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  #51    
Old July 19th, 2013 (6:09 AM).
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    Quote:
    Originally Posted by Shadowraze View Post
    I'll probably add that to the OP tomorrow.
    Brilliant I was going to PM you!

    I've also got a new animation:

    Flame Charge

    Spoiler:
    00 2D 27 00 97 27 0A 03 0C 0C 08 19 C3 00 C0 03 7D 90 09 08 02 05 00 00 0C 00 06 00 06 00 03 00 02 XX YY ZZ 08 02 04 00 00 E8 FF 08 00 8C 00 02 XX2 YY2 ZZ2 08 02 04 10 00 E8 FF 08 00 64 00 02 XX2 YY2 ZZ2 08 02 04 F0 FF E8 FF 08 00 64 00 04 0F 02 XX YY ZZ 08 02 04 00 00 E8 FF 08 00 8C 00 02 XX2 YY2 ZZ2 08 02 04 20 00 E8 FF 08 00 64 00 02 XX2 YY2 ZZ2 08 02 04 E0 FF E8 FF 08 00 64 00 04 0F 02 XX YY ZZ 08 02 04 00 00 E8 FF 08 00 8C 00 02 XX2 YY2 ZZ2 08 02 04 18 00 E8 FF 08 00 64 00 02 XX2 YY2 ZZ2 08 02 04 E8 FF E8 FF 08 00 64 00 04 1E 02 XX2 YY2 ZZ2 08 02 04 10 00 E8 FF 00 00 64 00 02 XX2 YY2 ZZ2 08 02 04 F0 FF E8 FF 00 00 64 00 04 1E 02 XX2 YY2 ZZ2 08 02 04 14 00 F0 FF 0E 00 50 00 02 XX2 YY2 ZZ2 08 02 04 EC FF F2 FF 10 00 50 00 05 02 9C 4E 3D 08 02 05 00 00 18 00 00 00 00 00 05 00 04 03 19 86 00 3F 02 08 7C 3E 08 03 04 00 00 00 00 01 00 00 00 03 F9 89 09 08 02 05 01 00 06 00 00 00 08 00 01 00 05 04 08 02 84 4E 3D 08 02 03 00 00 00 00 07 00 05 0B 03 0D 08

    Offset XX YY ZZ
    2D 27 2D 27 D8 C9 3A 08 CC 59 3E 08 00 00 00 00 FC 1C 23 08 21 29 0A 08

    Offset XX2 YY2 ZZ2
    2D 27 2D 27 C8 C9 3A 08 90 2B 3E 08 00 00 00 00 FC 1C 23 08 ED 29 0A 08
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      #52    
    Old July 19th, 2013 (8:25 PM).
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    Shadowraze Shadowraze is offline
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      Quote:
      Originally Posted by 11bayerf1 View Post
      Brilliant I was going to PM you!

      I've also got a new animation:

      Flame Charge

      Spoiler:
      00 2D 27 00 97 27 0A 03 0C 0C 08 19 C3 00 C0 03 7D 90 09 08 02 05 00 00 0C 00 06 00 06 00 03 00 02 XX YY ZZ 08 02 04 00 00 E8 FF 08 00 8C 00 02 XX2 YY2 ZZ2 08 02 04 10 00 E8 FF 08 00 64 00 02 XX2 YY2 ZZ2 08 02 04 F0 FF E8 FF 08 00 64 00 04 0F 02 XX YY ZZ 08 02 04 00 00 E8 FF 08 00 8C 00 02 XX2 YY2 ZZ2 08 02 04 20 00 E8 FF 08 00 64 00 02 XX2 YY2 ZZ2 08 02 04 E0 FF E8 FF 08 00 64 00 04 0F 02 XX YY ZZ 08 02 04 00 00 E8 FF 08 00 8C 00 02 XX2 YY2 ZZ2 08 02 04 18 00 E8 FF 08 00 64 00 02 XX2 YY2 ZZ2 08 02 04 E8 FF E8 FF 08 00 64 00 04 1E 02 XX2 YY2 ZZ2 08 02 04 10 00 E8 FF 00 00 64 00 02 XX2 YY2 ZZ2 08 02 04 F0 FF E8 FF 00 00 64 00 04 1E 02 XX2 YY2 ZZ2 08 02 04 14 00 F0 FF 0E 00 50 00 02 XX2 YY2 ZZ2 08 02 04 EC FF F2 FF 10 00 50 00 05 02 9C 4E 3D 08 02 05 00 00 18 00 00 00 00 00 05 00 04 03 19 86 00 3F 02 08 7C 3E 08 03 04 00 00 00 00 01 00 00 00 03 F9 89 09 08 02 05 01 00 06 00 00 00 08 00 01 00 05 04 08 02 84 4E 3D 08 02 03 00 00 00 00 07 00 05 0B 03 0D 08

      Offset XX YY ZZ
      2D 27 2D 27 D8 C9 3A 08 CC 59 3E 08 00 00 00 00 FC 1C 23 08 21 29 0A 08

      Offset XX2 YY2 ZZ2
      2D 27 2D 27 C8 C9 3A 08 90 2B 3E 08 00 00 00 00 FC 1C 23 08 ED 29 0A 08
      On second thought why not ask fuji to make you the owner of this thread since I don't really have time right now. (I don't really know when I'll be back to rom hacking) teehee
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        #53    
      Old July 20th, 2013 (6:41 PM).
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      MrDollSteak MrDollSteak is offline
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        Quote:
        Originally Posted by Shadowraze View Post
        On second thought why not ask fuji to make you the owner of this thread since I don't really have time right now. (I don't really know when I'll be back to rom hacking) teehee
        That's a shame to hear! Oh well I'll ask. I wish you the best with your various other projects, and school etc.
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          #54    
        Old October 5th, 2013 (8:17 AM).
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        MrDollSteak MrDollSteak is offline
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          Quote:
          Originally Posted by daniilS View Post
          I have made a simple script that swaps the defense and special defense stats. This can be used for the moves psystrike, psyshock, secret sword, and custom moves (f.e. physical doing special damage). Here it is, in BSP form:
          Spoiler:

          Code:
          #dynamic 0x720000
          #freespacebyte 0xFF
          
          #include moves.bsh
          
          #org @start
          attackcanceler
          accuracycheck 0x1D695E 0x0
          call @swapphysicalspecialdefence
          attackstring
          ppreduce
          calculatedamage
          attackanimation
          waitanimation
          cmd5c 0x0
          waitstate
          datahpupdate 0x0
          graphicalhpupdate 0x0
          critmessage
          waitmessage 0x40
          resultmessage
          waitmessage 0x40
          call @swapphysicalspecialdefence
          goto 0x1D6947
          
          @swapphysicalspecialdefence
          copyarray 0x020247DC @fourbytesoffreespace 2
          copyarray 0x020247DA 0x020247DC 2
          copyarray @fourbytesoffreespace 0x020247DA 2
          copyarray 0x02024840 @anotherfourbytesoffreespace 2
          copyarray 0x0202483E 0x02024840 2
          copyarray @anotherfourbytesoffreespace 0x0202483E 2
          return
          This is very useful! How much testing have you done?
          My main concern is whether it'll work for double battles?
          ie. If you were to target the second opponent's pokemon,
          or your own pokemon would it still work?
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            #55    
          Old October 5th, 2013 (10:24 AM).
          DoesntKnowHowToPlay's Avatar
          DoesntKnowHowToPlay DoesntKnowHowToPlay is offline
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            You're either missing the player's pokemon or the second set of mons in double battles. Also it appears to do nothing to stat mods which is a big deal, Psyshock is supposed to get you around the target's Calm Mind boosts.

            Also I'm pretty sure the AI would run damage calcs thinking it's doing special damage and use it horribly wrong. This sort of thing should probably be handled with assembly instead (don't ask me how to do it as imo the move is dumb)
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              #56    
            Old October 5th, 2013 (11:39 AM).
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            busy trying to do stuff not done yet
               
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              Quote:
              Originally Posted by DoesntKnowHowToPlay View Post
              You're either missing the player's pokemon or the second set of mons in double battles. Also it appears to do nothing to stat mods which is a big deal, Psyshock is supposed to get you around the target's Calm Mind boosts.

              Also I'm pretty sure the AI would run damage calcs thinking it's doing special damage and use it horribly wrong. This sort of thing should probably be handled with assembly instead (don't ask me how to do it as imo the move is dumb)
              I have indeed forgotten the player's pokemon. (It will probably never be used also.) I'm looking at how to swap stat changes, will add both soon. (Probably tomorrow). And I actually really like psystrike because it gives Mewtwo a big boost against opponents otherwise undefeatable.

              And again, you're right, but I don't have much asm skills yet. This is an incomplete solution, but it can be useful.
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                #57    
              Old October 7th, 2013 (6:57 AM).
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                I would really love if there was some way to have these codes converted and ported into a Ruby rom, ready to be used
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                Pokémon Theta Emerald EX: https://www.pokecommunity.com/showthread.php?t=386240
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                  #58    
                Old October 25th, 2013 (7:54 PM). Edited October 25th, 2013 by bcrobert.
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                  Are the codes actually not usable in R/S/E or is it just because of the repointing process at the beginning? Like, let's say I do all of the necessary repoints/edits, with the offsets corrected for the version, and then copy one of these codes into the game. Would it work or do these codes point to specific places in the ROM instead of just ID values that are shared between 3rd gen games?

                  The reason I ask is that I thought the tables for move data, effect data, animation data etc should be identical but placed at different locations. It's not like I won't make my own move effects and animations if I need to, but I'd like to know if there's a reasonable way to port these before spending too much free time splicing moves.

                  EDIT. Implied, but if this was a stupid question I apologize.
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                    #59    
                  Old December 10th, 2013 (3:12 AM).
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                  GlaciaTaso GlaciaTaso is offline
                     
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                    Thank you very much.
                    really helpful
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                      #60    
                    Old December 20th, 2013 (1:21 PM).
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                      Worry Seed:
                      Spoiler:

                      #dynamic 0x128a8d0
                      #freespacebyte 0xFF

                      #include moves.bsh

                      #org @start
                      attackcanceler
                      accuracycheck 0x81D695E 0x0
                      jumpifbyte 0x0 0x02023d6f 0x2 @op2
                      jumpifbyte 0x0 0x02023d6f 0x3 @op3
                      setbyte 0x2023C5C 0xf
                      goto @end

                      #org @end
                      attackstring
                      ppreduce
                      attackanimation
                      waitanimation
                      end

                      #org @op2
                      setbyte 0x2023cb4 0xf
                      goto @end

                      #org @op3
                      setbyte 0x2023d0c 0xf
                      goto @end
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                      Spoiler:


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                      et's dream bigger than our bodies can endure!
                      G
                      et to the extreme!

                      See my works here

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                        #61    
                      Old December 24th, 2013 (2:19 AM). Edited January 2nd, 2014 by Spherical Ice.
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                      Spherical Ice Spherical Ice is online now
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                      While not a Gen 5/4 move, this animation might be useful for others who are adding Moonblast.


                      Spoiler:
                      00 D2 27 00 D3 27 0C 00 10 02 24 7B 3E 08 02 05 01 00 01 00 00 00 10 00 00 00 05 02 34 37 3E 08 02 02 78 00 20 00 03 49 60 07 08 03 05 00 00 10 00 10 00 00 00 01 00 19 CC 00 00 04 1E 02 64 37 3E 08 28 02 F4 00 00 00 04 14 03 C1 5F 0A 08 02 00 05 00 B3 27 19 B6 00 C0 1F 39 CF 0D 08 07 C1 00 C0 FF 3F 00 03 00 04 00 00 00 0F 00 0E D4 0D 1D 08 0E D4 0D 1D 08 03 05 97 09 08 05 05 00 00 06 00 00 08 04 00 01 00 03 DD 9B 0B 08 02 06 04 00 02 00 02 00 00 00 0C 00 5F 7E 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 05 04 01 08 82 06 10



                      There's also this version, which I think looks better, but I can't get it to work without freezing.
                      Spoiler:
                      00 D2 27 00 D3 27 0C 00 10 02 24 7B 3E 08 02 05 01 00 01 00 00 00 10 00 00 00 05 02 34 37 3E 08 02 02 78 00 20 00 03 49 60 07 08 03 05 00 00 10 00 10 00 00 00 01 00 19 CC 00 00 04 1E 02 64 37 3E 08 28 02 F4 00 00 00 00 B3 27 19 B6 00 C0 1F 39 CF 0D 08 07 C1 00 C0 FF 3F 00 03 00 04 00 00 00 0F 00 0E D4 0D 1D 08 0E D4 0D 1D 08 03 05 97 09 08 05 05 00 00 06 00 00 08 04 00 01 00 03 DD 9B 0B 08 02 06 04 00 02 00 02 00 00 00 0C 00 5F 7E 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 05 04 01 00 00 04 1E 02 64 37 3E 08 28 02 F4 03 49 60 07 08 03 05 00 00 10 00 10 00 00 00 01 00 19 CC 00 00 04 1E 02 64 37 3E 08 28 02 F4 15 17


                      edit
                      I've also got Draco Meteor working.



                      Spoiler:
                      00 F9 27
                      00 WW 28
                      00 97 27
                      1B C9 00 C0 3F 03 00
                      14 10 17
                      05 02 ZZ YY XX 08 83 05 D0 FF C0 FF 28 00 10 00 1F 00 04
                      05 02 ZZ YY XX 08 83 05 90 FF C0 FF 38 00 28 00 1F 00 04
                      05 02 ZZ YY XX 08 83 05 90 FF C0 FF 18 00 18 00 1F 00 04
                      28 02 ZZ YY XX 08 83 05 B0 FF C0 FF 20 00 20 00 1F 00 04
                      14 19 74 00 3F 02 08 7C 3E 08 83
                      04 00 00 00 00 01 00 01 00 03 1D 8B 09 08
                      02 05 01 00 05 00 00 00 14 00 01 00 05 04 0A 15 17 05 08

                      where WW = the particle ID for the 16x16 rock sprite and at the offset XXYYZZ there is the following:

                      WW 28 WW 28 D0 C9 3A 08 F0 1C 23 08 00 00 00 00 FC 1C 23 08 1D 32 0E 08 WW 28 WW 28 D0 C9 3A 08 F0 1C 23 08 00 00 00 00 FC 1C 23 08 C5 9B 0A 08 0A 28 0A 28 E0 C9 3A 08 F0 1C 23 08 00 00 00 00 FC 1C 23 08 D1 34 0E 08 F0 27 F0 27 D8 C9 3A 08 F0 1C 23 08 00 00 00 00 FC 1C 23 08 85 3E 0E 08 00 00 04 00 40 00 04 00

                      (the 28s following WW should be 27 if you are using a particle from the first table. see MrDollSteak's tutorial on particles for more info)
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                        #62    
                      Old January 8th, 2014 (9:48 PM). Edited February 3rd, 2014 by Tlachtli.
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                      Tlachtli Tlachtli is offline
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                        Quote:
                        Originally Posted by Spherical Ice View Post
                        There's also this version, which I think looks better, but I can't get it to work without freezing.
                        Spoiler:
                        00 D2 27 00 D3 27 0C 00 10 02 24 7B 3E 08 02 05 01 00 01 00 00 00 10 00 00 00 05 02 34 37 3E 08 02 02 78 00 20 00 03 49 60 07 08 03 05 00 00 10 00 10 00 00 00 01 00 19 CC 00 00 04 1E 02 64 37 3E 08 28 02 F4 00 00 00 00 B3 27 19 B6 00 C0 1F 39 CF 0D 08 07 C1 00 C0 FF 3F 00 03 00 04 00 00 00 0F 00 0E D4 0D 1D 08 0E D4 0D 1D 08 03 05 97 09 08 05 05 00 00 06 00 00 08 04 00 01 00 03 DD 9B 0B 08 02 06 04 00 02 00 02 00 00 00 0C 00 5F 7E 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 05 04 01 00 00 04 1E 02 64 37 3E 08 28 02 F4 03 49 60 07 08 03 05 00 00 10 00 10 00 00 00 01 00 19 CC 00 00 04 1E 02 64 37 3E 08 28 02 F4 15 17
                        I took a stab at making your second one work, and I think it came out pretty well:

                        Moonblast:
                        Spoiler:

                        00 D2 27 00 D3 27 00 B3 27 0C 00 10 02 24 7B 3E 08 02 05 01 00 01 00 00 00 10 00 00 00 05 02 34 37 3E 08 02 02 78 00 20 00 03 49 60 07 08 03 05 00 00 10 00 10 00 00 00 01 00 19 CC 00 00 04 64 19 B6 00 C0 1F 39 CF 0D 08 07 C1 00 C0 FF 3F 00 03 00 04 00 00 00 0F 00 0E D4 0D 1D 08 0E D4 0D 1D 08 03 05 97 09 08 05 05 00 00 06 00 00 08 04 00 01 00 03 DD 9B 0B 08 02 06 04 00 02 00 02 00 00 00 0C 00 5F 7E 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 04 14 03 C1 5F 0A 08 02 00 05 08


                        Edit 3: I just realized this thread is supposed to be FireRed only I took out the Emerald animations, maybe I'll repost them somewhere else. I don't have any plans to port them to FireRed though.
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                        A Gen 3 remake de-make, featuring many new encounters and Gen VI mechanics

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                          #63    
                        Old January 17th, 2014 (8:16 AM). Edited May 20th, 2014 by BugMania.
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                        BugMania BugMania is offline
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                          Here is the "Flame Burst":
                          Spoiler:

                          ______________________
                          #dynamic 0xXXXXXXXX
                          #freespacebyte 0xFF

                          #include moves.bsh

                          #org @start
                          jumpifhalfword 0x1 0x2023D4A 0x39 @demange
                          jumpifspecialstatusflag 0x0 0x40000 0x1 @demange
                          orword 0x2023DD0 0x40000
                          setbyte 0x2023FD2 0x2

                          #org @demange
                          attackcanceler
                          accuracycheck 0x81D695E 0x0
                          attackstring
                          ppreduce
                          critcalc
                          cmd5
                          cmd6
                          cmd7
                          attackanimation
                          waitanimation
                          missmessage
                          cmd5c 0x0
                          waitstate
                          graphicalhpupdate 0x0
                          datahpupdate 0x0
                          critmessage
                          waitmessage 0x40
                          resultmessage
                          waitmessage 0x40
                          seteffectwithchancetarget
                          faintpokemon 0x0 0x0 0x8000000
                          setbyte 0x2023FD8 0x0
                          cmd49 0x0 0x0
                          setbyte 0x2023D50 0x0
                          setbyte 0x2FF7D20 0x1
                          attackcanceler
                          setbyte 0x2FF7D20 0x0
                          jumpifbyte 0x0 0x2023D50 0x0 @end
                          pause 0xA
                          jumpifability 0x0 0x12 @end
                          jumpifability 0x0 0x62 @end
                          graphicalhpupdate 0x0
                          datahpupdate 0x0
                          printstring 0x184
                          waitmessage 0x40
                          faintpokemon 0x0 0x0 0x8000000
                          setbyte 0x2023FD8 0x0
                          #org @end
                          end
                          _________________________________

                          But first, I must show how it is possible to apply a new effect in the system.

                          You may have noticed that I used a very sinister method at this code.
                          Well, go to a table in 0x8025011C
                          This table is responsible for commands like "attackcanceler"
                          Leave in the first Halfworld an offset other to a free memory space +1.
                          In the free space that you chose, you must pass this routine that i will show:
                          _________________________________
                          .align 2
                          .thumb

                          main:
                          PUSH {R1-R2}
                          LDR R1, =0x02FF7D20
                          LDRH R1, [R1]
                          LDR R2, =0x08770FC0
                          MOV R0, #0x4
                          MUL R1, R0, R1
                          ADD R1, R2, R1
                          LDR R1, [R1]
                          MOV R0, R1
                          POP {R1-R2}
                          BX R0



                          ________________________________
                          That code can read one byte at 0x2FF7D20 (or any other offsets)
                          and sum a number in a table that must be in "0xXXXXXX".
                          ""setbyte 0x2FF7D20 0x1
                          attackcanceler
                          setbyte 0x2FF7D20 0x0""
                          ________________________________

                          This table must to have in your first Halfworld these bytes:
                          D7 61 01 08
                          If 0x2FF7D20 is 0x0, run to the "attackcanceler".

                          So do not forget to always leave the "setbyte 0x2FF7D20 0x0"
                          ________________________________
                          type in table "XXXXXX", an offset to a new routine ... here:

                          .align 2
                          .thumb

                          main:
                          push {r1-r3}
                          ldr r1, =0x2023Bcc
                          ldr r1, [r1]
                          cmp r1, #0x2
                          beq end
                          ldr r1, =0x02023d6c
                          ldrb r1, [r1]
                          ldr r2, =0x02023d6c
                          cmp r1, #0x2
                          beq zero
                          cmp r1, #0x3
                          beq one
                          cmp r1, #0x0
                          beq two
                          cmp r1, #0x1
                          beq three
                          end:
                          pop {r1-r3}
                          PUSH {LR}
                          LDR R1, =0x2023D74
                          LDR R0, [R1]
                          ADD R0, #0x1
                          STR R0, [R1]
                          POP {R0}
                          BX R0

                          zero:
                          mov r1, #0x0
                          strb r1, [r2]
                          ldr r1, =0x2023C10
                          b divide
                          one:
                          mov r1, #0x1
                          strb r1, [r2]
                          ldr r1, =0x2023C68
                          b divide
                          two:
                          mov r1, #0x2
                          strb r1, [r2]
                          ldr r1, =0x2023CC0
                          b divide
                          three:
                          mov r1, #0x3
                          strb r1, [r2]
                          ldr r1, =0x2023D18
                          b divide
                          divide:
                          mov r3, #0x4
                          sub r3, r1, r3
                          ldrh r3, [r3]
                          cmp r3, #0x0
                          ldrh r1, [r1]
                          beq end
                          mov r3, #0x0
                          divid2: add r3, #0x1
                          mov r2, #0x10
                          mul r2, r3, r2
                          cmp r2, r1
                          blo divid2
                          cmp r3, #0x1
                          beq end2
                          sub r3, #0x1
                          end2: ldr r1, =0x02023D50
                          strh r3, [r1]
                          b end
                          _______________________________________

                          this will make possible the "FlameBurstCalculationDemageCommand"!!
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                          Even the smallest of beings can achieve the greatest of obstacles!
                          Click in the spoiler, if you dare!
                          Spoiler:


                          L
                          et's dream bigger than our bodies can endure!
                          G
                          et to the extreme!

                          See my works here

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                            #64    
                          Old January 19th, 2014 (12:33 AM).
                          GOLDstandard's Avatar
                          GOLDstandard GOLDstandard is offline
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                            wow great anims tlachti, play rough looks fantastic
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                              #65    
                            Old January 25th, 2014 (11:38 PM). Edited January 31st, 2014 by Leafbarrett.
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                            Leafbarrett Leafbarrett is offline
                               
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                              Quote:
                              Originally Posted by Tlachtli View Post
                              *snip*
                              Edit 2:
                              More Fairy move animations! Better quality GIFs! I used the Japanese names for some of the moves in-game, because the English ones were too long.
                              *snip*
                              At least one person has the decency to make codes for Emerald... It seems like everyone just kinda ignores the fact that Emerald exists at all and don't bother even trying to make things for it.

                              EDIT: So after stumbling through the tutorial made for Fire Red and doing a lot of messing with pointers and praying, I managed to get a functional Flare Blitz effect for Emerald. To save the other poor saps who might be trying to do this stuff the effort:
                              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 2E 35 43 02 02 E6 15 2E 35 43 02 02 03 15 28 47 8A 2D 08

                              EDIT2: ****ing miracles, man, how do they work. I got Doesnt's Hammer Arm to work in Emerald. I think. It does the stat drop correctly under normal circumstances, at least.
                              Spoiler:
                              #org 0xE4A98C
                              attackcanceler
                              accuracycheck 0x82D8A5E 0x0
                              attackstring
                              ppreduce
                              calculatedamage
                              attackanimation
                              waitanimation
                              missmessage
                              cmd5c 0x0
                              waitstate
                              graphicalhpupdate 0x0
                              datahpupdate 0x0
                              critmessage
                              waitmessage 0x40
                              resultmessage
                              waitmessage 0x40
                              jumpifbyte 0x4 0x2023DCC 0x29 0x82D8A47
                              jumpifstat 0x1 0x0 0x3 0x0 0x82D8A47
                              setbyte 0x202448F 0x0
                              playstatchangeanimation 0x1 0x8 0x9
                              setbyte 0x202448E 0x93
                              statbuffchange 0x81 true 0x82D8A47
                              printfromtable 0x85CC89C
                              waitmessage 0x40
                              goto 0x82D8A47
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                                #66    
                              Old February 1st, 2014 (3:40 PM).
                              Shadowraze's Avatar
                              Shadowraze Shadowraze is offline
                              ur mum
                                 
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                                Ok, guys it seems I'm back into business. So I'll be adding some of the post in the main thread once I finished the things that I needed to do today.
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                                  #67    
                                Old February 5th, 2014 (5:15 AM).
                                Leafbarrett's Avatar
                                Leafbarrett Leafbarrett is offline
                                   
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                                  Quote:
                                  Originally Posted by Shadowraze View Post
                                  Ok, guys it seems I'm back into business. So I'll be adding some of the post in the main thread once I finished the things that I needed to do today.
                                  Do you plan on making, like, an Emerald section?
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                                    #68    
                                  Old February 5th, 2014 (7:54 AM).
                                  LCCoolJ95's Avatar
                                  LCCoolJ95 LCCoolJ95 is offline
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                                    Quote:
                                    Originally Posted by Leafbarrett View Post
                                    Do you plan on making, like, an Emerald section?

                                    Spoiler:



                                    But yeah, in all seriousness, it would be awesome if Emerald had some representation for new move animations and effects.
                                    __________________
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                                    Pokémon Theta Emerald EX: https://www.pokecommunity.com/showthread.php?t=386240
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                                      #69    
                                    Old February 5th, 2014 (1:27 PM).
                                    Leafbarrett's Avatar
                                    Leafbarrett Leafbarrett is offline
                                       
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                                      Speaking of that, maybe I'm not as wholly incompetent as I make myself out to be. Only mostly.

                                      Focus Blast (Emerald)
                                      14 09 17 03 61 76 11 08 05 04 00 F7 00 00 01 00 FF FF 00 E4 27 00 10 28 00 11 28 0A 02 28 00 0C 0C 08 02 EC 5F 59 08 82 01 00 00 19 8C 00 C0 04 14 02 D8 72 59 08 02 04 04 00 01 00 B4 00 01 00 03 45 92 15 08 05 02 EA 00 00 00 04 28 02 04 60 59 08 29 04 C8 00 60 00 01 00 78 00 04 08 02 04 60 59 08 29 04 14 00 F8 00 04 00 70 00 04 08 02 04 60 59 08 29 04 82 00 A0 00 02 00 68 00 04 08 02 04 60 59 08 29 04 A0 00 C0 00 00 00 60 00 04 08 02 04 60 59 08 29 04 3C 00 20 01 03 00 58 00 04 4A 02 1C 60 59 08 83 01 00 00 19 C1 00 C0 04 10 03 D1 52 0D 08 02 05 01 00 08 00 00 00 10 00 01 00 19 8D 00 3F 05 0B 02 0D 04 01 0E DD 7C 2D 08 08
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                                        #70    
                                      Old February 8th, 2014 (5:19 PM).
                                      BlackWhiteRobin's Avatar
                                      BlackWhiteRobin BlackWhiteRobin is offline
                                         
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                                        Uhh... Hey guys! I have just one little suggestion. Why don't we put gifs of the move animations in the first post? It would surely be a great showcase and at least a preview of what hackers can expect.
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                                          #71    
                                        Old February 22nd, 2014 (9:24 PM).
                                        Tlachtli's Avatar
                                        Tlachtli Tlachtli is offline
                                        Crit happens.
                                           
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                                          I re-did Growth effect from the first post and brought the animation more in-line with the other multi-stat moves (I based my script off of the one for Dragon Dance). It'll now show the single grey stat animation when raising both stats, or the appropriate single-stat animation when only raising Attack or Sp Atk. It will still sharply raise stats in sunlight as well.



                                          Emerald:
                                          Spoiler:
                                          Code:
                                          #dynamic 0x08000000
                                          
                                          #org @start
                                          jumpifabilitypresent 0xD @notsunny
                                          jumpifabilitypresent 0x4D @notsunny
                                          jumpifhalfword 0x4 weather 0x60 @sunny
                                          goto @notsunny
                                          
                                          #org @notsunny
                                          attackcanceler
                                          attackstring
                                          ppreduce
                                          jumpifstat 0x1 0x3 0x1 0xC @notsunnyboostattack
                                          jumpifstat 0x1 0x0 0x4 0xC @statsmaxed
                                          goto @notsunnyboostattack
                                          
                                          #org @notsunnyboostattack
                                          attackanimation
                                          waitanimation
                                          setbyte 0x202448F 0x0
                                          playstatchangeanimation 0x1 0x12 0x0
                                          setbyte statchange 0x11
                                          statbuffchange 0x1 TRUE @notsunnyboostspatk
                                          jumpifbyte 0x0 multistringchooser 0x2 @notsunnyboostspatk
                                          printfromtable 0x85CC89C
                                          waitmessage 0x40
                                          goto @notsunnyboostspatk
                                          
                                          #org @notsunnyboostspatk
                                          setbyte statchange 0x14
                                          statbuffchange 0x1 TRUE @end
                                          jumpifbyte 0x0 multistringchooser 0x2 @end
                                          printfromtable 0x85CC89C
                                          waitmessage 0x40
                                          goto @end
                                          
                                          #org @sunny
                                          attackcanceler
                                          attackstring
                                          ppreduce
                                          jumpifstat 0x1 0x3 0x1 0xC @sunnyboostattack
                                          jumpifstat 0x1 0x0 0x4 0xC @statsmaxed
                                          goto @sunnyboostattack
                                          
                                          #org @sunnyboostattack
                                          attackanimation
                                          waitanimation
                                          setbyte 0x202448F 0x0
                                          playstatchangeanimation 0x1 0x12 0x0
                                          setbyte statchange 0x21
                                          statbuffchange 0x1 TRUE @sunnyboostspatk
                                          jumpifbyte 0x0 multistringchooser 0x2 @sunnyboostspatk
                                          printfromtable 0x85CC89C
                                          waitmessage 0x40
                                          goto @sunnyboostspatk
                                          
                                          #org @sunnyboostspatk
                                          setbyte statchange 0x24
                                          statbuffchange 0x1 TRUE @end
                                          jumpifbyte 0x0 multistringchooser 0x2 @end
                                          printfromtable 0x85CC89C
                                          waitmessage 0x40
                                          goto @end
                                          
                                          #org @statsmaxed
                                          pause 0x20
                                          orbyte outcome 0x20
                                          printstring 0x19
                                          waitmessage 0x40
                                          goto @end
                                          
                                          #org @end
                                          setbyte 0x2024488 0x0
                                          cmd49 0x0 0x0
                                          end


                                          FireRed:

                                          Spoiler:
                                          Code:
                                          #dynamic 0x08000000
                                          
                                          #org @start
                                          jumpifabilitypresent 0xD @notsunny
                                          jumpifabilitypresent 0x4D @notsunny
                                          jumpifhalfword 0x4 weather 0x60 @sunny
                                          goto @notsunny
                                          
                                          #org @notsunny
                                          attackcanceler
                                          attackstring
                                          ppreduce
                                          jumpifstat 0x1 0x3 0x1 0xC @notsunnyboostattack
                                          jumpifstat 0x1 0x0 0x4 0xC @statsmaxed
                                          goto @notsunnyboostattack
                                          
                                          #org @notsunnyboostattack
                                          attackanimation
                                          waitanimation
                                          setbyte 0x2023FDF 0x0
                                          playstatchangeanimation 0x1 0x12 0x0
                                          setbyte statchange 0x11
                                          statbuffchange 0x1 TRUE @notsunnyboostspatk
                                          jumpifbyte 0x0 multistringchooser 0x2 @notsunnyboostspatk
                                          printfromtable 0x83FE57C
                                          waitmessage 0x40
                                          goto @notsunnyboostspatk
                                          
                                          #org @notsunnyboostspatk
                                          setbyte statchange 0x14
                                          statbuffchange 0x1 TRUE @end
                                          jumpifbyte 0x0 multistringchooser 0x2 @end
                                          printfromtable 0x83FE57C
                                          waitmessage 0x40
                                          goto @end
                                          
                                          #org @sunny
                                          attackcanceler
                                          attackstring
                                          ppreduce
                                          jumpifstat 0x1 0x3 0x1 0xC @sunnyboostattack
                                          jumpifstat 0x1 0x0 0x4 0xC @statsmaxed
                                          goto @sunnyboostattack
                                          
                                          #org @sunnyboostattack
                                          attackanimation
                                          waitanimation
                                          setbyte 0x2023FDF 0x0
                                          playstatchangeanimation 0x1 0x12 0x0
                                          setbyte statchange 0x21
                                          statbuffchange 0x1 TRUE @sunnyboostspatk
                                          jumpifbyte 0x0 multistringchooser 0x2 @sunnyboostspatk
                                          printfromtable 0x83FE57C
                                          waitmessage 0x40
                                          goto @sunnyboostspatk
                                          
                                          #org @sunnyboostspatk
                                          setbyte statchange 0x24
                                          statbuffchange 0x1 TRUE @end
                                          jumpifbyte 0x0 multistringchooser 0x2 @end
                                          printfromtable 0x83FE57C
                                          waitmessage 0x40
                                          goto @end
                                          
                                          #org @statsmaxed
                                          pause 0x20
                                          orbyte outcome 0x20
                                          printstring 0x19
                                          waitmessage 0x40
                                          goto @end
                                          
                                          #org @end
                                          setbyte 0x2023FD8 0x0
                                          cmd49 0x0 0x0
                                          end
                                          __________________
                                          Pokemon Sigma Σmerald:
                                          (now under management by DraconianWing)

                                          A Gen 3 remake de-make, featuring many new encounters and Gen VI mechanics

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                                            #72    
                                          Old February 23rd, 2014 (8:01 AM). Edited February 26th, 2014 by DrFuji.
                                          BugMania's Avatar
                                          BugMania BugMania is offline
                                          The Bug Master
                                             
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                                            This is the Captivate effect :
                                            Spoiler:

                                            #org @start
                                            setbyte 0x2023FDE 0xA4
                                            goto 0x929C98B

                                            #org 0x129C98B
                                            attackcanceler
                                            jumpifsecondarystatus 0x0 0x1000000 0x81D7DF0
                                            accuracycheck 0x81D695E 0x0
                                            attackstring
                                            ppreduce
                                            setbyte 0x2FF7D20 0xYY
                                            setbyte 0x2FF7D24 0x0
                                            attackcanceler
                                            tryinfatuatetarget @next

                                            #org @next
                                            setbyte 0x2FF7D20 0xYY
                                            setbyte 0x2FF7D24 0x1
                                            attackcanceler
                                            jumpifbyte 0x0 0x2FF7D24 0x1 @fail
                                            setbyte 0x2FF7D24 0x0
                                            statbuffchange 0x1 0x81D6C5D
                                            jumpifbyte 0x3 0x2023E87 0x2 0x81D6C4B
                                            jumpifbyte 0x0 0x2023E87 0x3 0x81D6C5D
                                            pause 0x20
                                            goto 0x81D6C55

                                            #org @fail
                                            pause 0x20
                                            printstring 0xE5
                                            waitmessage 0x40
                                            goto 0x81D694E

                                            And it is the assembly routine as I showed at my last post:

                                            .align 2
                                            .thumb

                                            main: push {r1-r3}
                                            ldr r0, =0x02023C36
                                            ldr r1, =0x02023D6C
                                            ldrb r1, [r1]
                                            mov r2, #0x58
                                            mul r1, r2, r1
                                            add r0, r1, r0
                                            ldr r1, =0x02FF7D24
                                            add r3, r1, #0x2
                                            ldrb r2, [r1]
                                            cmp r2, #0x1
                                            beq Pick
                                            ldrb r0, [r0]
                                            strb r0, [r3]
                                            b end
                                            Pick: ldrb r2, [r0]
                                            ldrb r3, [r3]
                                            strb r3, [r0]
                                            cmp r2, #0x0
                                            beq end
                                            mov r0, #0x0
                                            strb r0, [r1]
                                            end: ldr r0, =0x02FF7d20
                                            mov r1, #0x0
                                            strb r1, [r0]
                                            POP {R1-R3}
                                            PUSH {LR}
                                            LDR R1, =0x2023D74
                                            LDR R0, [R1]
                                            ADD R0, #0x1
                                            STR R0, [R1]
                                            POP {R0}
                                            BX R0
                                            -------------------------------------
                                            Ok, now lets go at an little explication... At setbyte 0x2FF7D20 0xYY ... attackcanceler, you shoud change YY to your table number... Of mode that I show at the my last post.

                                            My routine can change the target's love location and devolve if the byte 0x2FF7D24 are with the number 0x1

                                            Of this mode, is possible use a attracts incantation if the pokemon are with love stats without possibility of remove it!


                                            This is the captivate animation:
                                            Spoiler:


                                            00 E2 27 00 56 27 05 0A 02 0C 0E 05 05 03 F9 A7 0B 08 0A 05 01 00 0A 00 00 00 03 00 FF 7F 03 7D 90 09 08 02 05 00 00 08 00 01 00 02 00 03 00 02 28 C9 29 09 03 02 00 00 24 00 04 03 02 28 C9 29 09 03 02 F0 FF 2C 00 1C DA 00 C0 03 06 02 28 C9 29 09 03 02 E5 FF 18 00 04 08 02 28 C9 29 09 03 02 0C 00 0D 00 04 03 02 28 C9 29 09 03 02 10 00 2C 00 0E A8 C8 29 09 05 0B 02 05 0E 10 CC 29 09 03 F9 A7 0B 08 0A 05 01 00 03 00 03 00 00 00 FF 7F 05 0B 03 0D 08

                                            02 28 C9 29 09:
                                            E2 27 E2 27 B0 CB 3A 08 5C CA 29 09 00 00 00 00 FC 1C 23 08 61 98 0A 08

                                            5C CA 29 09:
                                            60 CA 29 09 08:
                                            00 1A 00 04 00 10 00 00 00 00 00 FF FF 00 00

                                            0E A8 C8 29 09:
                                            02 10 C9 29 09 02 04 07 00 00 00 00 00 01 00 04 06 02 10 C9 29 09 02 04 0F 00 F8 FF 00 00 01 00 04 05 02 10 C9 29 09 02 04 0E 00 14 00 00 00 01 00 04 07 02 10 C9 29 09 02 04 FA FF F1 FF 00 00 01 00 04 06 02 10 C9 29 09 02 04 04 00 0A 00 00 00 01 00 04 06 02 10 C9 29 09 02 04 FA FF 12 00 00 00 01 00 0F

                                            02 10 C9 29 09:
                                            56 27 56 27 B0 CB 3A 08 D0 6E 3E 08 00 00 00 00 FC 1C 23 08 D1 31 0B 08


                                            0E 10 CC 29 09:
                                            04 01 0A 03 05 2A 01 0C 0E 05 05 1C C1 00 C0 02 05 03 7D 90 09 08 02 05 01 00 04 00 01 00 01 00 04 00 02 F4 CB 29 09 02 04 01 00 E8 FF 1A 00 02 00 04 04 02 F4 CB 29 09 02 04 01 00 0E 00 1C 00 01 00 04 04 02 F4 CB 29 09 02 04 01 00 FB FF 0A 00 02 00 04 04 02 F4 CB 29 09 02 04 01 00 1C 00 1A 00 03 00 04 04 02 F4 CB 29 09 02 04 01 00 F4 FF 00 00 01 00 0F

                                            02 F4 CB 29 09:
                                            E2 27 E2 27 B0 CB 3A 08 5C CA 29 09 00 00 00 00 FC 1C 23 08 D9 5A 0A 08


                                            And the resources:
                                            Spoiler:

                                            Fairys atacar.png (970 Bytes) Image "0xE2 27"

                                            swift2.wav (29.7 KB) sound 0xDA

                                            Magic2.wav (32.9 KB) sound 0xC1

                                            You can see a video of the animation in this page:
                                            http://www.youtube.com/watch?v=x_qinL1_S9Q
                                            Attached Images
                                            File Type: png Fairys attack.png‎ (970 Bytes, 456 views) (Save to Dropbox)
                                            Attached Files
                                            File Type: wav swift2.wav‎ (29.7 KB, 7 views) (Save to Dropbox)
                                            File Type: wav Magic2.wav‎ (32.9 KB, 3 views) (Save to Dropbox)
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                                            Even the smallest of beings can achieve the greatest of obstacles!
                                            Click in the spoiler, if you dare!
                                            Spoiler:


                                            L
                                            et's dream bigger than our bodies can endure!
                                            G
                                            et to the extreme!

                                            See my works here

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                                              #73    
                                            Old March 13th, 2014 (3:46 AM). Edited March 13th, 2014 by Leafbarrett.
                                            Leafbarrett's Avatar
                                            Leafbarrett Leafbarrett is offline
                                               
                                              Join Date: Mar 2009
                                              Age: 25
                                              Gender: Male
                                              Posts: 75
                                              Quote:
                                              Originally Posted by Tlachtli View Post
                                              I re-did Growth effect from the first post and brought the animation more in-line with the other multi-stat moves (I based my script off of the one for Dragon Dance). It'll now show the single grey stat animation when raising both stats, or the appropriate single-stat animation when only raising Attack or Sp Atk. It will still sharply raise stats in sunlight as well.



                                              Emerald:
                                              Spoiler:
                                              Code:
                                              #dynamic 0x08000000
                                              
                                              #org @start
                                              jumpifabilitypresent 0xD @notsunny
                                              jumpifabilitypresent 0x4D @notsunny
                                              jumpifhalfword 0x4 weather 0x60 @sunny
                                              goto @notsunny
                                              
                                              #org @notsunny
                                              attackcanceler
                                              attackstring
                                              ppreduce
                                              jumpifstat 0x1 0x3 0x1 0xC @notsunnyboostattack
                                              jumpifstat 0x1 0x0 0x4 0xC @statsmaxed
                                              goto @notsunnyboostattack
                                              
                                              #org @notsunnyboostattack
                                              attackanimation
                                              waitanimation
                                              setbyte 0x202448F 0x0
                                              playstatchangeanimation 0x1 0x12 0x0
                                              setbyte statchange 0x11
                                              statbuffchange 0x1 TRUE @notsunnyboostspatk
                                              jumpifbyte 0x0 multistringchooser 0x2 @notsunnyboostspatk
                                              printfromtable 0x85CC89C
                                              waitmessage 0x40
                                              goto @notsunnyboostspatk
                                              
                                              #org @notsunnyboostspatk
                                              setbyte statchange 0x14
                                              statbuffchange 0x1 TRUE @end
                                              jumpifbyte 0x0 multistringchooser 0x2 @end
                                              printfromtable 0x85CC89C
                                              waitmessage 0x40
                                              goto @end
                                              
                                              #org @sunny
                                              attackcanceler
                                              attackstring
                                              ppreduce
                                              jumpifstat 0x1 0x3 0x1 0xC @sunnyboostattack
                                              jumpifstat 0x1 0x0 0x4 0xC @statsmaxed
                                              goto @sunnyboostattack
                                              
                                              #org @sunnyboostattack
                                              attackanimation
                                              waitanimation
                                              setbyte 0x202448F 0x0
                                              playstatchangeanimation 0x1 0x12 0x0
                                              setbyte statchange 0x21
                                              statbuffchange 0x1 TRUE @sunnyboostspatk
                                              jumpifbyte 0x0 multistringchooser 0x2 @sunnyboostspatk
                                              printfromtable 0x85CC89C
                                              waitmessage 0x40
                                              goto @sunnyboostspatk
                                              
                                              #org @sunnyboostspatk
                                              setbyte statchange 0x24
                                              statbuffchange 0x1 TRUE @end
                                              jumpifbyte 0x0 multistringchooser 0x2 @end
                                              printfromtable 0x85CC89C
                                              waitmessage 0x40
                                              goto @end
                                              
                                              #org @statsmaxed
                                              pause 0x20
                                              orbyte outcome 0x20
                                              printstring 0x19
                                              waitmessage 0x40
                                              goto @end
                                              
                                              #org @end
                                              setbyte 0x2024488 0x0
                                              cmd49 0x0 0x0
                                              end


                                              FireRed:

                                              Spoiler:
                                              Code:
                                              #dynamic 0x08000000
                                              
                                              #org @start
                                              jumpifabilitypresent 0xD @notsunny
                                              jumpifabilitypresent 0x4D @notsunny
                                              jumpifhalfword 0x4 weather 0x60 @sunny
                                              goto @notsunny
                                              
                                              #org @notsunny
                                              attackcanceler
                                              attackstring
                                              ppreduce
                                              jumpifstat 0x1 0x3 0x1 0xC @notsunnyboostattack
                                              jumpifstat 0x1 0x0 0x4 0xC @statsmaxed
                                              goto @notsunnyboostattack
                                              
                                              #org @notsunnyboostattack
                                              attackanimation
                                              waitanimation
                                              setbyte 0x2023FDF 0x0
                                              playstatchangeanimation 0x1 0x12 0x0
                                              setbyte statchange 0x11
                                              statbuffchange 0x1 TRUE @notsunnyboostspatk
                                              jumpifbyte 0x0 multistringchooser 0x2 @notsunnyboostspatk
                                              printfromtable 0x83FE57C
                                              waitmessage 0x40
                                              goto @notsunnyboostspatk
                                              
                                              #org @notsunnyboostspatk
                                              setbyte statchange 0x14
                                              statbuffchange 0x1 TRUE @end
                                              jumpifbyte 0x0 multistringchooser 0x2 @end
                                              printfromtable 0x83FE57C
                                              waitmessage 0x40
                                              goto @end
                                              
                                              #org @sunny
                                              attackcanceler
                                              attackstring
                                              ppreduce
                                              jumpifstat 0x1 0x3 0x1 0xC @sunnyboostattack
                                              jumpifstat 0x1 0x0 0x4 0xC @statsmaxed
                                              goto @sunnyboostattack
                                              
                                              #org @sunnyboostattack
                                              attackanimation
                                              waitanimation
                                              setbyte 0x2023FDF 0x0
                                              playstatchangeanimation 0x1 0x12 0x0
                                              setbyte statchange 0x21
                                              statbuffchange 0x1 TRUE @sunnyboostspatk
                                              jumpifbyte 0x0 multistringchooser 0x2 @sunnyboostspatk
                                              printfromtable 0x83FE57C
                                              waitmessage 0x40
                                              goto @sunnyboostspatk
                                              
                                              #org @sunnyboostspatk
                                              setbyte statchange 0x24
                                              statbuffchange 0x1 TRUE @end
                                              jumpifbyte 0x0 multistringchooser 0x2 @end
                                              printfromtable 0x83FE57C
                                              waitmessage 0x40
                                              goto @end
                                              
                                              #org @statsmaxed
                                              pause 0x20
                                              orbyte outcome 0x20
                                              printstring 0x19
                                              waitmessage 0x40
                                              goto @end
                                              
                                              #org @end
                                              setbyte 0x2023FD8 0x0
                                              cmd49 0x0 0x0
                                              end
                                              You put one too many zeroes in your #dynamic command.

                                              EDIT: Uhhh... BSP doesn't seem to like using dynamic commands for Emerald. The script got mangled when I tried to decompile it after compiling it. I would post the version I made with hardcoded pointers, but that wouldn't end well for most people, would it?

                                              Also, the shortcut words "weather" and "multistringchooser" are broken for Emerald, unless there's an updated version I'm not aware of.
                                              Replace "multistringchooser" with 0x2024337.
                                              Replace "weather" with 0x20243CC.
                                              Like this:
                                              Emerald only:
                                              Spoiler:
                                              Code:
                                              #dynamic 0x0800000
                                              
                                              #org @start
                                              jumpifabilitypresent 0xD @notsunny
                                              jumpifabilitypresent 0x4D @notsunny
                                              jumpifhalfword 0x4 0x20243CC 0x60 @sunny
                                              goto @notsunny
                                              
                                              #org @notsunny
                                              attackcanceler
                                              attackstring
                                              ppreduce
                                              jumpifstat 0x1 0x3 0x1 0xC @notsunnyboostattack
                                              jumpifstat 0x1 0x0 0x4 0xC @statsmaxed
                                              goto @notsunnyboostattack
                                              
                                              #org @notsunnyboostattack
                                              attackanimation
                                              waitanimation
                                              setbyte 0x202448F 0x0
                                              playstatchangeanimation 0x1 0x12 0x0
                                              setbyte statchange 0x11
                                              statbuffchange 0x1 TRUE @notsunnyboostspatk
                                              jumpifbyte 0x0 0x2024337 0x2 @notsunnyboostspatk
                                              printfromtable 0x85CC89C
                                              waitmessage 0x40
                                              goto @notsunnyboostspatk
                                              
                                              #org @notsunnyboostspatk
                                              setbyte statchange 0x14
                                              statbuffchange 0x1 TRUE @end
                                              jumpifbyte 0x0 0x2024337 0x2 @end
                                              printfromtable 0x85CC89C
                                              waitmessage 0x40
                                              goto @end
                                              
                                              #org @sunny
                                              attackcanceler
                                              attackstring
                                              ppreduce
                                              jumpifstat 0x1 0x3 0x1 0xC @sunnyboostattack
                                              jumpifstat 0x1 0x0 0x4 0xC @statsmaxed
                                              goto @sunnyboostattack
                                              
                                              #org @sunnyboostattack
                                              attackanimation
                                              waitanimation
                                              setbyte 0x202448F 0x0
                                              playstatchangeanimation 0x1 0x12 0x0
                                              setbyte statchange 0x21
                                              statbuffchange 0x1 TRUE @sunnyboostspatk
                                              jumpifbyte 0x0 0x2024337 0x2 @sunnyboostspatk
                                              printfromtable 0x85CC89C
                                              waitmessage 0x40
                                              goto @sunnyboostspatk
                                              
                                              #org @sunnyboostspatk
                                              setbyte statchange 0x24
                                              statbuffchange 0x1 TRUE @end
                                              jumpifbyte 0x0 0x2024337 0x2 @end
                                              printfromtable 0x85CC89C
                                              waitmessage 0x40
                                              goto @end
                                              
                                              #org @statsmaxed
                                              pause 0x20
                                              orbyte outcome 0x20
                                              printstring 0x19
                                              waitmessage 0x40
                                              goto @end
                                              
                                              #org @end
                                              setbyte 0x2024488 0x0
                                              cmd49 0x0 0x0
                                              end
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                                                #74    
                                              Old April 8th, 2014 (6:17 PM). Edited April 8th, 2014 by Tlachtli.
                                              Tlachtli's Avatar
                                              Tlachtli Tlachtli is offline
                                              Crit happens.
                                                 
                                                Join Date: Jan 2012
                                                Location: Faraway place
                                                Age: 26
                                                Gender: Male
                                                Nature: Lax
                                                Posts: 267
                                                Quote:
                                                Originally Posted by Leafbarrett View Post
                                                You put one too many zeroes in your #dynamic command.

                                                EDIT: Uhhh... BSP doesn't seem to like using dynamic commands for Emerald. The script got mangled when I tried to decompile it after compiling it. I would post the version I made with hardcoded pointers, but that wouldn't end well for most people, would it?

                                                Also, the shortcut words "weather" and "multistringchooser" are broken for Emerald, unless there's an updated version I'm not aware of.
                                                Replace "multistringchooser" with 0x2024337.
                                                Replace "weather" with 0x20243CC.
                                                Like this:
                                                Emerald only:
                                                Spoiler:
                                                Code:
                                                #dynamic 0x0800000
                                                
                                                #org @start
                                                jumpifabilitypresent 0xD @notsunny
                                                jumpifabilitypresent 0x4D @notsunny
                                                jumpifhalfword 0x4 0x20243CC 0x60 @sunny
                                                goto @notsunny
                                                
                                                #org @notsunny
                                                attackcanceler
                                                attackstring
                                                ppreduce
                                                jumpifstat 0x1 0x3 0x1 0xC @notsunnyboostattack
                                                jumpifstat 0x1 0x0 0x4 0xC @statsmaxed
                                                goto @notsunnyboostattack
                                                
                                                #org @notsunnyboostattack
                                                attackanimation
                                                waitanimation
                                                setbyte 0x202448F 0x0
                                                playstatchangeanimation 0x1 0x12 0x0
                                                setbyte statchange 0x11
                                                statbuffchange 0x1 TRUE @notsunnyboostspatk
                                                jumpifbyte 0x0 0x2024337 0x2 @notsunnyboostspatk
                                                printfromtable 0x85CC89C
                                                waitmessage 0x40
                                                goto @notsunnyboostspatk
                                                
                                                #org @notsunnyboostspatk
                                                setbyte statchange 0x14
                                                statbuffchange 0x1 TRUE @end
                                                jumpifbyte 0x0 0x2024337 0x2 @end
                                                printfromtable 0x85CC89C
                                                waitmessage 0x40
                                                goto @end
                                                
                                                #org @sunny
                                                attackcanceler
                                                attackstring
                                                ppreduce
                                                jumpifstat 0x1 0x3 0x1 0xC @sunnyboostattack
                                                jumpifstat 0x1 0x0 0x4 0xC @statsmaxed
                                                goto @sunnyboostattack
                                                
                                                #org @sunnyboostattack
                                                attackanimation
                                                waitanimation
                                                setbyte 0x202448F 0x0
                                                playstatchangeanimation 0x1 0x12 0x0
                                                setbyte statchange 0x21
                                                statbuffchange 0x1 TRUE @sunnyboostspatk
                                                jumpifbyte 0x0 0x2024337 0x2 @sunnyboostspatk
                                                printfromtable 0x85CC89C
                                                waitmessage 0x40
                                                goto @sunnyboostspatk
                                                
                                                #org @sunnyboostspatk
                                                setbyte statchange 0x24
                                                statbuffchange 0x1 TRUE @end
                                                jumpifbyte 0x0 0x2024337 0x2 @end
                                                printfromtable 0x85CC89C
                                                waitmessage 0x40
                                                goto @end
                                                
                                                #org @statsmaxed
                                                pause 0x20
                                                orbyte outcome 0x20
                                                printstring 0x19
                                                waitmessage 0x40
                                                goto @end
                                                
                                                #org @end
                                                setbyte 0x2024488 0x0
                                                cmd49 0x0 0x0
                                                end
                                                For keywords like weather and multistringchooser to work you need to have the BPEE section of BSP's .ini filled in, forgot to mention that. Here it is, since it isn't included with BSP:
                                                Code:
                                                [BPEE]
                                                baselocationbattledata=0x02024084
                                                baselocationpartydata=0x02024744
                                                attacker=0x0202420B
                                                target=0x0202420C
                                                attackerpartner=0x0202420D
                                                targetpartner=0x0202420E
                                                move=0x20241EA
                                                battletype=0x02022FEC
                                                terrainbyte=0x02022FF0
                                                weather=0x20243CC
                                                weatherturns=0x020243F8
                                                numberofpokemon=0x0202406C
                                                attackdamage=0x20241F0
                                                knockedoffitem=0x02024208
                                                loopcounter=0x02024212
                                                currentposition=0x02024214
                                                outcome=0x0202427C
                                                effectchooser=0x2024335
                                                multistringchooser=0x02024337
                                                damagemultiplier=0x2024482
                                                statchange=0x202448E
                                                MoveEffectTable=0x2D86A8
                                                MoveDataTable=0x31C898
                                                MoveNames=0x31977C
                                                NumberOfMoves=354
                                                NumberOfStrings=0x171
                                                StringTable=0x5CC270
                                                [/BPEE]
                                                Although there was a typo in my earlier post, it wasn't an extra zero; I should have left off the leading 08, since BSP like 6-digit dynamic addresses and not 8-digit ones. So that line should read:
                                                Code:
                                                #freespace 0xFF
                                                #dynamic 0x000000
                                                Or any address you'd want to use for your starting point. Also, declaring the free space as 0xFF seems to help when it doesn't like compiling for Emerald.
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                                                A Gen 3 remake de-make, featuring many new encounters and Gen VI mechanics

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                                                  #75    
                                                Old April 9th, 2014 (1:00 AM).
                                                marios92 marios92 is offline
                                                   
                                                  Join Date: Feb 2014
                                                  Gender: Male
                                                  Posts: 28
                                                  No patch exist (Like Mr.DollSteak) for new moves and ability for Ruby?
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