Thread: Development: The 4th gen class split in 3rd gen
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Old January 6th, 2012 (7:57 AM). Edited January 6th, 2012 by Jambo51.
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Jambo51 Jambo51 is offline
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    Join Date: Jun 2009
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    I think I've found the code which causes the Mirror Coat/Counter bug in Fire Red.
    Change it to this, and it should hopefully fix it.
    Code:
    0801F6C2: 86 7A
    0801F908: 00 2E
    0801F90A: 41 D1
    Also, Darthatron's routine for showing the images is slightly buggy. It turns out the move index is actually DMA protected, but in a really odd way. It only gets DMA shifted after certain actions are taken within the game's overworld. Anyway - to solve this, change the parts in BOLD in Darthatron's original routine (or just copy this routine, I suppose), and then follow Darthatron's original post to insert it.

    Code:
    .align 2
    .thumb
    Start:
     push {r0-r4}
     ldr r0, .CurMoveIndex
     ldrb r1, [r0]
     lsl r1, r1, #1
     ldr r0, .Move_List_Loc
     ldr r0, [r0]
     ldr r3, .number
     add r0, r0, r3
     add r0, r0, r1
     ldrh r3, [r0]
     cmp r3, #0x0
     beq Finish
     lsl r0, r3, #1
     add r0, r0, r3
     lsl r0, r0, #2
     ldr r1, .MoveBase
     add r0, r0, r1
     ldrb r4, [r0, #10]
     lsl r0, r4, #1
     add r4, r4, r0
     lsl r4, r4, #6
     ldr r0, .SplitImages
     add r0, r4
     ldr r1, .VRAM
     mov r2, #0x30
     swi #0xB 
     ldr r0, .SplitImages
     add r0, r4
     add r0, #0x60
     ldr r1, .VRAM
     mov r2, #0x1E
     lsl r2, #0x04
     add r1, r1, r2
     mov r2, #0x30
     swi #0xB 
    Finish:
     pop {r0-r4}
     ldr r4, .Some_Offset
     ldr r0, [r4]
     ldr r1, .Return_Addr
     bx r1
    .align 2
    .MoveBase:  .word 0x08250C04
    .number: .word 0x00003258
    .CurMoveIndex: .word 0x0203B16D
    .Move_List_Loc:  .word 0x0203B140
    .VRAM:   .word 0x06001800
    .SplitImages: .word 0x08YYYYYY
    .Some_Offset: .word 0x0203B148
    .Return_Addr: .word 0x0813A17D
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