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Code: Move Resource Thread

Froosty

The_Learner
535
Posts
9
Years
Thanks Dreamengine they're really good. Also thanks for fixing power whip! I didn't realise it wasn't doing both targets :P

Focus Blast is especially good i think! Great work on that one.

Also could you please share some of your custom BG ones? with the tilemaps and such. I think it would probably be very helpful!

Also Dumping some more move animations I'd made.

Mud Bomb

Spoiler:


U-Turn

Spoiler:


Hone Claws

Spoiler:


Clear Smog

Spoiler:


Payback (This one I'm rather proud of)

Spoiler:


Lava Plume

Spoiler:


Stone Edge

Spoiler:

Stone edge restarts my whole game.....
 
50
Posts
9
Years
  • Age 30
  • Seen Jan 18, 2017
Sorry, I would like to know if a new post has already been opened for 7th generation attacks. Sorry if I'm annoying is not my intention just want to see if anyone can get me out of my doubt.
 

BluRose

blu rass
811
Posts
9
Years
Sorry, I would like to know if a new post has already been opened for 7th generation attacks. Sorry if I'm annoying is not my intention just want to see if anyone can get me out of my doubt.
no thread has been made specifically for the purpose of generation 7 move attacks
however, this thread will likely expand to include them after gen 1-6 are done. i would personally not suggest making a new thread for these animations.
if you are, however, so inclined as to start 7th generation animations and post them to this thread, then feel free to do so <3
(not trying to mini-mod i swear, just personal opinion)
 
50
Posts
9
Years
  • Age 30
  • Seen Jan 18, 2017
no thread has been made specifically for the purpose of generation 7 move attacks
however, this thread will likely expand to include them after gen 1-6 are done. i would personally not suggest making a new thread for these animations.
if you are, however, so inclined as to start 7th generation animations and post them to this thread, then feel free to do so <3
(not trying to mini-mod i swear, just personal opinion)

Okay, thank you very much for answering my question.
 
39
Posts
7
Years
hello. newbie here. just wondering if anyone here is kind enough to give me the animation code for Hyper Beam -- that does not have the color change in the background. i'm trying to figure out how to remove it by myself but i just can't. this part of hacking is still new to me :(

anyway, i still tried to make my own animation and would like to share. i just hope they are good enough. :D

ALL ARE FOR FIRE RED

Smart Strike
Spoiler:


Trop Kick
Spoiler:


Steam Eruption
Spoiler:


Fleur Cannon
Spoiler:
 
239
Posts
8
Years
  • Age 31
  • Seen Apr 15, 2024
Here are some effects and animations for Fire Red. I will convert animations to commands when I get the chance.

Effects:
Spoiler:


Animations:
Spoiler:
 
Last edited:
39
Posts
7
Years
The black background comes from: 02 24 7B 3E 08 02 05 01 00 04 00 00 00 10 00 00 00 05 at the beginning of the script. And at the end I believe it is 02 24 7B 3E 08 02 05 01 00 04 00 10 00 00 00 00 00 08 that returns the background to normal. If you need an example, see my Light of Ruin script below. Hope this helps :)

thanks!! it helped a lot :)

By the way

Animation B (Sheer Cold + Fire Blast):
Spoiler:

[/INDENT]


Toxic Thread (String Shot + Toxic) [FR]
Spoiler:


They're the same
 
Last edited:

Ayonn-

The Unbelivable
209
Posts
9
Years
Is there already someone who did Gen 7 moves like Spectral thief, Moongeist beam, Sunsteel STrike ?
 
239
Posts
8
Years
  • Age 31
  • Seen Apr 15, 2024
Here are the results of putting printstring 0xXX into BSP:
Code:
Dec	Hex (0xX)	String:
1	1	Go! <pokemon>!
2	2	's! That's enough! Come back!
3	3	Go! 's!
4	4	<pokemon> used <move>!
5	5	freezes game
6	6	weird symbols "used <move>
7	7	same as 0x6
8	8	<move>! weird symbols <move>!
9	9	same as 0x6
10	A	same as 0x8
11	B	same as 0x8
12	C	WHAT! Unbelievable! I picked the wrong pokemon!
13	D	s gained<move>
14	E	s grew to LV. <move>!!
15	F	s learned <move>!!
16	10	s is trying to learn <move>!.
17	11	But 's can't learn more than four moves!
18	12	Delete a move to make room for <move>?
19	13	s forgot <move>
20	14	Stop Learning <move>!?
21	15	s Did not learn <move>
22	16	<pokemon> learned <move>!
23	17	<pokemon> attack missed!
24	18	<foe> protected itself!
25	19	<pokemon>'s stats won't go any higher!
26	1A	<foe> avoided damage with <ability>
27	1B	It doesn't affect <foe>…
28	1C	<pokemon> fainted!
29	1D	<foe> fainted!
30	1E	<player name> got <money> for winning!
31	1F	<player name> is out of usable pokemon!
32	20	<player name> panicked and lost <money>
33	21	<pokemon> prevents escape with <ability>
34	22	Hit 's times!
35	23	<pokemon> fell asleep!
36	24	<pokemon>'s <ability> made <foe> fall asleep
37	25	<foe> is already asleep!
38	26	<pokemon> is already asleep!
39	27	<foe> wasn't affected
40	28	<pokemon> was poisoned
41	29	<pokemon>'s <ability> poisoned <pokemon>
42	2A	<pokemon> is hurt by poison
43	2B	<foe> is already poisoned
44	2C	<pokemon> is badly poisoned
45	2D	<foe> had its energy drained
46	2E	<pokemon> was burned!
47	2F	<pokemon>'s <ability> burned <pokemon!>
48	30	<pokemon> is hurt by its burn!
49	31	<pokemon> was frozen solid!
50	32	<pokemon>'s <ability> froze <foe> solid!
51	33	<pokemon> is frozen solid!
52	34	<foe> was defrosted!
53	35	<pokemon> was defrosted!
54	36	<pokemon> was defrosted by <attack>!
55	37	<pokemon> is paralyzed! It may be unable to move!
56	38	<pokemon>'s <ability> paralyzed <foe>
57	39	<pokemon> is paralyzed! It can't move!
58	3A	<foe> is already paralyzed!
59	3B	<foe> was healed of paralysis!
60	3C	<foe>'s dream was eaten!
61	3D	<pokemon>'s 's won't go higher!
62	3E	<foe>'s 's won't go lower!
63	3F	Your team's 's stopped working!
64	40	The foe's 's stopped working!
65	41	<pokemon> is confused!
66	42	<pokemon> snapped out of confusion!
67	43	<pokemon> became confused!
68	44	<foe> is already confused
69	45	<foe> fell in love
70	46	<pokemon> is in love with <pokemon>
71	47	<pokemon> is immobilized by love
72	48	<foe> was blown away!
73	49	<pokemon> transformed into 's type!
74	4A	<pokemon> flinched!
75	4B	<foe> regained health!
76	4C	<foe>'s HP is full!
77	4D	Ally's <move> raised Sp. Def!
78	4E	Foe's party is protected by Safeguard!
79	4F	Ally's party is covered by a veil!
80	50	<pokemon>'s party is protected by Safeguard!
81	51	Ally's party is no longer protected by Safeguard
82	52	<pokemon> went to sleep!
83	53	<pokemon> slept and became healthy!
84	54	<pokemon> whipped up a whirlind!
85	55	<pokemon> took in sunlight!
86	56	<pokemon> lowered its head!
87	57	<pokemon> is glowing!
88	58	<pokemon> flew up high!
89	59	<pokemon> dug a hole!
90	5A	<foe> was squeezed by <pokemon>'s bind!
91	5B	<foe> was trapped in the vortex!
92	5C	<foe> was wrapped by <pokemon>!
93	5D	<pokemon> clamped <foe>!
94	5E	<pokemon> is hurt by <>'s!
95	5F	<pokemon> was freed from <>'s!
96	60	<pokemon> kept going and crashed
97	61	Ally became shrouded in mist
98	62	<pokemon> is protected by mist!
99	63	<pokemon> is getting pumped!
100	64	<pokemon> is hit with recoil!
101	65	<pokemon> protected itself!
102	66	<pokemon> is buffeted by the sandstorm!
103	67	<pokemon> is pelted by hail!
104	68	<foe> was seeded!
105	69	<foe> evaded the attack
106	6A	<pokemon>'s health is sapped by leech seed!
107	6B	<pokemon> is fast asleep
108	6C	<pokemon> woke up!
109	6D	But <pokemon>'s Uproar kept it awake!
110	6E	<pokemon> woke up in the uproar
111	6F	<pokemon> caused an uproar
112	70	<pokemon> is making an uproar!
113	71	<pokemon> calmed down
114	72	But <foe> can't sleep in an uproar!
115	73	<pokemon> stockpiled 's!
116	74	<pokemon> can't stockpile anymore!
117	75	But <foe> can't sleep in an uproar!
118	76	But the uproar kept <foe> awake!
119	77	<pokemon> stayed awake using it's <Ability>
120	78	<pokemon> is storing energy!
121	79	<pokemon> unleashed energy!
122	7A	<pokemon> became confused due to fatigue
123	7B	<player name> picked up <money>
124	7C	<foe> is unaffected
125	7D	<pokemon> transformed into 's!
126	7E	<pokemon> made a subsititute
127	7F	<pokemon> already has a substitute
128	80	the subsititute took damage instead of <pokemon>
129	81	<foe>'s substitute faded!
130	82	<pokemon> must recharge!
131	83	<foe>'s rage is building!
132	84	<foe>'s 's was disabled!
133	85	<pokemon>'s <move> is disabled!
134	86	<pokemon> is disabled no more!
135	87	<foe> got an Encore!
136	88	<pokemon>'s encore ended
137	89	<pokemon> took aim at <foe>
138	8A	<pokemon> sketched 's!
139	8B	<pokemon> is trying to take its foe with it
140	8C	<foe> took <pokemon> with it!
141	8D	Reduced <foe>'s 's by <attack>
142	8E	<pokemon> stole <foe>'s <item>
143	8F	<foe> can't escape now!
144	90	<foe> fell into a Nightmare
145	91	<pokemon> is locked in a Nightmare
146	92	<pokemon> cut its HP in half and laid a curse on <foe>
147	93	<pokemon> is afflicted by the curse
148	94	Spikes were scatted across the opponent's feet
149	95	<pokemon> is hurt by spikes
150	96	<pokemon> identified <foe>
151	97	<pokemon>'s Perish count fell to 's
152	98	<pokemon> braced itself
153	99	<pokemon> endured the hit
154	9A	Magnitude 's!
155	9B	<pokemon> cut its HP and maximized attack
156	9C	<pokemon> copied <foe>'s stat changes
157	9D	<pokemon> got free of <foe>'s 's
158	9E	<pokemon> shed leech seed
159	9F	<pokemon> blew away spikes
160	A0	<pokemon> fled from battle!
161	A1	<pokemon> foresaw an attack!
162	A2	<foe> took the 's attack!
163	A3	s's attack!
164	A4	<pokemon> became the center of attention!
165	A5	<pokemon> began charging power!
166	A6	Nature Power turned into <move>
167	A7	<pokemon>'s status turned to normal
168	A8	<pokemon> has no moves left!
169	A9	<foe> was subjected to torment!
170	AA	<pokemon> can't use the same move twice in a row due to torment
171	AB	<pokemon> is tightening its focus
172	AC	<foe> fell for the taunt
173	AD	<pokemon> can't use <move> after the taunt
174	AE	<pokemon> is ready to help <foe>
175	AF	<pokemon> switched items with its opponent
176	B0	<pokemon> copied <foe>'s <ability>
177	B1	<pokemon> made a wish
178	B2	s 's wish came true!
179	B3	<pokemon> planted its roots
180	B4	<pokemon> absorbed nutrients with its roots
181	B5	<foe> anchored itself with its roots
182	B6	<pokemon> made <foe> drowsy!
183	B7	<pokemon> knocked off <foe>'s <item>!
184	B8	<pokemon> swapped abilities with its opponent!
185	B9	<pokemon> sealed the opponent's move(s)!
186	BA	<pokemon> can't use the sealed <move>
187	BB	<pokemon> wants the opponent to bear a grudge
188	BC	<pokemon> lost all of 's PP due to grudge
189	BD	<pokemon> shrouded itself in <move>
190	BE	<pokemon>'s <move> was bounced back by magic coat
191	BF	<pokemon> waits for its foe to make a move
192	C0	<pokemon> snatched <foe>'s move!
193	C1	<pokemon>'s <ability> made it rain
194	C2	<pokemon>'s <ability> raises its speed
195	C3	<foe> was protected by <ability>
196	C4	<foe>'s <ability> prevents <pokemon> from using <attack>
197	C5	<pokemon> restored HP using its <Ability>
198	C6	<foe>'s <ability> made it 's type!
199	C7	<pokemon>'s <ability> prevents paralysis
200	C8	<pokemon>'s <ability> prevents romance
201	C9	<pokemon>'s <ability> prevents poisoning
202	CA	<pokemon>'s <ability> prevents confusion
203	CB	<pokemon>'s <ability> raises its fire power
204	CC	<foe> anchors itself with <ability>
205	CD	<pokemon>'s <ability> cuts <foe>'s attack
206	CE	<pokemon>'s <ability> prevents stat loss
207	CF	<pokemon>'s <ability> hurt <pokemon>
208	D0	<pokemon> traced 's's <move>
209	D1	sharply
210	D2	rose!
211	D3	harshly
212	D4	fell!
213	D5	<pokemon>'s 's <move>
214	D6	<foe>'s 's <move>
215	D7	same as 0xD5
216	D8	same as 0xD6
217	D9	A critical hit!
218	DA	It's a One-Hit KO!
219	DB	1,2, and, …, poof!
220	DC	And..
221	DD	It's not very effective…
222	DE	It's super effective!
223	DF	Got away safely!
224	E0	Wild 's fled!
225	E1	No! There's no running from a trainer battle!
226	E2	Can't escape!
227	E3	Oak: No! There's no running from a trainer battle!
228	E4	But nothing happened!

Magma Storm/Infestation Effect: see this post
 
Last edited:
89
Posts
10
Years
Hi guys! Haven't been ROM hacking for a while, but here's some stuff I made:
Move animations:
Spoiler:

Updated Particles:
Spoiler:

And that's all for now. As always, all animations are for Emerald.
 
Last edited:
19
Posts
7
Years
  • Age 26
  • Seen Sep 18, 2017
I read through whole of this thread and learned that all moves arent bug free...
Some of them wre not so good to use. So can anyone edit the main post to update the main post (I am hacking FR)
 

DoesntKnowHowToPlay

Tiny Umbrella with Lots and Lots of Good
265
Posts
12
Years
  • Seen Feb 24, 2024
Later gens have added the never-miss property to a bunch of moves, such as Roar, Block, and Foresight (as well as backported moves like Clear Smog and Defog).

In FR, the relevant code is at 0x1DD8E. By putting C0 78 00 28 01 D0 10 E0 there, the check for Swift/Vital Throw/etc. will check the accuracy byte instead of the move effect byte, and will make the move ignore accuracy if its listed accuracy is 0 (which displays as -- in-game).
 
28
Posts
7
Years
New Moves

Gen 7 Moves Effects

These are my first ever move effect creations. They are in the compiled version. You just need to add them with Hex Editor and repoint it from the Move Effects Table.

Toxic Thread[FR]
Spoiler:


Tearful Look[FR]
Spoiler:
 
Last edited:

AkameTheBulbasaur

Akame Marukawa of Iyotono
409
Posts
10
Years
Some people (like me) may not have known that Volt Tackle has another effect besides recoil past generation IV. From Diamond/Pearl onward, Volt Tackle has a 10% chance to paralyze.

To get that in FireRed, replace Battle Scrip 198 with this:
Spoiler:


The above routine takes into account whether the opponent is Electric Type, and if they are, bypasses the paralysis chance. You can do this with other attacks too by using these three scripts:

Replace Battle Script 6 with this:
Spoiler:

This just checks the Type of the opponent, and if they are an Electric Type, just goes straight to the damage calculation script.

Replace Battle Script 152 with this:
Spoiler:


Replace Battle Script 67 with this:
Spoiler:

This also includes the check for Stun Spore. If the opponent is a Grass Type, it will have no effect.

Of course, I have checks for the other spore moves.

Replace Battle Script 66 with this:
Spoiler:


Replace Battle Script 1 with this:
Spoiler:


I also have a script for "100% Accurate When Used by a Poison Type" Toxic for FireRed (there was one for Emerald but not for FireRed).

Replace Battle Script 33 with this:
Spoiler:


Last but not least, in the current games, Ghost Types are no longer affected by trapping moves like Mean Look or by abilities like Shadow Tag. I haven't updated the abilities yet, but if you want Mean Look (and any move that uses its script) to not affect Ghost Types...

Replace Battle Script 106 with this:
Spoiler:


Whew! That was a lot! I'm not sure if this stuff is already on here, but I wasn't able to find it anywhere. Hopefully at least one of these things haven't been posted yet haha.
 
Last edited:
239
Posts
8
Years
  • Age 31
  • Seen Apr 15, 2024
This may be all for naught since FBI is working on redoing the battle system, but I was interested in solving this problem:

Adding new Wrap-Effect moves with Custom Text/Animation [FR]:

1. The default text for effect 42 is Sand Tomb. Rather than try and find the routine that loads the correct string, a simple hex edit will generalize the attack name and preserve the Sand Tomb printstring. At 0x3FBB2F, insert the following (there is enough space to keep the pointer)
FD 10 00 EB D5 E7 00 E8 E6 D5 E4 E4 D9 D8 FE D6 ED 00 FD 14 AB FF
This says "[target] was trapped by [attack]!" Change if you like.​
2a. There is a 'table' of between turn animations at 0x1D5C5F with a pointer at 0x1C6EC0. The table looks something like this:
03 (ZZ+1) YY XX 08 05 00 21 00 01 00 D3 5C 1D 08 21 00 02 00 F8 5C 1D 08 ... ... 13 8B 5C 1D 08

  • where (ZZ+1) YY XX is a reverse pointer to a routine that loads an ID to check against 21 00 0X 00
  • D3 5C 1D 08 is a pointer to fire spin's between turn animation, F8 5C 1D 08 to Whirlpool, and so on
  • 13 8B 5C 1D 08 loads the default wrap animation if 21 00 0X 00 is not matched. This is why simply assigning effect 42 to a move yields the wrap animation between turns
2b. Repoint this table to free space. You want to add in 21 00 05 00 AA AA AA 08 21 00 06 00 BB BB BB 08 ... etc for each move you want to add, where 0xAAAAAA, 0xBBBBBB are the between-turn animations for your new moves. These can be different than the regular attack animation. And make sure the 13 8B 5C 1D 08 is at the end of the 'table'

3. Insert the following routine into free space. This will be our new routine to load the ID that checks against this table
Spoiler:


4. change the pointer (ZZ+1) YY XX 08 in your repointed 'table' from (2b) to the reverse pointer (+1) to where you inserted this routine.

And that should be everything you need! Enjoy!
 
Last edited:
71
Posts
6
Years
  • Age 25
  • Seen Jul 11, 2022
I followed everything you said, but for some reason now all the between turn animations have become wrap. Do you know what I could have done wrong?
I also modified the routine a little:
Spoiler:

Thanks!
 
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