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  #151    
Old October 8th, 2013 (7:13 AM).
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EricaHarper EricaHarper is offline
     
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    Are you saying that its too close to be correct?
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      #152    
    Old October 9th, 2013 (5:57 AM).
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    LCCoolJ95 LCCoolJ95 is offline
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      Quote:
      Originally Posted by EricaHarper View Post
      Are you saying that its too close to be correct?
      Well, I did my own Pokemon Emerald hacks using my animation offset, and they worked. Do they work for you? Also, is that really the animation offset for Ruby? Have you tested it?
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        #153    
      Old October 9th, 2013 (6:08 AM).
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      EricaHarper EricaHarper is offline
         
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        Ah. No I did not. I don't have ruby. Only emerald and Fr atm. However, I was going more on the fact that for me, gamer2020's logging of the tables hasn't been wrong so far. Also, the information on tables that I gave you was for the effect tables. Not the animations. I can give you table offsets for ruby as they are in the roms.ini of pge, but its up to you to test them, as I don't have ruby..
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          #154    
        Old October 12th, 2013 (6:40 AM).
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        LCCoolJ95 LCCoolJ95 is offline
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          Wait, so the offsets you gave me were for the effects table? Oh, ok. And yeah, the thing is, the Ruby table doesn't have an animation table offset. I had to find it myself, and it works.
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            #155    
          Old October 12th, 2013 (7:58 AM).
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          EricaHarper EricaHarper is offline
             
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            Excellent! Can you help me figure out where psycho boosts effect is in the table? And what hex values emerald uses to determine its effects? It would help me a lot. The offset psycho boost points to is 2D8A4E. I have been messing with it for over a month now, and no dice.
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              #156    
            Old October 12th, 2013 (10:29 AM).
            darthvader45 darthvader45 is offline
               
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              Only one problem. The pics are broken now.
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                #157    
              Old October 12th, 2013 (10:35 AM).
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              EricaHarper EricaHarper is offline
                 
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                One step forward, two in reverse, lol...
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                  #158    
                Old November 10th, 2013 (9:56 AM). Edited November 10th, 2013 by mf91.
                mf91 mf91 is offline
                   
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                  Hi

                  I didnt see anyone mentioning this, so a very very small trick if you are using Hex Workshop is to use the Replace option (just above Goto...) for those times you are gonna replace a lot of the same things.

                  - Anyway, I have some questions about this whole thing, if I may (hope I didnt miss out on any replies). First off, is it made any tutorial on how to add these new moves to our Pokemon's move table? Ive been checking out YAPE which only allows you to add moves if another move is deleted elsewhere. And I checked futher on Pokemon Editor Pro were the author warned that this function could be buggy as heck. For my game, Im planning to give every pokemon a new learnset, so a full delete to the whole "Hex Block" containing all current moves would actually be sweet, with the possibility to create a new and bigger table.. Is it that simple?
                  EDIT: I think the full move table are between 257494 and 25974E, so that would be a quick way to clear everything.. However, Im not sure what consequences that may appear from this. In Pokemon Editor Pro, you choose where the move table starts from, so I hope this fixes the pointer part.

                  Also, during my way through this tutorial, I got some ideas that maybe got messed up on this:
                  Quote:
                  Originally Posted by itman View Post
                  A note: All effects, like per se a chance to flinch and burn, must share the same chance of happening! (Limitation of game's code). FURTHERMORE, do not make it so there's a chance of two status allignments happening at the same time: it will not work!
                  What does this mean? Multiple status alignments against one target, or one status alignment to each of more targets? I kinda though out in my mind an ability suck as "Ice Age", that would damage and 100% freeze every Pokemon in the battle, but I kinda fear that this is something that will not work

                  Thirdly, I noticed you discussed stuff about double battles. Did you come to any conclusion about a safe edit to change an attack from hitting 1 to 2 or 3 other Pokemon?

                  Thanks in advance
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                    #159    
                  Old November 14th, 2013 (11:47 AM).
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                  Wesley FG Wesley FG is offline
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                    nice tutorial, i test it and work, really awesome resourcer for new hacks, but you forgot one steep :

                    change on PGE ini, for the new attack animation table too.

                    AttackAnimationTable=&H90336C

                    If dont make it, you don't know change the animations
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                      #160    
                    Old November 17th, 2013 (6:11 PM).
                    Ksthesprite Ksthesprite is offline
                       
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                      Awesome! Except I have one problem, when I open up attack editor in gba pokemon game editor
                      the move's names are messed up example: Karate Chop is now, "ate chop" also i get unhandled expections. during hex editing a faster way to repoint that I just found out for looking closesly,
                      all you have to do is use the replace thingy when i found that out i was like: I AM KSTHESPRITE HACKER OF EVIL lol. Another problem that I have is when I use free space finder
                      to find a free spot it went to 71B2E0 It was ok, 'till the next time i used it i searched again(after i filled the spot, "71B2E0") and it said 71B2E0 again can you help plz? thnx
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                        #161    
                      Old December 7th, 2013 (7:43 PM). Edited December 8th, 2013 by dondon151.
                      dondon151 dondon151 is offline
                         
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                        Quote:
                        Originally Posted by mf91 View Post
                        Thirdly, I noticed you discussed stuff about double battles. Did you come to any conclusion about a safe edit to change an attack from hitting 1 to 2 or 3 other Pokemon?
                        This is a rather late response, but changing an attack to hit both opponents yields no problems if the effect is originally designed to only target a single opponent. It will not work properly if you change the target byte to 0x20 (targeting opponents and partner) unless there is something obvious that I'm missing. You'd have to script a new effect.

                        And as far as I know, in double battles, moves that hit the entire field (like Earthquake or gen 4 Surf) don't interact properly with certain abilities. Water Absorb, Volt Absorb, and probably Flash Fire halt execution of the move entirely when a target when the ability is hit. Lightningrod seems to do absolutely nothing (technically this is "correct" behavior in later gens if we ignore the extra properties of Lightningrod in later gens).

                        Here are decompiled BSP scripts for Earthquake and Explosion:
                        Spoiler:

                        //EARTHQUAKE

                        #org 0x1D7B13
                        attackcanceler
                        attackstring
                        ppreduce
                        selectnexttarget
                        cmd25
                        jumpifspecialstatusflag 0x0 0x80 0x1 0x81D7B37
                        orword 0x2023DD0 0x20000
                        setbyte 0x2023FD2 0x2
                        goto 0x81D7B46

                        #org 0x1D7B37
                        bicword 0x2023DD0 0x20000
                        setbyte 0x2023FD2 0x1
                        accuracycheck 0x81D7B7F 0x0
                        calculatedamage
                        attackanimation
                        waitanimation
                        missmessage
                        cmd5c 0x0
                        waitstate
                        graphicalhpupdate 0x0
                        datahpupdate 0x0
                        critmessage
                        waitmessage 0x40
                        resultmessage
                        waitmessage 0x40
                        printstring 0x130
                        waitmessage 0x1
                        faintpokemon 0x0 0x0 0x0
                        setbyte 0x2023FD8 0x0
                        cmd49 0x2 0x10
                        jumpwhiletargetvalid 0x81D7B17
                        end

                        #org 0x1D7B7F
                        pause 0x20
                        cmd6
                        missmessage
                        resultmessage
                        waitmessage 0x40
                        setbyte 0x2023FD8 0x0
                        cmd49 0x2 0x10
                        jumpwhiletargetvalid 0x81D7B17
                        end

                        // Used Strings
                        // String 0x130
                        // =

                        #org 0x1D7B46
                        accuracycheck 0x81D7B7F 0x0
                        calculatedamage
                        attackanimation
                        waitanimation
                        missmessage
                        cmd5c 0x0
                        waitstate
                        graphicalhpupdate 0x0
                        datahpupdate 0x0
                        critmessage
                        waitmessage 0x40
                        resultmessage
                        waitmessage 0x40
                        printstring 0x130
                        waitmessage 0x1
                        faintpokemon 0x0 0x0 0x0
                        setbyte 0x2023FD8 0x0
                        cmd49 0x2 0x10
                        jumpwhiletargetvalid 0x81D7B17
                        end

                        #org 0x1D7B7F
                        pause 0x20
                        cmd6
                        missmessage
                        resultmessage
                        waitmessage 0x40
                        setbyte 0x2023FD8 0x0
                        cmd49 0x2 0x10
                        jumpwhiletargetvalid 0x81D7B17
                        end

                        // Used Strings
                        // String 0x130
                        // =

                        Spoiler:

                        //EXPLOSION

                        #org 0x1D6A76
                        attackcanceler
                        attackstring
                        ppreduce
                        faintifabilitynotdamp
                        setuserhptozero
                        waitstate
                        jumpifbyte 0x5 0x2023DCC 0x1 0x81D6A91
                        call 0x81D6AE7
                        goto 0x81D6A93

                        #org 0x1D6A91
                        attackanimation
                        waitanimation
                        cmd25
                        calculatedamage
                        accuracycheck 0x81D6ACC 0x0
                        missmessage
                        cmd5c 0x0
                        waitstate
                        graphicalhpupdate 0x0
                        datahpupdate 0x0
                        critmessage
                        waitmessage 0x40
                        resultmessage
                        waitmessage 0x40
                        faintpokemon 0x0 0x0 0x0
                        setbyte 0x2023FD8 0x0
                        cmd49 0x2 0x10
                        jumpwhiletargetvalid 0x81D6A93
                        faintpokemon 0x1 0x0 0x0
                        end

                        #org 0x1D6ACC
                        missmessage
                        resultmessage
                        waitmessage 0x40
                        setbyte 0x2023FD8 0x0
                        cmd49 0x2 0x10
                        jumpwhiletargetvalid 0x81D6A93
                        faintpokemon 0x1 0x0 0x0
                        end

                        #org 0x1D6AE7
                        bicbyte 0x2023DCC 0x1
                        attackanimation
                        waitanimation
                        orbyte 0x2023DCC 0x1
                        return

                        #org 0x1D6A93
                        cmd25
                        calculatedamage
                        accuracycheck 0x81D6ACC 0x0
                        missmessage
                        cmd5c 0x0
                        waitstate
                        graphicalhpupdate 0x0
                        datahpupdate 0x0
                        critmessage
                        waitmessage 0x40
                        resultmessage
                        waitmessage 0x40
                        faintpokemon 0x0 0x0 0x0
                        setbyte 0x2023FD8 0x0
                        cmd49 0x2 0x10
                        jumpwhiletargetvalid 0x81D6A93
                        faintpokemon 0x1 0x0 0x0
                        end

                        #org 0x1D6ACC
                        missmessage
                        resultmessage
                        waitmessage 0x40
                        setbyte 0x2023FD8 0x0
                        cmd49 0x2 0x10
                        jumpwhiletargetvalid 0x81D6A93
                        faintpokemon 0x1 0x0 0x0
                        end

                        I haven't really gone through all of this yet, but clearly the effects are specifically designed to hit all other Pokemon on the field.

                        EDIT: Oh, as an aside, trying to decompile Teeter Dance causes BSP to crash.

                        EDIT 2: Here's a script for gen 4 Surf that should work (except for the interaction with Water Absorb):
                        Spoiler:

                        //SURF

                        #dynamic 0x740200
                        #freespacebyte 0xFF
                        #include moves.bsh

                        #org @start
                        attackcanceler
                        attackstring
                        ppreduce
                        selectnexttarget

                        #org @offset1
                        cmd25
                        jumpifspecialstatusflag 0x0 0x40000 0x1 @offset2 //check for DIVE
                        orword 0x2023DD0 0x40000
                        setbyte 0x2023FD2 0x2
                        goto @offset3

                        #org @offset2
                        bicword 0x2023DD0 0x40000
                        setbyte 0x2023FD2 0x1

                        #org @offset3
                        accuracycheck @offset4 0x0
                        calculatedamage
                        attackanimation
                        waitanimation
                        missmessage
                        cmd5c 0x0
                        waitstate
                        graphicalhpupdate 0x0
                        datahpupdate 0x0
                        critmessage
                        waitmessage 0x40
                        resultmessage
                        waitmessage 0x40
                        printstring 0x130
                        waitmessage 0x1
                        faintpokemon 0x0 0x0 0x0
                        setbyte 0x2023FD8 0x0
                        cmd49 0x2 0x10
                        jumpwhiletargetvalid @offset1
                        end

                        #org @offset4
                        pause 0x20
                        cmd6
                        missmessage
                        resultmessage
                        waitmessage 0x40
                        setbyte 0x2023FD8 0x0
                        cmd49 0x2 0x10
                        jumpwhiletargetvalid @offset1
                        end

                        // Used Strings
                        // String 0x130
                        // =

                        EDIT 3: Ugh, hitting a Protect also stops execution of the above script. Hmm...

                        EDIT 4: Oh, I figured it out. Turns out that there's nothing wrong with the script, but BSP was compiling an offset incorrectly for some reason.
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                          #162    
                        Old December 13th, 2013 (7:17 PM).
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                        misterpoor misterpoor is offline
                           
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                          I don't know how to count, 75e8f8+4 = ?
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                            #163    
                          Old December 14th, 2013 (2:40 PM).
                          LCCoolJ95's Avatar
                          LCCoolJ95 LCCoolJ95 is offline
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                            Quote:
                            Originally Posted by misterpoor View Post
                            I don't know how to count, 75e8f8+4 = ?
                            In hex, 75E8F8+4=75E8FC would be the correct offset.
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                              #164    
                            Old January 5th, 2014 (3:53 PM).
                            shaheer07 shaheer07 is offline
                               
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                              How would we do this for NDS games?
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                                #165    
                              Old January 12th, 2014 (12:57 PM).
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                              Shiny Lizard Shiny Lizard is offline
                                 
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                                Can anyone could put sone photos?
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                                  #166    
                                Old January 30th, 2014 (12:41 PM). Edited February 10th, 2014 by Leafbarrett.
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                                Leafbarrett Leafbarrett is offline
                                   
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                                  Since none of ya'll wanna help Emerald users with pointers and such, I'm blindly stumbling through the usable parts of the tutorial and praying I get it right.

                                  I think I might have found the base "does damage" code for Emerald. Maybe. Hopefully.
                                  At 2D8A26:
                                  00 01 5E 8A 2D 08 00 00 02 03 04 05 06 07 09 0A 0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 12 40 00

                                  If there's any sort of consistency between the games, add this to the end of the move to complete it:
                                  28 47 8A 2D 08


                                  Also, apparently there's no way to convert effects between the two games, because after like 5 hours of trying pointers (including the ones that following the tutorial letter for letter gave me and the Emerald equivalents as far as I (or anyone else unless someone's not talking) can figure out) I can't get a single one to work, including Hammer Arm.

                                  EDIT: I got it to work by using a battle script instead, though there was still some blind searching for pointers involved, and I'm honestly not super-confident in how exactly I got it to work.
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                                    #167    
                                  Old February 2nd, 2014 (9:41 AM).
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                                  LCCoolJ95 LCCoolJ95 is offline
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                                    Quote:
                                    Originally Posted by Leafbarrett View Post
                                    Since none of ya'll wanna help Emerald users with pointers and such, I'm blindly
                                    Spoiler:
                                    stumbling through the usable parts of the tutorial and praying I get it right.

                                    I think I might have found the base "does damage" code for Emerald. Maybe. Hopefully.
                                    At 2D8A26:
                                    00 01 5E 8A 2D 08 00 00 02 03 04 05 06 07 09 0A 0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 12 40 00

                                    If there's any sort of consistency between the games, add this to the end of the move to complete it:
                                    28 47 8A 2D 08


                                    Also, apparently there's no way to convert effects between the two games, because after like 5 hours of trying pointers (including the ones that following the tutorial letter for letter gave me and the Emerald equivalents as far as I (or anyone else unless someone's not talking) can figure out) I can't get a single one to work, including Hammer Arm.
                                    Let me check it out. I'm more of an Emerald ROM hacker.
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                                      #168    
                                    Old February 10th, 2014 (9:32 AM).
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                                    Leafbarrett Leafbarrett is offline
                                       
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                                      Quote:
                                      Originally Posted by LCCoolJ95 View Post
                                      Let me check it out. I'm more of an Emerald ROM hacker.
                                      I got it to work by using a battle script instead (along with some more lucky stumbling). I do need help on some things though, mind if I PM you with some questions?

                                      Also, I think this really needs to be in the OP.
                                      If you're going to be giving the moves descriptions (so basically always), you need to move and repoint the table of move description pointers. If you don't, then when you change the description pointers for new moves, it will start to overwrite the Nature names (which follow immediately after the move descriptions), even if it's a preexisting description (i.e. giving Flare Blitz Double-Edge's description). Trust me, I learned this the hard way... Some of what I'm typing here (like explaining pointers) is explained in the OP already, but just to be safe, I'm adding them.

                                      Step 1:
                                      Spoiler:
                                      In a hex editor, go to:
                                      Emerald: 61C524
                                      Ruby: 3C09D8
                                      Sapphire: 3C0A30
                                      Fire Red: 4886E8
                                      Leaf Green: 487FC4
                                      and copy 1416 bytes of data.




                                      Step 2:
                                      Spoiler:
                                      Paste that to free space. Make sure to write down the new offset! (Notepad is your friend.) Also make sure you're overwriting bytes, not inserting them! If you're not overwriting bytes, then you'll change the size of the rom. That does bad things. (Admittedly, I'm not entirely sure what those bad things are, and I've been able to run the rom after changing the file size, but I know it messes some programs up, and you don't want to take the risk anyhow.) If there's no Paste Write/Overwrite option, then select 1416 bytes at the free space address, delete them, then paste the description table. If for some reason you insert instead of overwriting, just go to the end of the rom and delete the excess bytes (the end of the rom should be 00FFFFFF).




                                      Step 3:
                                      Spoiler:
                                      Once you've pasted that to free space, you need to make sure there's space for all the other pointers - don't want it overwriting your new stuff either, do we?
                                      There are a couple of ways to reserve the space for future pointers. What I personally do is replace FFs with 00s. Select 628 bytes after the end of the new table and fill it with 00s. The table should be 2044 bytes in length overall. If your hex editor doesn't have a Fill function, copy 628 bytes from the beginning and paste it at the end instead (remember, overwrite, don't insert).



                                      Step 4:
                                      Spoiler:
                                      Now we have to tell the game to look at your new description table instead of the old one. We do this by replacing the pointers directed at the old table with ones aimed at the new table.
                                      A pointer, in short, is an address that points to something else in the game's data. It's used for almost every list or table, as well as being used in animations, move effects, scripts... You name it, the game has a pointer in it or to it.
                                      In Emerald, we want to replace pointers to 61C524 with ones to our new offset (E4AA68 for me). For other games, just use the description pointer from the list above instead of 61C524.
                                      However! Pointers don't store addresses normally. Pointers look like this:
                                      ZZ YY XX 08
                                      where XXYYZZ is the address.

                                      So instead of searching for 61C524, we want to search:
                                      24 C5 61 08
                                      and replace it with the new pointer. In my case:
                                      68 AA E4 08




                                      Step 5:
                                      Spoiler:
                                      Now we need to tell PGE to look at the new description list. Before doing this, I suggest making a backup of PGE's files, just in case.

                                      In the folder with PGE (wherever you happened to put it), open the "ini" folder and open "roms.ini" (if it doesn't have a default opening program, use Notepad). In that file, find the game you're hacking (make sure you have this right) and find "AttackDescriptionTable".
                                      The way I do it is I search the rom name, then search "description".
                                      Change it from its original value to your new address (don't use the pointer notation, just a normal address). Make sure not to delete the H before the address - that's what tells PGE that it's looking at a hex value, not a string.




                                      And there you go.
                                      If you've already messed up the natures, don't worry, it's an easy fix. Follow the tutorial, but instead of just copying 1416 bytes in step 1, copy an additional 4 for every new move you gave a description, and in step 3, fill in 4 fewer bytes for every new move with a description. As I said above, the table should be 2044 bytes in length when you're done.
                                      After that:

                                      Step 1:
                                      Spoiler:
                                      Open a fresh ROM in a hex editor. Go to the original move description table, select 1416 bytes, and move your cursor onto the very next byte. This is the start of the natures. In Emerald, it's at address 61CAAC. (I don't know what it is in the other games, sorry.) Once there, select and copy a number of bytes equal to the newly described moves times 4 (at max, 628 bytes). The nature names take up 162 bytes, and the table of pointers for the natures (which follows immediately after) takes up 100 bytes; selecting 264 bytes will get you both (there's 2 bytes extra between the names and the table).



                                      Step 2:
                                      Spoiler:
                                      Go to the nature names' address in your hack and paste overwrite the data fix.

                                      !!WARNING!!
                                      MAKE SURE TO PASTE OVERWRITE!
                                      I don't know what the repercussions of inserting at the end of the ROM are, because that just pushes empty space. I DO know exactly what will happen if you try inserting here. Your game will completely cease all function because it will throw off every pointer aimed past this address, breaking everything.

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                                        #169    
                                      Old February 24th, 2014 (9:15 PM). Edited February 26th, 2014 by Joltix.
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                                      Joltix Joltix is offline
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                                        Was wondering if anyone knows how to change the types on attacks. I've added the fairy type to the game for the pokemon and changed its resistance and effectiveness against other types but for the life of me, I can't figure out how to change it for the attacks.
                                        EG. changing tackle from a normal type to a fairy type.

                                        I've read that it can be done with the g3t tools but they are not available at the moment and was wondering if it can be changed using hex in the attack table and if so, any idea of where the table starts.

                                        Thank you.

                                        Edit: Managed to do it with hex. All working fine. Thanks for the help and it's Fire Red I'm using.
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                                          #170    
                                        Old February 25th, 2014 (8:47 AM).
                                        LCCoolJ95's Avatar
                                        LCCoolJ95 LCCoolJ95 is offline
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                                          Quote:
                                          Originally Posted by Joltix View Post
                                          Was wondering if anyone knows how to change the types on attacks. I've added the fairy type to the game for the pokemon and changed its resistance and effectiveness against other types but for the life of me, I can't figure out how to change it for the attacks.
                                          EG. changing tackle from a normal type to a fairy type.

                                          I've read that it can be done with the g3t tools but they are not available at the moment and was wondering if it can be changed using hex in the attack table and if so, any idea of where the table starts.

                                          Thank you.
                                          Hmm...it definitely depends on what ROM you are using. So, what ROM are you using?
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                                          Pokémon Theta Emerald EX: https://www.pokecommunity.com/showthread.php?t=386240
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                                            #171    
                                          Old March 1st, 2014 (5:38 AM).
                                          tditdatdwt's Avatar
                                          tditdatdwt tditdatdwt is offline
                                             
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                                            ...ehm ......i dont have 250C04....
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                                              #172    
                                            Old April 28th, 2014 (9:37 PM).
                                            Giniselono Giniselono is offline
                                               
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                                              Okay, so I followed all the steps correctly. I replaced Pound's effect with 214 (Hammer Arm), but the game freezes before showing the message that says <Pokemon> used POUND! The music still plays, but nothing else happens and I can't click any buttons. Is anyone else having this problem?
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                                                #173    
                                              Old April 30th, 2014 (11:19 AM).
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                                              DaisukE DaisukE is offline
                                              Just feel it burning ^^
                                                 
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                                                Good tutorial.....can a a-tack work?
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                                                  #174    
                                                Old May 3rd, 2014 (3:09 AM).
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                                                kearnseyboy6 kearnseyboy6 is offline
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                                                    #175    
                                                  Old May 24th, 2014 (7:43 AM).
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                                                  Ayonn- Ayonn- is offline
                                                  The Unbelivable
                                                     
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                                                    0x00250C04 can't be find in my rom ....What should I do ??
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