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I made a Parabolic Charge animation for Fire Red. Its nothing fancy, but It'll do.
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EDIT: I've made a few more animations for Fire Red if anyone is interested. Mystical Fire (I'm very happy with how this animation turned out) Spoiler:
Power-Up Punch (this one is pretty basic, overall) Spoiler:
And heres my take on a Dragon Rush animation. Since the 4th/5th gen animations are kind of generic, my one is also. Its just the slam animation with Blaze Burn/Hydro Cannon's "solarize" like effect. Dragon Rush Spoiler:
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Actually my whole command.bsh is empty and everytime I redownload it is empty as well. Can someone please share it? |
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Rock Wrecker Animation (Emerald):Code:
But first, you need to have the attack backgrounds expanded. If you don't know how, read this thread: http://www.pokecommunity.com/showthread.php?t=281520. If you do, you need to have the image, palette, and tilemap inserted in game. To where you have inserted it, replace XX with that value (example: 1B is the background). The image, palette, and tilemap are in the zip in the attachment below. Credits to MrDollSteak for the Rock Wrecker background. Sorry to rip from your ROM Base since it is an open resource anyway. :3 |
Here is Frost breath effect for Emerald :
1E 00 04 00 8A 2D 08 1E 00 4B 00 8A 2D 08 01 5E 8A 2D 08 00 00 00 02 03 2E 11 42 02 02 02 05 06 07 09 0A 0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 28 47 8A 2D 08 Thank's to pawell6, I've just changed some pointers Quote:
And it fail if you have only one pokemon EDIT : Nope, I still can switch in double battle. And the move completely fail in one vs one. It's a progress I guess.. |
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When I tried to attack a sleeping opponent with Wake-Up Slap, the game froze when the battle script reached cureprimary status. I pretty much copy pasted all your stuff so it should be all right. I did not forget to put +1 at asm offsets either. EDIT: Scald just completely glitches out before the attack-animation. This is unlikely to be due to the command though. |
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Shouldn't happen. I have tested this on emerald too and it is working fine. I recommend to cross-check everything. |
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Edit: Also, great job on this. Really appreciate it! |
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What does std.bsh do and would you know how I can get BSP to compile with it? |
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Made a routine that changes the attack into the user's primary type (Judgment...), here :
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Just callasm this routine before the attackcanceler in battle script. Pm if there is bug/problem/other I think it's not optimized but whatever, it works. I'll see if I can change it Edited, thanks KDS |
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1. mul r2,r0 should be mul r0,r2 (this can spoil the results) 2. ldrh r0, [r1] is redundant not needed. Also for anyone wanting this for FR: Code:
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It is also displaying the correct outcome and the proper effectiveness sound is playing. (I used Tackle and Move Effect ID 1 for this). The problem lies with the placement of the 1st routine. The battle script should be: Code:
Also this might be the reason why the outcome might not be properly handled. Judgment should a script like that of Weatherball i.e callasm then goto the regular attack routine. Also the fail address pointer in the 1st routine should be (0x081D7DF2 - 0x5). Even though with the original value it is working. It might not be the case with other scripts. While branching to custom scripts with callasm command, 0x5 must be subtracted from their offset, because callasm always adds 0x5 to the script pointer regardless of the branch. |
Did any1 find a way to make Bind etc. do 1/8 damage as opposed to 1/16? I know it's been found for Rough skin so I guess it would only require a byte change or two.
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Routine+1 is correct. (The -5 is for an alternate script. It is used if the routine specified in the callasm command can branch to more than one different battle scripts.) Accuracy checker should be there in thd battle script. If you want infinite accuracy you can just set the move accuracy to zero using an editor. |
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For the accuracy, I just followed the Jambo51's advice in his tutorial. Because set accuracy to zero make the move always miss, but set it to 255 will make it never miss. The problem is I don't like seeing accuracy = 255 in move description, it doesn't look legit at all. Would be great to have a routine that make appear "---" instead of "255" but anyway. Would be cool if you find a way to fix absorb ability |
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To set the move accuracy to display --- , you need to set the accuracy to 0. Judgment has 100% accuracy according to bulbapedia not infinite. Also, you can reduce Judgement's battle script to 2 lines only. I.e 1. callasm offset 2. goto basic damage script |
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Instead of 020244E0, use 02024400. I ported Chaos Rush's Natural gift to Emerald and used the same offsets as you do except for this Base power change, so I assume it should work for Judgement as well. When setting power in G3T/PGE, just set it as 0 and the routine will calculate it for you. EDIT: Tried to change mine to 020244E0 and the Base Power no longer worked. |
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Natural Gift for Emerald offsets collected:
(Follow Chaos Rush's post) ASM 1 Spoiler:
ASM 2 Spoiler:
Fixed battle script for Volt Absorb etc. Spoiler:
And the animation... Spoiler:
--------------------------------------------------------- Play Nice, Emerald Move Effect (Infinite Accuracy; Misses during Dig and Fly; Do not check the "affected by Protect" box; Attached to Growl's effect) Spoiler:
I use this Animation Spoiler:
---------------------------------------- In Emerald, to update Minimize to its Gen VI effect, Change 0x2D9867 to 27 ----------------------------------------- |
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I copied your ASM and used the following offsets: Userbank 0202420B Targetbank 0202420C BattleStruct 02024084 TurnOrder 0202407E MonsMoved 02024082 MovesUsed 02024274 CurrentScript 02024214 FailScript 82D9F15 CurrentAttack 020241EA MoveTable: Using my own, triple checked and it's correct BasePower 02024400 EffectTable: 82D86A8 (Using original one) Copy pasted you script and added +1 on each ASM. Changed Setbytes to 0x202448C and 0x202448D. Everything seems to be correct, Me First correctly fails if the opponent uses a status move and it copies the attack of the opponent, but it can't perform the move effect. When I tried copying Mega Drain for example the move just fails, when I copy Tackle the game throws a Pokeball (similar glitch that happens when a move effect is wrong). Is there something wrong with the Move Effect Table offset or some slip-up in the ASM? Did anyone use Chaos Rush's code in Fire Red and get it to work? |
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So in a nutshell, the content of the loc is 0x0 if you use a normal type mon, and then it reads from the move table picking up the fire type changing it to fire. And I don't see the point of changing this unless you are going for a truly wacky custom move. |
Update
It is now 100% working, Psystrike/Psyshock and Secret Sword effect : Spoiler:
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