Advertiser Content

Development Ability Resource Thread Page 16

Started by MrDollSteak January 29th, 2015 8:09 PM
  • 91943 views
  • 396 replies

Delta231

A noob

Male
India
Seen 5 Hours Ago
Posted May 25th, 2019
688 posts
3.2 Years
Where are Mega Launcher, Tough Claws, Adaptability, and Parental Bond?
If they are not in the OP then it means that no one has down it or the OP is outdated.
Seen December 31st, 2018
Posted November 7th, 2018
2 posts
253 Days
I would love to see Ditto's hidden ability "Imposter" to be made for FireRed.

It has the same effect as the Transform move, but it's automatically applied at the beginning of the battle. Not sure if the move's script can somehow be used, but as an ability, but that would sure help when making it.

I'm new to ROM hacking, but i'll try to learn how to add new abilities in hopes of implementing Imposter, but if someone else who already knows how to make abilities want to take a look at it, that'd be awesome!
Male
Brazil
Seen April 10th, 2019
Posted April 6th, 2019
1 posts
1.4 Years
Here's Snow Warning for Fire Red! I'll update this and port it to Emerald. I'm going to edit it slightly in the future to account for the new weather abilities too that Kleenex has already written routines for.

Snow Warning

Spoiler:
Fire Red
Spoiler:
.text
.text
.align 2
.thumb
.thumb_func
.global snowwarning

BufferAbility:
	ldrb r0, [r1]
	cmp r0, #0x76
	beq SnowWarning
SandStreamCheck:
	cmp r0, #0x2D
	bne ReturnChecks
SandStream:
	ldr r2, .Return
	bx r2
ReturnChecks:
	ldr r4, .Return2
	bx r4
SnowWarning:
CheckWeather:
	ldr r2, .WeatherLoc
	ldrh r1, [r2]
	mov r0, #0x80
	and r0, r1
CheckHail:
	cmp r0, #0x0
	beq Continue
	bl EndScript
SetHail:
	mov r0, #0x80
	strh r0, [r2]
	ldr r2, .Place
	mov r0, #0x0
	strb r0, [r2]
	ldr r0, .SnowWarningBS
	bl PlayScript
	ldr r0, .Place2
	mov r1, r10
	strb r1, [r0, #0x17]
	bl OtherBL
EndScript:
	ldr r4, .EndScriptBL
	bx r4
PlayScript:
	ldr r2, .PlayScriptBL
	bx r2
OtherBL:
	ldr r0, .OtherBL
	bx r0
.align 2

.Return: .word 0x0801A2AD
.Return2: .word 0x0801A149
.WeatherLoc: .word 0x02023F1C
.Place: .word 0x02023F48
.SnowWarningBS: .word 0x08CCCCCC
.Place2: .word 0x02023FC4
.EndScriptBL: .word 0x0801BBAB
.PlayScriptBL: .word 0x0801BC25
.OtherBL: .word 0x0801BB5B

#Insert 00 48 00 47 xx xx xx 08 at 1A140
"(.SnowWarningBS: .word 0x08CCCCCC)" what exactly should i put 8x08CCCCCC ?
Seen 2 Weeks Ago
Posted May 23rd, 2019
88 posts
2.6 Years
Sorry if I sound like a noob, but I'm really confused.
I know how to insert ASM routines, but I was wondering how to make the actual abilities work?
Do I just add the name of the ability to the table in a Hex Editor after adding in the routine?
Every ability has an index that is associated with its position in the ability name/descriptions table. For example, speed boost is ability 0x3. So, if you add an ability just after air lock, it would be ability 0x4F and you would assign that index to your pokemon's ability slot
United Kingdom
Seen 2 Hours Ago
Posted June 4th, 2019
30 posts
132 Days
Every ability has an index that is associated with its position in the ability name/descriptions table. For example, speed boost is ability 0x3. So, if you add an ability just after air lock, it would be ability 0x4F and you would assign that index to your pokemon's ability slot
Oh, that makes sense! I was just wondering;
So I used this routine here:
Sniper, Technician, Defeatist and the Slow Start Attack Drop
Spoiler:
Fire Red
Spoiler:
.text
.align 2
.thumb
.thumb_func
.global snipertechnicianandslowstartattackdrop
 
Main:
	cmp r4, #0x37
	bne Sniper
HustleBoost:
	lsr r0, r7, #0x1
	add r7, r0, r7
Sniper:
	cmp r4, #0x62
	bne Technician
CheckCrit:
	ldr r0, .CritLoc
	ldrb r0, [r0]
	cmp r0, #0x2
	bne Return
	b Boost
Technician:
	cmp r4, #066
	bne Defeatist
CheckBasePower:
	ldr r0, .BasePower
	ldrb r0, [r0]
	cmp r0, #0x3D
	bge Return
Boost:
	lsr r0, r7, #0x1
	add r7, r0, r7
	mov r2, r8
	lsr r0, r2, #0x1
	add r0, r0, r2
	mov r8, r0
Defeatist:
	cmp r4, #066
	bne SlowStart
CheckHP:
	ldrh r2, [r0, #0xC]
	lsr r2, r2, #0x1
	ldrh r0, [r0, #0x8]
	cmp r0, r2
	bgt Return
	mov r2, r8
	lsr r0, r2, #0x1
	mov r8, r0
	b AttackDrop
SlowStart:
	cmp r4, #0x71
	bne Return
CheckCounter:
	ldr r0, .SlowStartLoc
	ldr r2, [sp, #0xC]
	add r0, r0, r2
	ldrb r0, [r0]
	cmp r0, #0x0
	beq Return
AttackDrop:
	lsr r7, r7, #0x1
Return:
	ldr r0, .Return
	bx r0

.align 2
.CritLoc: .word 0x02023D71
.BasePower: .word 0x02024020
.SlowStartLoc: .word 0x0203C024
.Return: .word 0x0803F065

#Insert 00 48 00 47 xx xx xx 08 at 03F05C
.SlowStartLoc is a free ram location that you can use to have the counter for slow start.

It has come to my attention that Technician can apply some unwanted boosts to Revenge and a few other moves, so the code will be amended in the future.

Emerald
Spoiler:
.text
.align 2
.thumb
.thumb_func
.global damagecalchalve
 
Main:
	cmp r4, #0x37
	bne Sniper
HustleBoost:
	lsr r0, r7, #0x1
	add r7, r0, r7
Sniper:
	cmp r4, #0x62
	bne Technician
CheckCrit:
	ldr r0, .CritLoc
	ldrb r0, [r0]
	cmp r0, #0x2
	bne Return
	b Boost
Technician:
	cmp r4, #066
	bne Defeatist
CheckBasePower:
	ldr r0, .BasePower
	ldrb r0, [r0]
	cmp r0, #0x3D
	bge Return
Boost:
	lsr r0, r7, #0x1
	add r7, r0, r7
	mov r2, r8
	lsr r0, r2, #0x1
	add r0, r0, r2
	mov r8, r0
Defeatist:
	cmp r4, #066
	bne SlowStart
CheckHP:
	ldrh r2, [r0, #0xC]
	lsr r2, r2, #0x1
	ldrh r0, [r0, #0x8]
	cmp r0, r2
	bgt Return
	mov r2, r8
	lsr r0, r2, #0x1
	mov r8, r0
	b AttackDrop
SlowStart:
	cmp r4, #0x71
	bne Return
CheckCounter:
	ldr r0, .SlowStartLoc
	ldr r2, [sp, #0x10]
	add r0, r0, r2
	ldrb r0, [r0]
	cmp r0, #0x0
	beq Return
AttackDrop:
	lsr r7, r7, #0x1
Return:
	ldr r0, .Return
	bx r0

.align 2
.CritLoc: .word 0x02024211
.BasePower: .word 0x020244E0
.SlowStartLoc: .word 0x0203E324
.Return: .word 0x0806989B

#Insert 00 48 00 47 xx xx xx 08 at 069888
.SlowStartLoc is a free ram location that you can use to have the counter for slow start.

It has come to my attention that Technician can apply some unwanted boosts to Revenge and a few other moves, so the code will be amended in the future.
I am also using MrDollSteak's Decap and Attack Rombase, in which the ID for Sniper is 0x55.
I can't find any mention of this number in the routine though!
Likewise, the ID for Technician appears to be 0x52, yet this is nowhere to be found.
I want to find the IDs for Defeatist and Slow Start, yet I can't figure out where they could be!
Any ideas?

AkameTheBulbasaur

Akame Marukawa of Iyotono

Age 22
Male
A place :D
Seen 5 Days Ago
Posted May 28th, 2019
360 posts
6.1 Years
"(.SnowWarningBS: .word 0x08CCCCCC)" what exactly should i put 8x08CCCCCC ?
There was a Battle Script that was intended to be used with Snow Warning, so 0x08CCCCCC should be the offset to this Battle Script. If you put it at 0xAABBCC, then you'd put 0x08AABBCC there.

The Battle Script doesn't seem to be included with the post though, which is likely the source of your confusion. Thankfully a functioning Battle Script to use with this isn't too difficult:

Here's what I used:

#dynamic 0x740000
#freespacebyte 0xFF

#org @SnowWarning
pause 0x20
playanimation 0x7 0xD 0x0
call 0x081D92DC
end3


And that's it.
"The human sacrificed himself, to save the Pokemon. I pitted them against each other, but not until they set aside their differences did I see the true power they all share deep inside. I see now that the circumstances of one's birth are irrelevant; it is what you do with the gift of life that determines who you are." -Mewtwo
Seen 2 Weeks Ago
Posted May 23rd, 2019
88 posts
2.6 Years
Oh, that makes sense! I was just wondering;
So I used this routine here:

I am also using MrDollSteak's Decap and Attack Rombase, in which the ID for Sniper is 0x55.
I can't find any mention of this number in the routine though!
Likewise, the ID for Technician appears to be 0x52, yet this is nowhere to be found.
I want to find the IDs for Defeatist and Slow Start, yet I can't figure out where they could be!
Any ideas?
Yeah, it looks like that routine has Sniper's ability ID as 0x62, so there is a discrepancy in the actual engine and this routine. You can use a pokemon editor like PGE or G3T to check the ability indices just based on their names in the drop down menu.

Lance Koijer 2.0

Lance Koijer

Male
Criscanto Town
Seen 1 Week Ago
Posted June 1st, 2019
73 posts
1.2 Years
8Beast Boost : [FR]

At 0x213DC, open the address you found there in BSP.

Add the following:
On the first org., insert this before the code "return"
jumpifability 0x1 0xAA 0x8XXXXXX  //Change AA into your Beast Boost's Ability ID//
Battle Script at XXXXXX:
Spoiler:
setword 0x203C020 0x8SSSSSS
printstring 0x184
pause 0x40
setbyte 0x2023FDF 0x0
playstatchangeanimation 0x1 0x10 0x0
callasm 0x8YYYYYY+1
statbuffchange 0x41 0x8ZZZZZZ
printfromtable 0x83FE57C
waitmessage 0x40
return


Battle Script at ZZZZZZ:
return
Routine at YYYYYY:
Spoiler:
.align 2
.thumb

main:
          push {r0-r3, lr}
          ldr r0, =(0x2023D6B)
          mov r1, #0x58
          ldrb r0, [r0]
          mul r0, r1
          ldr r1, VAL
          add r0, r1, r0
          mov r3, r0
          ldrh r0, [r0]
          mov r1, #0x2
          add r1, r3, r1
          ldrh r1, [r1]
          mov r2, #0x11
          cmp r0, r1
          bge SpecialAttack
          mov r2, #0x12
          mov r0, r1
          b SpecialAttack

SpecialAttack:
          mov r1, #0x6
          add r1, r3, r1
          ldrh r1, [r1]
          cmp r0, r1
          bge SpecialDefense
          mov r2, #0x14
          mov r0, r1
          b SpecialDefense

SpecialDefense:
          mov r1, #0x8
          add r1, r3, r1
          ldrh r1, [r1]
          cmp r0, r1
          bge Speed
          mov r2, #0x15
          mov r0, r1
          b Speed

Speed:
          mov r1, #0x4
          add r1, r3, r1
          ldrh r1, [r1]
          cmp r0, r1
          bge identifyhighest
          mov r2, #0x13
          b identifyhighest

identifyhighest:
          ldr r0, =(0x2023FDE)
          strb r2, [r0]
          pop {r0-r3, pc}

.align 2

VAL:
.word 0x2023be6


String at SSSSSS:
FD 0F B4 E7 00 BC D9 D5 E7 E8 00 BC E3 E3 E7 E8 FE
 EB D5 E7 00 D5 D7 E8 DD EA D5 E8 D9 D8 AB
Seen 4 Weeks Ago
Posted 4 Weeks Ago
15 posts
44 Days
/JASHIN/, First of all, you must expand the abilities using the PGE tool or with a hexadecimal editor.
This is jashins mobile account because for whatever reason poke community won't let me log in on jashin. Anyways I've expanded the ability name and desc. Table already. Then I inserted the sturdy update and nothing happens
Seen 14 Hours Ago
Posted 3 Weeks Ago
10 posts
2.1 Years
This is jashins mobile account because for whatever reason poke community won't let me log in on jashin. Anyways I've expanded the ability name and desc. Table already. Then I inserted the sturdy update and nothing happens
The update of Sturdy what it does is that the Pokémon survive with 1 HP to direct damage attacks that will weaken it in a single blow if their HP were at maximum.

You must try having the HP of your Pokémon to the maximum.

Another thing: You must go to this address: 01F1E2
There you must insert this: 01 48 00 47 00 00 81 38 8b 08

Note: These abilities require Doesnt's PSS Split, because of a few shifting bytes.
If you do everything right and it does not work for you, you should make sure to insert the PSS Split system.

/JASHIN/

Age 25
Male
Canada
Seen 3 Hours Ago
Posted 4 Weeks Ago
50 posts
247 Days

The update of Sturdy what it does is that the Pokémon survive with 1 HP to direct damage attacks that will weaken it in a single blow if their HP were at maximum.

You must try having the HP of your Pokémon to the maximum.

Another thing: You must go to this address: 01F1E2
There you must insert this: 01 48 00 47 00 00 81 38 8b 08

Note: These abilities require Doesnt's PSS Split, because of a few shifting bytes.
If you do everything right and it does not work for you, you should make sure to insert the PSS Split system.
Do I insert that manually with a hex editor or do I use the "insert" function on the ASM command?
POKEMON PULSAR VERSION PHASE 02 THREAD: https://www.pokecommunity.com/showthread.php?t=421565
(Phase 02 Trailer Coming Soon)


POKEMON PULSAR VERSION PHASE 01 TRAILER:https://www.youtube.com/watch?v=5vpuR7c2XGY
(Formerly known as Pokemon Jashin Version)


-Praise Be To Jashin
Seen 14 Hours Ago
Posted 3 Weeks Ago
10 posts
2.1 Years
Also, I'm having issues with any of them inserting. Is all I have to do is add the ASM routine to any random offset and the game will automatically find the ability for the index number? Or is there more to it? Do I have to edit anything else?

Scratch that, I got Scrappy to work, I know I patched my game to have the PSS, but I don't remember exactly whose patch I used. It was when I was first getting into rom hacking and didn't even know how to properly use a hex editor.

I do have a question though. The #insert command at the bottom of the ASM, I compiled that along with everything else AND manually edited the bytes at the specified offset. Was this the right thing to do?Just trying to avoid future bugs.
Hi friend. The #insert command is not compiled in the routine, it is only to give the information where to insert the bytes. But when it is in the routine, the tool does not compile that command.

/JASHIN/

Age 25
Male
Canada
Seen 3 Hours Ago
Posted 4 Weeks Ago
50 posts
247 Days
Sorry for the long delay, but here are the Type Change Abilities! Credits to Kleenexfeu for the original routines, I've just optimised them and added Normalize.

Normalize, Refrigerate, Pixilate and Aerilate

Spoiler:
Fire Red
Spoiler:
.text
.align 2
.thumb
.thumb_func
.global typechangeabilities

BufferAbility:
	mov r0, r6
	add r0, #0x20
	ldrb r1, [r0]
NormalCheck:
	mov r0, r9
	cmp r0, #0x0
	bne NormalizeCheck
RefrigerateCheck:
	cmp r1, #0xAF
	bne PixilateCheck
Refrigerate:
	mov r0, #0xF
	b StoreType
PixilateCheck:
	cmp r1, #0xB7
	bne AerilateCheck
Pixilate:
	mov r0, #0x17
	b StoreType
AerilateCheck:
	cmp r1, #0xB9
	bne Return
Aerilate:
	mov r0, #0x2
StoreType:
	mov r9, r0
	ldr r0, .ChangeTypeLoc
	ldr r1, [r0]
	add r1, #0x13
	ldrb r1, [r1]
	mov r2, #0x3F
	and r2, r1
	cmp r2, #0x0
	bne Return
	mov r2, r9
	strb r2, [r1]
Boost:
	mov r0, r8
	mov r1, #0xA7
	mul r0, r1
	lsr r0, #0x7
	mov r8, r0
	mul r7, r1
	lsr r7, #0x7
	b Return
NormalizeCheck:
	cmp r1, #0x61
	bne Return
Normalize:
	mov r0, #0x0
	mov r9, r0
Return:
	ldr r0, [sp, #0x4]
	ldrh r0, [r0, #0xA]
	str r0, [sp, #0x18]
	ldrh r0, [r6, #0x2E]
	cmp r0, #0xAF
	bne NoEnigmaBerry
	ldr r1, .Return
	bx r1
NoEnigmaBerry:
	ldr r0, .Return2
	bx r0

.align 2
.ChangeTypeLoc: .word 0x02023FE8
.Return: .word 0x0803ED87
.Return2: .word 0x0803EDA1

Insert 01 48 00 47 00 00 xx+1 xx xx 08 at 0803ED7A

Emerald
Spoiler:
.text
.align 2
.thumb
.thumb_func
.global typechangeabilities

BufferAbility:
	mov r0, r6
	add r0, #0x20
	ldrb r1, [r0]
NormalCheck:
	mov r0, r10
	cmp r0, #0x0
	bne NormalizeCheck
RefrigerateCheck:
	cmp r1, #0xAF
	bne PixilateCheck
Refrigerate:
	mov r0, #0xF
	b StoreType
PixilateCheck:
	cmp r1, #0xB7
	bne AerilateCheck
Pixilate:
	mov r0, #0x17
	b StoreType
AerilateCheck:
	cmp r1, #0xB9
	bne Return
Aerilate:
	mov r0, #0x2
StoreType:
	mov r10, r0
	ldr r0, .ChangeTypeLoc
	ldr r1, [r0]
	add r1, #0x13
	ldrb r1, [r1]
	mov r2, #0x3F
	and r2, r1
	cmp r2, #0x0
	bne Return
	mov r2, r10
	strb r2, [r1]
Boost:
	mov r0, r8
	mov r1, #0xA7
	mul r0, r1
	lsr r0, #0x7
	mov r8, r0
	mul r7, r1
	lsr r7, #0x7
	b Return
NormalizeCheck:
	cmp r1, #0x61
	bne Return
Normalize:
	mov r0, #0x0
	mov r10, r0
Return:
	ldr r0, [sp, #0x4]
	ldrh r0, [r0, #0xA]
	str r0, [sp, #0x1C]
	ldrh r0, [r6, #0x2E]
	cmp r0, #0xAF
	bne NoEnigmaBerry
	ldr r1, .Return
	bx r1
NoEnigmaBerry:
	ldr r0, .Return2
	bx r0

.align 2
.ChangeTypeLoc: .word 0x0202449C
.Return: .word 0x0806961B
.Return2: .word 0x08069635

Insert 01 48 00 47 00 0 xx+1 xx xx 08 at 0806960E
I've been able to get most of the abilities that I've been trying to insert no proble, but for some reason I just can't get Normalize or Pixilate to work. I haven't tried Aeirilate or refrigerate yet, but I'm assuming those two won't work as well. I'm pretty well positive I've followed the instructions to the T. I inserted the ASM at EA2F80. As of such, I went over to the offset 03ED7A pasted the following: 01 48 00 47 00 0 81 2F EA 08.

I made sure I'm using the correct index number for the abilities and still no luck. Did I do something wrong here?
POKEMON PULSAR VERSION PHASE 02 THREAD: https://www.pokecommunity.com/showthread.php?t=421565
(Phase 02 Trailer Coming Soon)


POKEMON PULSAR VERSION PHASE 01 TRAILER:https://www.youtube.com/watch?v=5vpuR7c2XGY
(Formerly known as Pokemon Jashin Version)


-Praise Be To Jashin

/JASHIN/

Age 25
Male
Canada
Seen 3 Hours Ago
Posted 4 Weeks Ago
50 posts
247 Days
Kleenex is right, I've said it a few different times here, but no worries.

I've got some more easy abilities here, Super Luck and Scrappy!

Super Luck

Spoiler:
Fire Red
Spoiler:
.text
.text
.align 2
.thumb
.thumb_func
.global superluck

BufferAbility:
	push {r0}
	ldr r1, .UserBank
	ldrb r1, [r1]
	mov r0, #0x58
	mul r0, r1
	ldr r1, .BattleData
	add r0, r0, r1
	ldrb r0, [r0]
SuperLuckCheck:
	cmp r0, #0x6A
	bne Return
SuperLuck:
	add r5, #0x2
Return:
	pop {r0}
	lsl r1, r5, #0x1
	add r1, r1, r2
	lsl r0, r0, #0x10
	lsr r0, r0, #0x10
	ldr r2, .Return
	bx r2

.align 2

.UserBank: .word 0x02023D6B
.BattleData: .word 0x2023C04	
.Return: .word 0x0801E539

#Insert 00 49 08 47 xx xx xx 08 at 0801E530

Emerald
Spoiler:
.text
.text
.align 2
.thumb
.thumb_func
.global superluck

BufferAbility:
	push {r0}
	ldr r1, .UserBank
	ldrb r1, [r1]
	mov r0, #0x58
	mul r0, r1
	ldr r1, .BattleData
	add r0, r0, r1
	ldrb r0, [r0]
SuperLuckCheck:
	cmp r0, #0x6A
	bne Return
SuperLuck:
	add r5, #0x2
Return:
	pop {r0}
	lsl r1, r5, #0x1
	add r1, r1, r2
	lsl r0, r0, #0x10
	lsr r0, r0, #0x10
	ldr r2, .Return
	bx r2

.align 2

.UserBank: .word 0x0202420B
.BattleData: .word 0x20240A4	
.Return: .word 0x08046D49

#Insert 00 49 08 47 xx xx xx 08 at 08046D40

Scrappy

Spoiler:
Fire Red
Spoiler:
.text
.text
.align 2
.thumb
.thumb_func
.global scrappy

BufferAbility:
	ldr r1, .UserBank
	ldrb r1, [r1]
	mov r0, #0x58
	mul r0, r1
	mov r1, r5
	add r1, #0x20
	add r0, r0, r1
	ldrb r0, [r0]
ScrappyCheck:
	cmp r0, #0x72
	bne ForeSightCheck
Scrappy:
	ldr r1, .Return
	bx r1
ForeSightCheck:
BufferSecondaryStatus:
	mov r0, #0x58
	ldrb r1, [r4]
	mul r0, r1
	mov r1, r5
	add r1, #0x50
	add r0, r0, r1
Return:
	ldr r1, .Return2
	bx r1
	

.align 2

.UserBank: .word 0x02023D6B
.Return: .word 0x0801E9D5	
.Return2: .word 0x0801E9C9

#Insert 00 48 00 47 xx xx xx 08 at 0801E9BC

Emerald
Spoiler:
.text
.text
.align 2
.thumb
.thumb_func
.global scrappy

BufferAbility:
	ldr r1, .UserBank
	ldrb r1, [r1]
	mov r0, #0x58
	mul r0, r1
	mov r1, r5
	add r1, #0x20
	add r0, r0, r1
	ldrb r0, [r0]
ScrappyCheck:
	cmp r0, #0x72
	bne ForeSightCheck
Scrappy:
	ldr r1, .Return
	bx r1
ForeSightCheck:
BufferSecondaryStatus:
	mov r0, #0x58
	ldrb r1, [r4]
	mul r0, r1
	mov r1, r5
	add r1, #0x50
	add r0, r0, r1
Return:
	ldr r1, .Return2
	bx r1
	

.align 2

.UserBank: .word 0x0202420B
.Return: .word 0x080471C5	
.Return2: .word 0x080471B9

#Insert 00 48 00 47 xx xx xx 08 at 080471AC
Just a heads up, but this scrappy effect only works for normal type attacks, although scrappy is supposed to allow fighting type attacks to hit as well. Is there a way to modify this code so that it would work for both types?

EDIT: It seems like Foresight is having an issue in my game where it allows for the use of normal type attacks to hit ghosts, but not fighting. I've checked my attack effect table and foresight is correctly attributed to attack 113. I've checked the pointer that said effect leads to and it's identical to the base game one. Has anyone else had this issue?


EDIT AGAIN: I fixed the issue. There was an issue with my fighting type not being affected by foresight. I just opened up a type matchup editor and fixed it. I must have done something stupid when I was adding fairy type back in the day.
POKEMON PULSAR VERSION PHASE 02 THREAD: https://www.pokecommunity.com/showthread.php?t=421565
(Phase 02 Trailer Coming Soon)


POKEMON PULSAR VERSION PHASE 01 TRAILER:https://www.youtube.com/watch?v=5vpuR7c2XGY
(Formerly known as Pokemon Jashin Version)


-Praise Be To Jashin
Seen 14 Hours Ago
Posted 3 Weeks Ago
10 posts
2.1 Years
I've been able to get most of the abilities that I've been trying to insert no proble, but for some reason I just can't get Normalize or Pixilate to work. I haven't tried Aeirilate or refrigerate yet, but I'm assuming those two won't work as well. I'm pretty well positive I've followed the instructions to the T. I inserted the ASM at EA2F80. As of such, I went over to the offset 03ED7A pasted the following: 01 48 00 47 00 0 81 2F EA 08.

I made sure I'm using the correct index number for the abilities and still no luck. Did I do something wrong here?
Hi friend! Apparently this routine has something wrong, because I also do not work, I have tried many ways and nothing.

/JASHIN/

Age 25
Male
Canada
Seen 3 Hours Ago
Posted 4 Weeks Ago
50 posts
247 Days
Oh, that's unfortunate! Those are really cool abilities :P
POKEMON PULSAR VERSION PHASE 02 THREAD: https://www.pokecommunity.com/showthread.php?t=421565
(Phase 02 Trailer Coming Soon)


POKEMON PULSAR VERSION PHASE 01 TRAILER:https://www.youtube.com/watch?v=5vpuR7c2XGY
(Formerly known as Pokemon Jashin Version)


-Praise Be To Jashin
Advertiser Content