| RuFF |
May 29th, 2017 2:21 AM |
Quote:
Originally Posted by Pokemon_XY
(Post 8942634)
Please look at following words if you want the custom moves!!!
Firstly to use custom moves you need a routine written by FBI and modified by me which was originally posted here:
Custom 'givepokemon'
No bugs found in this hack.
Code:
.thumb
/*EWRAM:020370B8 var_8000: species
EWRAM:020370BA var_8001: level
EWRAM:020370BC var_8002: held item
EWRAM:020370BE var_8003: attack 1
EWRAM:020370C0 var_8004: attack 2
EWRAM:020370C2 var_8005: attack 3
EWRAM:020370C4 var_8006: attack 4
EWRAM:020370C6 var_8007: HP IV
EWRAM:020370C8 var_8008: attack IV
EWRAM:020370CA var_8009: defence IV
EWRAM:020370CC var_800A: speed IV
EWRAM:020370CE var_800B: sp. attack IV
EWRAM:020370D0 var_800D: sp. defence IV
EWRAM:020370D2 var_800F: shiny?
EWRAM:020370DE var_8014: ball*/
main_func:
push {r4-r7, lr}
sub sp, sp, #0x20
mov r0, #0x64
ldr r1, .malloc
bl jump_r1
mov r8, r0
ldr r1, .clear
bl jump_r1
mov r0, r8
ldr r1, .clear2
bl jump_r1
ldr r1, .random
bl jump_r1
mov r4, r0
ldr r0, .saveblockptr
ldr r2, [r0]
add r2, #0xA @OTID_loc
add r6, r2, #0
ldrh r1, [r2]
ldrh r5, [r2, #2]
eor r5, r1 @TID xor SID
ldr r3, .var
ldrh r3, [r3, #0x1A]
ldr r1, .random
bl jump_r1
bl shinycheck
/*r0 = PID1, r4 = PID2*/
lsl r0, r0, #0x10
ldr r2, .var
add r2, #0x20
strh r4, [r2]
orr r0, r4 @PID
mov r1, #0
ldr r2, .var
add r2, #0x1C
str r0, [r2]
mov r0, r8
ldr r3, .setter1
bl jump_r3
mov r0, r8
ldr r3, .setter1
mov r1, #1
add r2, r6, #0
bl jump_r3
mov r0, r8
ldr r1, .checksum
bl jump_r1
ldr r2, .var
add r2, #0x1C
strh r0, [r2]
mov r0, r8
mov r1, #9
ldr r3, .setter1
bl jump_r3
mov r0, r8
ldr r1, .encrypt
bl jump_r1
mov r0, sp
ldr r1, .var
ldrh r1, [r1]
ldr r3, .loadname
bl jump_r3
mov r0, r8
mov r1, #2
mov r2, sp
ldr r3, .setter1
bl jump_r3
ldr r2, .language
mov r0, r8
mov r1, #3
ldr r3, .setter1
bl jump_r3
mov r0, r8
ldr r5, .saveblockptr
ldr r2, [r5]
mov r1, #7
ldr r3, .setter1
bl jump_r3
mov r0, r8
mov r1, #0xb
ldr r2, .var
ldr r3, .setter1
bl jump_r3
ldr r4, .stat
ldr r2, .var
ldrh r1, [r2]
lsl r0, r1, #3
sub r0, r0, r1
lsl r0, r0, #2
add r0, r0, r4
ldrb r1, [r0, #0x13]
mov r0, #0xCA
lsl r0, r0, #1
add r2, r1, #0
mul r2, r0
ldr r0, .var
ldrb r0, [r0, #2]
lsl r0, r0, #2
ldr r1, .exp
add r0, r0, r1
add r2, r2, r0
mov r0, r8
mov r1, #0x19
ldr r3, .setter1
bl jump_r3
ldr r1, .var
ldrh r0, [r1]
lsl r2, r0, #3
sub r2, r2, r0
lsl r2, r2, #2
add r4, #0x12
add r2, r2, r4
mov r0, r8
mov r1, #0x20
ldr r3, .setter1
bl jump_r3
ldr r1, .catchlocation
bl jump_r1
lsl r0, r0, #0x18
lsr r0, r0, #0x18
mov r1, #0x23
ldr r2, .var
add r2, #0x1C
str r0, [r2]
mov r0, r8
ldr r3, .setter1
bl jump_r3
mov r0, r8
mov r1, #0x24
ldr r2, .var
add r2, r2, #2
ldr r3, .setter1
bl jump_r3
mov r0, r8
ldr r2, .version
mov r1, #0x25
ldr r3, .setter1
bl jump_r3
ldr r2, .var
add r2, #0x26
mov r1, #0x26
mov r0, r8
ldr r3, .setter1
bl jump_r3
ldr r2, [r5]
add r2, #8
mov r0, r8
mov r1, #0x31
ldr r3, .setter1
bl jump_r3
bl iv_encrypt
ldr r2, .stat
ldr r3, .var
ldrh r1, [r3]
lsl r0, r1, #3
sub r0, r0, r1
lsl r0, r0, #2
add r0, r0, r2
ldrb r0, [r0, #0x17]
cmp r0, #0
beq end
ldr r2, .var
add r2, #0x1C
ldrh r0, [r2, #4]
mov r1, #1
and r0, r1
str r0, [r2]
mov r0, r8
mov r1, #0x2E
ldr r3, .setter1
bl jump_r3
end:
mov r0, r8
ldr r1, .sub_803E9E0
bl jump_r1
mov r0, r8
mov r1, #0x38
ldr r2, .var
add r2, r2, #2
ldr r3, .setter2
bl jump_r3
mov r0, r8
mov r1, #0x40
ldr r2, .var
add r2, #0x1C
mov r3, #0xFF
str r3, [r2]
ldr r3, .setter2
bl jump_r3
mov r0, r8
ldr r1, .recalculation
bl jump_r1
mov r0, r8
mov r1, #0xC
ldr r2, .var
add r2, #4
ldr r3, .setter2
bl jump_r3
mov r0, r8
ldr r1, .catch
bl jump_r1
lsl r0, r0, #0x18
lsr r4, r0, #0x18
ldr r0, .var
ldrh r0, [r0]
ldr r1, .convert
bl jump_r1
lsl r0, r0, #0x10
lsr r5, r0, #0x10
cmp r4, #1
bgt back
cmp r4, #0
blt back
add r0, r5, #0
mov r1, #2
ldr r3, .dexcheck
bl jump_r3
add r0, r5, #0
mov r1, #3
ldr r3, .dexcheck
bl jump_r3
back:
mov r0, r8
ldr r1, .free
bl jump_r1
add r0, r4, #0
ldr r4, .var
strh r0, [r4, #0x18]
add sp, sp, #0x20
mov r0, #0
pop {r4-r7, pc}
shinycheck:
push {lr}
cmp r3, #0
beq jump_pc
ldr r1, .random
bl jump_r1
mov r1, #7
and r0, r1
eor r0, r5
eor r0, r4
jump_pc:
pop {pc}
iv_encrypt:
push {lr}
mov r7, #0
loop_iv:
ldr r2, .var
add r2, #0xE
mov r0, r8
ldr r3, .setter1
add r1, r7, #0
add r1, #0x27
lsl r6, r7, #1
add r2, r2, r6
bl jump_r3
add r7, r7, #1
cmp r7, #6
bne loop_iv
pop {pc}
jump_r1:
bx r1
jump_r3:
bx r3
.align 2
.malloc: .word 0x08002BB1
.clear: .word 0x0803D995
.clear2: .word 0x0803D97D
.random: .word 0x8044EC9
.setter1: .word 0x080404D1
.saveblockptr: .word 0x300500C
.var: .word 0x020370B8
.checksum: .word 0x0803E3E9
.encrypt: .word 0x0803F8F9
.loadname: .word 0x08040FD1
.language: .word 0x081E9F11
.stat: .word 0x08254784
.exp: .word 0x08253AE4
.catchlocation: .word 0x08056261
.version: .word 0x081E9F10
.sub_803E9E0: .word 0x0803E9E1
.setter2: .word 0x0804037D
.recalculation: .word 0x0803E47D
.catch: .word 0x08040B15
.convert: .word 0x08043299
.dexcheck: .word 0x08088E75
.free: .word 0x08002BC5
Usage: (script)
Code:
lock
faceplayer
setvar 0x40ff 0x1 //custom move trigger
setvar 0x8000 0x19A //species
setvar 0x8001 0x28 //level
setvar 0x8002 0x8F //item
setvar 0x8003 0x1 //moves
setvar 0x8004 0x2
setvar 0x8005 0x3
setvar 0x8006 0x4
setvar 0x8007 0x1B //IVs
setvar 0x8008 0x1C
setvar 0x8009 0x1D
setvar 0x800A 0x1E
setvar 0x800B 0x1F
setvar 0x800D 0x1F
setvar 0x800F 0x1 //shiny
setvar 0x8014 0x4 //pokeball
callasm 0x8LLLLLL //offset of the function + 1
setvar 0x40ff 0x0 //make it normal
release
end
Custom 'setwildbattle'
along with a question
I've also developed a routine which can customize the wild pokemon for firered.
Insert this piece of code in free space:
Code:
.thumb
/*EWRAM:020370B8 var_8000: species
EWRAM:020370BA var_8001: level
EWRAM:020370BC var_8002: held item
EWRAM:020370BE var_8003: attack 1
EWRAM:020370C0 var_8004: attack 2
EWRAM:020370C2 var_8005: attack 3
EWRAM:020370C4 var_8006: attack 4
EWRAM:020370C6 var_8007: HP IV
EWRAM:020370C8 var_8008: attack IV
EWRAM:020370CA var_8009: defence IV
EWRAM:020370CC var_800A: speed IV
EWRAM:020370CE var_800B: sp. attack IV
EWRAM:020370D0 var_800D: sp. defence IV
EWRAM:020370D2 var_800F: shiny?*/
main_func:
push {r4-r7, lr}
sub sp, sp, #0x20
ldr r1, .clear
bl jump_r1
ldr r0, .pkmndata
ldr r1, .clear2
bl jump_r1
ldr r1, .random
bl jump_r1
mov r4, r0
ldr r0, .saveblockptr
ldr r2, [r0]
add r2, #0xA @OTID_loc
add r6, r2, #0
ldrh r1, [r2]
ldrh r5, [r2, #2]
eor r5, r1 @TID xor SID
ldr r3, .var
ldrh r3, [r3, #0x1A]
ldr r1, .random
bl jump_r1
bl shinycheck
/*r0 = PID1, r4 = PID2*/
lsl r0, r0, #0x10
ldr r2, .var
add r2, #0x20
strh r4, [r2]
orr r0, r4 @PID
mov r1, #0
ldr r2, .var
add r2, #0x1C
str r0, [r2]
ldr r0, .pkmndata
ldr r3, .setter1
bl jump_r3
ldr r0, .pkmndata
ldr r3, .setter1
mov r1, #1
add r2, r6, #0
bl jump_r3
ldr r0, .pkmndata
ldr r1, .checksum
bl jump_r1
ldr r2, .var
add r2, #0x1C
strh r0, [r2]
ldr r0, .pkmndata
mov r1, #9
ldr r3, .setter1
bl jump_r3
ldr r0, .pkmndata
ldr r1, .encrypt
bl jump_r1
mov r0, sp
ldr r1, .var
ldrh r1, [r1]
ldr r3, .loadname
bl jump_r3
ldr r0, .pkmndata
mov r1, #2
mov r2, sp
ldr r3, .setter1
bl jump_r3
ldr r2, .language
ldr r0, .pkmndata
mov r1, #3
ldr r3, .setter1
bl jump_r3
ldr r0, .pkmndata
ldr r5, .saveblockptr
ldr r2, [r5]
mov r1, #7
ldr r3, .setter1
bl jump_r3
ldr r0, .pkmndata
mov r1, #0xb
ldr r2, .var
ldr r3, .setter1
bl jump_r3
ldr r4, .stat
ldr r2, .var
ldrh r1, [r2]
lsl r0, r1, #3
sub r0, r0, r1
lsl r0, r0, #2
add r0, r0, r4
ldrb r1, [r0, #0x13]
mov r0, #0xCA
lsl r0, r0, #1
add r2, r1, #0
mul r2, r0
ldr r0, .var
ldrb r0, [r0, #2]
lsl r0, r0, #2
ldr r1, .exp
add r0, r0, r1
add r2, r2, r0
ldr r0, .pkmndata
mov r1, #0x19
ldr r3, .setter1
bl jump_r3
ldr r1, .var
ldrh r0, [r1]
lsl r2, r0, #3
sub r2, r2, r0
lsl r2, r2, #2
add r4, #0x12
add r2, r2, r4
ldr r0, .pkmndata
mov r1, #0x20
ldr r3, .setter1
bl jump_r3
ldr r1, .catchlocation
bl jump_r1
lsl r0, r0, #0x18
lsr r0, r0, #0x18
mov r1, #0x23
ldr r2, .var
add r2, #0x1C
str r0, [r2]
ldr r0, .pkmndata
ldr r3, .setter1
bl jump_r3
ldr r0, .pkmndata
mov r1, #0x24
ldr r2, .var
add r2, r2, #2
ldr r3, .setter1
bl jump_r3
ldr r0, .pkmndata
ldr r2, .version
mov r1, #0x25
ldr r3, .setter1
bl jump_r3
mov r0, #4
ldr r2, .var
add r2, #0x1C
str r0, [r2]
mov r1, #0x26
ldr r0, .pkmndata
ldr r3, .setter1
bl jump_r3
ldr r2, [r5]
add r2, #8
ldr r0, .pkmndata
mov r1, #0x31
ldr r3, .setter1
bl jump_r3
bl iv_encrypt
ldr r2, .stat
ldr r3, .var
ldrh r1, [r3]
lsl r0, r1, #3
sub r0, r0, r1
lsl r0, r0, #2
add r0, r0, r2
ldrb r0, [r0, #0x17]
cmp r0, #0
beq end
ldr r2, .var
add r2, #0x1C
ldrh r0, [r2, #4]
mov r1, #1
and r0, r1
str r0, [r2]
ldr r0, .pkmndata
mov r1, #0x2E
ldr r3, .setter1
bl jump_r3
end:
ldr r0, .pkmndata
ldr r1, .sub_803E9E0
bl jump_r1
ldr r0, .pkmndata
mov r1, #0x38
ldr r2, .var
add r2, r2, #2
ldr r3, .setter2
bl jump_r3
ldr r0, .pkmndata
mov r1, #0x40
ldr r2, .var
add r2, #0x1C
mov r3, #0xFF
str r3, [r2]
ldr r3, .setter2
bl jump_r3
ldr r0, .pkmndata
ldr r1, .recalculation
bl jump_r1
ldr r0, .pkmndata
mov r1, #0xC
ldr r2, .var
add r2, #4
ldr r3, .setter2
bl jump_r3
add sp, sp, #0x20
mov r0, #0
pop {r4-r7, pc}
shinycheck:
push {lr}
cmp r3, #0
beq jump_pc
ldr r1, .random
bl jump_r1
mov r1, #7
and r0, r1
eor r0, r5
eor r0, r4
jump_pc:
pop {pc}
iv_encrypt:
push {lr}
mov r7, #0
loop_iv:
ldr r2, .var
add r2, #0xE
ldr r0, .pkmndata
ldr r3, .setter1
add r1, r7, #0
add r1, #0x27
lsl r6, r7, #1
add r2, r2, r6
bl jump_r3
add r7, r7, #1
cmp r7, #6
bne loop_iv
pop {pc}
jump_r1:
bx r1
jump_r3:
bx r3
.align 2
.clear: .word 0x0803DA35
.pkmndata: .word 0x0202402C
.clear2: .word 0x0803D97D
.random: .word 0x8044EC9
.setter1: .word 0x080404D1
.saveblockptr: .word 0x300500C
.var: .word 0x020370B8
.checksum: .word 0x0803E3E9
.encrypt: .word 0x0803F8F9
.loadname: .word 0x08040FD1
.language: .word 0x081E9F11
.stat: .word 0x08254784
.exp: .word 0x08253AE4
.catchlocation: .word 0x08056261
.version: .word 0x081E9F10
.sub_803E9E0: .word 0x0803E9E1
.setter2: .word 0x0804037D
.recalculation: .word 0x0803E47D
How to use:
Create a script: (The usage of the variables are listed in the comment of the function written by me)
Code:
lock
faceplayer
setvar 0x40ff 0x1 //custom move trigger
setvar 0x8000 0x19A //species
setvar 0x8001 0x28 //level
setvar 0x8002 0x8F //item (This won't work, so you can't make the pokemon hold an item because another routine clears it. I don't know the reason and I can only wait for fixing. )
setvar 0x8003 0x1 //moves
setvar 0x8004 0x2
setvar 0x8005 0x3
setvar 0x8006 0x4
setvar 0x8007 0x1F //max IVs
setvar 0x8008 0x1F
setvar 0x8009 0x1F
setvar 0x800A 0x1F
setvar 0x800B 0x1F
setvar 0x800D 0x1F
setvar 0x800F 0x1 //shiny
callasm 0x8MMMMMM //offset of the ASM function +1
dowildbattle
setvar 0x40ff 0x0 //make it normal
release
//Here you can insert other codes.
end
The item will be cleared by another routine (around 0x44446), so I hope that someone can fix the bug to make the routine more perfect. :)
|
I encountered a bug on custom give pokemon.
If the specie number is 5, the level of the pokemon will also be 5 no matter what the value you put in var 0x8001.
Okay, the real problem here is if your specie number is greater than 411 then the level of the pokemon you get is not correct.
EDIT: I have extended Pokemon. I'm using pokefreak890's base
EDITEDIT: I found the fix
Code:
.language: .word 0x081E9F11
.stat: .word 0x08254784 Change this to the location where your Pokemon Data is.
.exp: .word 0x08253AE4
I don't know if there are other stuffs that needs to be change. You only need to do this if you have extended the number of Pokemon in you rom.
EDITEDITEDIT: For some reason there are still problems to some Pokemon.
Sometimes you get Level 0, sometimes 100, sometimes 58.
I hope someone can fix this.
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