't block it
    magic_coat = 0; // reflected by magic coat
    snatch : 0; // can be stolen by the move snatch
    mirror_move : 1; // can be copied by the move mirror move
    kings_rock : 1; // kings rock boosts this attack
    crit_chance : 0; // crit_chance = 1 means the move has high chance to crit
    padding_field : 0; //padding is always 0

    Does that all make sense?
  3. PokemonMasterAhmed
    November 26th, 2015 4:05 PM
    I will wait as long as you want and again thank you so much. I appreciate every thing you're doing, I don't really care how long it takes.
  4. PokemonMasterAhmed
    November 20th, 2015 6:39 PM
    Sure you can
  5. PokemonMasterAhmed
    November 15th, 2015 8:05 PM
    Sure, as long as nothing gets messed up.
    That is why I need all 60,000 because I have my own region plus the other 5
  6. PokemonMasterAhmed
    November 15th, 2015 7:04 PM
    Thank you so much!
  7. PokemonMasterAhmed
    November 15th, 2015 2:43 PM
    Sorry about the news I just realized I don't need Rhyhorn, but I need these sprites.
  8. PokemonMasterAhmed
    November 15th, 2015 9:50 AM
    Thank you so much. Don't care about the professor intro sprite I just started, I will allow you
    Heres the link: When I release the rom hack I will give you alot of credit. Also can you insert the maximum overworld sprites you can.
  9. PokemonMasterAhmed
    November 13th, 2015 7:07 PM
    Insert one
  10. Splash
    November 10th, 2015 7:48 PM
    Oooh! Thanks for the tip! I now know what to do :D
    I'll just call a script which in turn calls other scripts to give the item.. Really thank you!
  11. marcc5m
    October 3rd, 2015 3:23 AM
    I did now, that was what was causing my problems before.
  12. marcc5m
    September 22nd, 2015 12:25 PM
    Thanks, I think I got it now though :)
    Just keep running into glitches with the habitats menu every now and again xD
  13. daniilS
    September 3rd, 2015 9:50 PM
    I've already had to note to others that the Arceus and Gira formes required rewriting (which kleenexfeu has done now). Cherrim is untested because of a bug in PRPB but that should actually be fixed now so I could try completing it soon, and I haven't started working on Shaymin yet. Hacking has been going pretty slow in general for me the past few months, so that's why.
  14. GoGoJJTech
    September 2nd, 2015 8:03 AM
    No problem, it was really simple and I had time :P

About Me

  • About BluRose
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    hi i'm blurose and i've been here for way too long
    college student going for electrical engineering
    i hack using primarily pokeruby but wi
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