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  #226    
Old December 1st, 2013 (1:46 AM).
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Chrisario Chrisario is offline
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    Do you may be how to put the special physical icon in the moves
    If you do help me then
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      #227    
    Old December 2nd, 2013 (11:16 PM).
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      Can I patch the Physical/Special Split into other Hacked Rom without it like Light Platinum or just clean ROM?
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        #228    
      Old January 25th, 2014 (11:41 PM).
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      unIQuE-_-SK unIQuE-_-SK is online now
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        Quote:
        Originally Posted by Teh Blazer View Post
        Ask and you shall receive.

        A couple things to note:
        -The inserts started at 800000
        -I was watching tv while doing the manuak editing of the moves, so some might be wrong
        -No need to credit me, I didn't do much besides apply the DoesntKnowHowToPlay patch and assemble Darthatron's routine with the Jambo fix. But if you want to credit me anyways, I wouldn't mind. :3
        One small stupid question, Is this for Emerald or FireRed?
        Haven't found the mentioning of it anywhere.
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          #229    
        Old February 2nd, 2014 (9:36 PM).
        The Zororoaster The Zororoaster is offline
           
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          Quote:
          Originally Posted by unIQuE-_-SK View Post
          One small stupid question, Is this for Emerald or FireRed?
          Haven't found the mentioning of it anywhere.
          It is for FireRed, there is currently no patch that adds icons for Emerald.

          Speaking of which, has there been any progress on that?
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            #230    
          Old February 14th, 2014 (7:26 PM).
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            I have a couple of questions:
            I have applied Doesn'tKnowHowtoPlay's patch of this, and I can't seem to open up PGE's Attack Editor for FireRed (BPRE). However, I am experienced in editing hex.
            1) Do I just need to edit the 11th byte to make sure the game can distinguish between Physical/Special?
            2) What do I need to change to determine whether or not the move actually makes contact?

            I'm sort of in a time crunch, as I'm in many activities outside of school, so an immediate response or a response within the next two days would be great!
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              #231    
            Old February 25th, 2014 (2:04 PM).
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              I feel very out of place posting here, but I do want this working, I can see great progress has been made, but that's all I can tell. I'm no good with Hex or ASM so my question is: Is there a patch of this for Ruby in existance? DragonRush's was deleted and I see that Darthatron posted some for Ruby but I have no clue what to do with it.

              That's all, I thank anyone who answers this in advance and I'm sorry if this is out of place.
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                #232    
              Old February 25th, 2014 (10:32 PM). Edited April 26th, 2014 by Tlachtli.
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                EDIT: See post below for better version of the Phys/Spec icons.
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                  #233    
                Old February 26th, 2014 (3:31 PM).
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                  I don't see anything wrong with how the icons look in those screenshots.
                  I'm still a beginner hacker, but as I recall, each sprite has a pointer to a specific palette. Hmmm... Maybe try searching for that pointer with your hex editor and try changing it? I know that Nameless Sprite Editor allows you to swap palettes, but IDK if it will find your icon.
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                    #234    
                  Old February 27th, 2014 (10:09 AM).
                  SBird SBird is offline
                     
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                    I would recommend you to study the OAM structure and use sprite objects to draw those Icons, anyways in tile-based modes the palette is determined by the tilemap, otherwise it can be set in one of the OAM attributes, you can get detailled information on the GBAs tech data on gbatek (http://nocash.emubase.de/gbatek.htm)

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                      #235    
                    Old March 18th, 2014 (7:56 AM).
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                      when i patched it, it looked like it didn't work, but the reason why i say that is because when i look at other people's rom hacks they have on the side of the moves the have the sign of physical and special. Can somebody help me!
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                        #236    
                      Old March 23rd, 2014 (4:21 PM). Edited September 28th, 2015 by RichterSnipes.
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                        Seeing as no one has uploaded an accurate patch for updating the now-used move type bytes yet (the one on the first page has reported errors), here's an updated one that should be 100% accurate for all moves in the standard game:

                        Download

                        For use with FireRed (BPRE). That should save some time from having to edit all the moves with PGE or a Hex editor.

                        Quote:
                        Originally Posted by andrewinoue View Post
                        when i patched it, it looked like it didn't work, but the reason why i say that is because when i look at other people's rom hacks they have on the side of the moves the have the sign of physical and special. Can somebody help me!
                        That's because Darthatron's move type icon implementation is separate from DoesntKnowHowToPlay's patch. You'll have to apply that yourself to get that change. Alternatively, you could use the combined patch Teh Blazer uploaded on the previous page.
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                          #237    
                        Old April 26th, 2014 (6:10 AM). Edited April 29th, 2014 by Tlachtli.
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                          A long-awaited treat for my fellow Emerald modders, I'm back with a much better version of my Emerald Phys/Spec icons. Credit where it's due, the original idea came from Darthatron as did the source image, and thanks also to Deokishisu for the shortening and placement ideas. Here goes:

                          First, you'll need to insert this ASM somewhere
                          Spoiler:
                          .text
                          .align 2
                          .thumb
                          .thumb_func

                          Prestart:
                          add r0, r0, r5
                          lsl r0, r0, #0x03
                          ldr r1, .Replaced_Address
                          add r4, r0, r1
                          push {r0-r5}
                          ldr r0, .SplitImages
                          ldr r1, .OBJVRAM
                          mov r2, #0xC0
                          swi #0xB

                          ldr r0, .CurMoveIndex_DMA
                          ldr r0, [r0]
                          mov r2, #0x10
                          lsl r2, #8
                          add r2, #0xD
                          add r0, r2
                          ldrb r0, [r0]
                          cmp r0, #0x0
                          bne StatFinish

                          mov r2, #0x10
                          lsl r2, #8
                          add r2, #0xA
                          cmp r6, #0x0
                          beq StatPreStart

                          Start:
                          ldr r0, .CurMoveIndex_DMA
                          ldr r0, [r0]
                          add r0, r2
                          cmp r6, #0x1
                          bne Continue
                          add r0, #0x1

                          Continue:
                          ldrb r1, [r0]
                          cmp r1, #0x0
                          bne GetMove
                          mov r2, #0x20
                          lsl r2, #8
                          add r0, r2
                          ldrb r1, [r0]

                          GetMove:
                          cmp r1, #0x4
                          beq GetFifthMove
                          lsl r1, r1, #1
                          ldr r0, .Move_List_DMA
                          ldr r2, [r0]
                          add r2, #0x84
                          mov r0, r2
                          add r0, r1
                          ldrh r3, [r0]

                          Body:
                          mov r0, #0x0
                          lsl r0, r3, #1
                          add r0, r3
                          lsl r0, r0, #2
                          ldr r1, .MoveBase
                          add r0, r1
                          ldrb r4, [r0, #10]
                          lsl r4, #1

                          mov r0, #0x40
                          lsl r0, #20
                          ldr r1, [r0]
                          mov r2, #0x20
                          orr r1, r2
                          stm r0!, {r1}

                          ldr r0, .OAMMemAddress
                          ldr r1, .IconOAM1
                          ldr r2, .IconOAM2
                          cmp r4, #0x2
                          beq SpecAdd
                          cmp r4, #0x4
                          beq StatAdd

                          Draw:
                          stmia r0!, {r1, r2}
                          ldr r0, .OAMMemAddress
                          mov r1, #0x70
                          lsl r1, #20
                          add r1, #0xD8
                          mov r2, #0x4
                          swi #0xb

                          StatFinish:
                          cmp r6, #0x1
                          beq MoveFinish
                          cmp r6, #0x2
                          beq LearnFinish
                          pop {r0-r6}
                          ldr r0, .Return_Address_Stat
                          bx r0

                          GetFifthMove:
                          cmp r6, #0x2
                          bne StatFinish
                          ldr r0, .CurMoveIndex_DMA
                          ldr r0, [r0]
                          mov r2, #0x10
                          lsl r2, #8
                          add r2, #0xA
                          add r0, r2
                          sub r0, #0x2
                          ldrh r3, [r0]
                          cmp r3, #0x0
                          bne Body
                          mov r2, #0x20
                          lsl r2, #8
                          add r0, r2
                          ldrh r3, [r0]
                          cmp r3, #0x0
                          bne Body
                          b Start

                          StatPreStart:
                          mov r3, #0x20
                          lsl r3, #8
                          add r2, r3
                          b Start

                          LearnFinish:
                          pop {r0-r6}
                          ldr r0, .Return_Address_Learn
                          bx r0

                          MoveFinish:
                          pop {r0-r6}
                          ldr r0, .Return_Address_Move
                          bx r0

                          SpecAdd:
                          mov r3, #0x20
                          lsl r3, #8
                          add r3, #0x04
                          add r2, r3
                          b Draw

                          StatAdd:
                          add r2, #0x08
                          b Draw

                          .align 2
                          .MoveBase: .word 0x0831C898
                          .CurMoveIndex_DMA: .word 0x0300090C
                          .Move_List_DMA: .word 0x0203CF1C
                          .Replaced_Address: .word 0x03005E08
                          .Return_Address_Stat: .word 0x081C0F57
                          .Return_Address_Move: .word 0x081C12F7
                          .Return_Address_Learn: .word 0x081C175D
                          .IconOAM1: .word 0x40280078
                          .IconOAM2: .word 0x0000D580
                          .OBJVRAM: .word 0x06013000
                          .OAMMemAddress: .word 0x030023E4
                          .SplitImages: .word 0x[insert address to images]


                          At the bottom, you'll need to change .SplitImages to the address where you insert the icons attached below (as an uncompresed image). Don't worry about the coloring, they'll use the palette already located at 0xDC4338.

                          SplitImages:


                          And make the following hex edits:
                          Spoiler:
                          Change 0x1C0F88, 0x1C1328 and 0x1C17A0 to [inserted ASM address +1]
                          Change 0x1C0F54, 0x1C12F4 and 0x1C175A to 08 47
                          Change 0x1C0F4E to 40 B4 00 26
                          Change 0x1C12EE to 40 B4 01 26
                          Change 0x1C1754 to 40 B4 02 26


                          It can also support extended movesets just fine (see screenshot above), all you need to do is change .MoveBase to the start of your repointed move table.

                          And that should be all you need. I've tested it and it should work properly on the Battle Moves page, while re-ordering moves, and when teaching new moves. If there are any issues, let me know. Permission to use it in a hack isn't needed, though credit is appreciated.
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                            #238    
                          Old April 26th, 2014 (8:44 PM). Edited April 26th, 2014 by mamamama.
                          mamamama mamamama is offline
                             
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                            Quote:
                            Originally Posted by Tlachtli View Post


                            A long-awaited treat for my fellow Emerald modders, I'm back with a much better version of my Emerald Phys/Spec icons. Credit where it's due, the original idea came from Darthatron as did the source image, and thanks also to Deokishisu for the shortening and placement ideas. Here goes:

                            First, you'll need to insert this ASM somewhere
                            When I move the .asm file into HackMew's Thumb, it does not create any .bin output. It works when I use other ASM routines though. Do you know what the issue could be?

                            I did the following:
                            1. Cope/Pasted your routine into Notepad.
                            2. Changed movebase to 0x08E66000 (where my table is located)
                            3. Changed .Splitimage to 0x081600000 (where I placed the image. It's a 32 MB ROM).
                            4. Clicked Save As, changed txt to all files and named it test.asm. Put it in the same folder as Thumb.
                            5. Moved it to Thumb, which just quickly opens up and closes down the command window without creating the .bin output.
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                              #239    
                            Old April 26th, 2014 (9:24 PM). Edited April 26th, 2014 by HidoranBlaze.
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                              Quote:
                              Originally Posted by Tlachtli View Post


                              A long-awaited treat for my fellow Emerald modders, I'm back with a much better version of my Emerald Phys/Spec icons. Credit where it's due, the original idea came from Darthatron as did the source image, and thanks also to Deokishisu for the shortening and placement ideas. Here goes:

                              First, you'll need to insert this ASM somewhere
                              Spoiler:
                              .text
                              .align 2
                              .thumb
                              .thumb_func

                              Prestart:
                              add r0, r0, r5
                              lsl r0, r0, #0x03
                              ldr r1, .Replaced_Address
                              add r4, r0, r1
                              push {r0-r5}
                              ldr r0, .SplitImages
                              ldr r1, .OBJVRAM
                              mov r2, #0xC0
                              swi #0xB

                              ldr r0, .CurMoveIndex_DMA
                              ldr r0, [r0]
                              mov r2, #0x10
                              lsl r2, #8
                              add r2, #0xD
                              add r0, r2
                              ldrb r0, [r0]
                              cmp r0, #0x0
                              bne StatFinish

                              mov r2, #0x10
                              lsl r2, #8
                              add r2, #0xA
                              cmp r6, #0x0
                              beq StatPreStart

                              Start:
                              ldr r0, .CurMoveIndex_DMA
                              ldr r0, [r0]
                              add r0, r2
                              cmp r6, #0x1
                              bne Continue
                              add r0, #0x1

                              Continue:
                              ldrb r1, [r0]
                              cmp r1, #0x0
                              bne GetMove
                              mov r2, #0x20
                              lsl r2, #8
                              add r0, r2
                              ldrb r1, [r0]

                              GetMove:
                              cmp r1, #0x4
                              beq GetFifthMove
                              lsl r1, r1, #1
                              ldr r0, .Move_List_DMA
                              ldr r2, [r0]
                              add r2, #0x84
                              mov r0, r2
                              add r0, r1
                              ldrh r3, [r0]

                              Body:
                              mov r0, #0x0
                              lsl r0, r3, #1
                              add r0, r3
                              lsl r0, r0, #2
                              ldr r1, .MoveBase
                              add r0, r1
                              ldrb r4, [r0, #10]
                              (MoveBase+12*halfword)+0x10*/
                              lsl r4, #1

                              mov r0, #0x40
                              lsl r0, #20
                              ldr r1, [r0]
                              mov r2, #0x20
                              orr r1, r2
                              stm r0!, {r1}

                              ldr r0, .OAMMemAddress
                              ldr r1, .IconOAM1
                              ldr r2, .IconOAM2
                              cmp r4, #0x2
                              beq SpecAdd
                              cmp r4, #0x4
                              beq StatAdd

                              Draw:
                              stmia r0!, {r1, r2}
                              ldr r0, .OAMMemAddress
                              mov r1, #0x70
                              lsl r1, #20
                              add r1, #0xD8
                              mov r2, #0x4
                              swi #0xb

                              StatFinish:
                              cmp r6, #0x1
                              beq MoveFinish
                              cmp r6, #0x2
                              beq LearnFinish
                              pop {r0-r6}
                              ldr r0, .Return_Address_Stat
                              bx r0

                              GetFifthMove:
                              cmp r6, #0x2
                              bne StatFinish
                              ldr r0, .CurMoveIndex_DMA
                              ldr r0, [r0]
                              mov r2, #0x10
                              lsl r2, #8
                              add r2, #0xA
                              add r0, r2
                              sub r0, #0x2
                              ldrh r3, [r0]
                              cmp r3, #0x0
                              bne Body
                              mov r2, #0x20
                              lsl r2, #8
                              add r0, r2
                              ldrh r3, [r0]
                              cmp r3, #0x0
                              bne Body
                              b Start

                              StatPreStart:
                              mov r3, #0x20
                              lsl r3, #8
                              add r2, r3
                              b Start

                              LearnFinish:
                              pop {r0-r6}
                              ldr r0, .Return_Address_Learn
                              bx r0

                              MoveFinish:
                              pop {r0-r6}
                              ldr r0, .Return_Address_Move
                              bx r0

                              SpecAdd:
                              mov r3, #0x20
                              lsl r3, #8
                              add r3, #0x04
                              add r2, r3
                              b Draw

                              StatAdd:
                              mov r3, #0x20
                              lsl r3, #8
                              add r3, #0x08
                              add r2, r3
                              b Draw

                              .align 2
                              .MoveBase: .word 0x0831C898
                              .CurMoveIndex_DMA: .word 0x0300090C
                              .Move_List_DMA: .word 0x0203CF1C
                              .Replaced_Address: .word 0x03005E08
                              .Return_Address_Stat: .word 0x081C0F57
                              .Return_Address_Move: .word 0x081C12F7
                              .Return_Address_Learn: .word 0x081C175D
                              .IconOAM1: .word 0x40280078
                              .IconOAM2: .word 0x0000D580
                              .OBJVRAM: .word 0x06013000
                              .OAMMemAddress: .word 0x030023E4
                              .SplitImages: .word 0x[insert address to images]


                              At the bottom, you'll need to change .SplitImages to the address where you insert the icons attached below (as an uncompresed image). Don't worry about the coloring, they'll use the palette already located at 0xDC4338.

                              SplitImages:


                              And make the following hex edits:
                              Spoiler:
                              Change 0x1C0F88, 0x1C1328 and 0x1C17A0 to [inserted ASM address +1]*/
                              Change 0x1C0F54, 0x1C12F4 and 0x1C175A to 08 47
                              Change 0x1C0F4E to 40 B4 00 26
                              Change 0x1C12EE to 40 B4 01 26
                              Change 0x1C1754 to 40 B4 02 26


                              It can also support extended movesets just fine (see screenshot above), all you need to do is change .MoveBase to the start of your repointed move table.

                              And that should be all you need. I've tested it and it should work properly on the Battle Moves page, while re-ordering moves, and when teaching new moves. If there are any issues, let me know. Permission to use it in a hack isn't needed, though credit is appreciated.
                              I'm having an issue with inserting as well. I'm getting this error message when I try to assemble my asm file:
                              icons.asm: Assembler messages:
                              icons.asm:0: Warning: end of file not at end of line; new line inserted
                              icons.asm:69: Error: junk at end of line, first unrecognized character is '<'

                              I've successfully inserted asm routines before, so I doubt I did something wrong.

                              EDIT: Ok, I figured out what went wrong. The first one was because I didn't put a blank line at the end, no harm there.
                              The second one was because of an error made in the asm routine: Tlachtli at line 69, you forgot to put /* in front of your comment. Fixing that made everything work out.
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                                #240    
                              Old April 26th, 2014 (10:08 PM). Edited April 28th, 2014 by Tlachtli.
                              Tlachtli's Avatar
                              Tlachtli Tlachtli is offline
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                                Quote:
                                Originally Posted by HidoranBlaze View Post
                                I'm having an issue with inserting as well. I'm getting this error message when I try to assemble my asm file:
                                icons.asm: Assembler messages:
                                icons.asm:0: Warning: end of file not at end of line; new line inserted
                                icons.asm:69: Error: junk at end of line, first unrecognized character is '<'

                                I've successfully inserted asm routines before, so I doubt I did something wrong.

                                EDIT: Ok, I figured out what went wrong. The first one was because I didn't put a blank line at the end, no harm there.
                                The second one was because of an error made in the asm routine: Tlachtli at line 69, you forgot to put /* in front of your comment. Fixing that made everything work out.
                                I thought I had removed all of my comments, but I guess I must have only deleted part of that one. I've fixed the routine in the earlier post now too, so it ought to compile properly now.

                                Edit: LCCoolJ95 has pointed out a bug where the Stat icon is showing up yellow instead of grey. I'm working on that one, should have it fixed soon.

                                Edit 2: Found the issue, and it's fixed now. I updated the ASM on my earlier post, so the Status icon should look normal now.
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                                  #241    
                                Old May 6th, 2014 (11:59 AM). Edited May 11th, 2014 by Logan.
                                BXL BXL is offline
                                   
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                                  Quote:
                                  Originally Posted by DoesntKnowHowToPlay View Post
                                  I recommend using a hex editor or Nightmare for this, but PGE can also do the job (slowly).
                                  What Hex editor would you recommend? I have tried it on Nightmare but that's too difficult for me, and I have googled for like straight two hours and I couldn't find on. Please help me.

                                  Could someone give me an already Splitted version of pokemon emerald with the Icons and all? I can't hex edit whatsoever even if my life depended on it. I seriously need help for this. Please Help Me i would really appreciate it
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                                    #242    
                                  Old May 11th, 2014 (9:10 AM).
                                  LCCoolJ95's Avatar
                                  LCCoolJ95 LCCoolJ95 is offline
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                                    I should really post this here:

                                    http://www.youtube.com/watch?v=C4BIBxkLMOo&list=UUAvHC6XQV1c8ZtHQ9nBhvWg

                                    Thanks to DoesntKnowHowToPlay for his Emerald patch and Tlachtli for his ASM Routine.
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                                    Pokémon Theta Emerald EX: https://www.pokecommunity.com/showthread.php?t=386240
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                                      #243    
                                    Old May 11th, 2014 (5:25 PM). Edited May 11th, 2014 by Shufflejoy.
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                                    Shufflejoy Shufflejoy is offline
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                                      Quote:
                                      Originally Posted by Tlachtli View Post
                                      *images snipped for brevity*

                                      A long-awaited treat for my fellow Emerald modders, I'm back with a much better version of my Emerald Phys/Spec icons. Credit where it's due, the original idea came from Darthatron as did the source image, and thanks also to Deokishisu for the shortening and placement ideas. Here goes:

                                      First, you'll need to insert this ASM somewhere
                                      Spoiler:
                                      .text
                                      .align 2
                                      .thumb
                                      .thumb_func

                                      Prestart:
                                      add r0, r0, r5
                                      lsl r0, r0, #0x03
                                      ldr r1, .Replaced_Address
                                      add r4, r0, r1
                                      push {r0-r5}
                                      ldr r0, .SplitImages
                                      ldr r1, .OBJVRAM
                                      mov r2, #0xC0
                                      swi #0xB

                                      ldr r0, .CurMoveIndex_DMA
                                      ldr r0, [r0]
                                      mov r2, #0x10
                                      lsl r2, #8
                                      add r2, #0xD
                                      add r0, r2
                                      ldrb r0, [r0]
                                      cmp r0, #0x0
                                      bne StatFinish

                                      mov r2, #0x10
                                      lsl r2, #8
                                      add r2, #0xA
                                      cmp r6, #0x0
                                      beq StatPreStart

                                      Start:
                                      ldr r0, .CurMoveIndex_DMA
                                      ldr r0, [r0]
                                      add r0, r2
                                      cmp r6, #0x1
                                      bne Continue
                                      add r0, #0x1

                                      Continue:
                                      ldrb r1, [r0]
                                      cmp r1, #0x0
                                      bne GetMove
                                      mov r2, #0x20
                                      lsl r2, #8
                                      add r0, r2
                                      ldrb r1, [r0]

                                      GetMove:
                                      cmp r1, #0x4
                                      beq GetFifthMove
                                      lsl r1, r1, #1
                                      ldr r0, .Move_List_DMA
                                      ldr r2, [r0]
                                      add r2, #0x84
                                      mov r0, r2
                                      add r0, r1
                                      ldrh r3, [r0]

                                      Body:
                                      mov r0, #0x0
                                      lsl r0, r3, #1
                                      add r0, r3
                                      lsl r0, r0, #2
                                      ldr r1, .MoveBase
                                      add r0, r1
                                      ldrb r4, [r0, #10]
                                      lsl r4, #1

                                      mov r0, #0x40
                                      lsl r0, #20
                                      ldr r1, [r0]
                                      mov r2, #0x20
                                      orr r1, r2
                                      stm r0!, {r1}

                                      ldr r0, .OAMMemAddress
                                      ldr r1, .IconOAM1
                                      ldr r2, .IconOAM2
                                      cmp r4, #0x2
                                      beq SpecAdd
                                      cmp r4, #0x4
                                      beq StatAdd

                                      Draw:
                                      stmia r0!, {r1, r2}
                                      ldr r0, .OAMMemAddress
                                      mov r1, #0x70
                                      lsl r1, #20
                                      add r1, #0xD8
                                      mov r2, #0x4
                                      swi #0xb

                                      StatFinish:
                                      cmp r6, #0x1
                                      beq MoveFinish
                                      cmp r6, #0x2
                                      beq LearnFinish
                                      pop {r0-r6}
                                      ldr r0, .Return_Address_Stat
                                      bx r0

                                      GetFifthMove:
                                      cmp r6, #0x2
                                      bne StatFinish
                                      ldr r0, .CurMoveIndex_DMA
                                      ldr r0, [r0]
                                      mov r2, #0x10
                                      lsl r2, #8
                                      add r2, #0xA
                                      add r0, r2
                                      sub r0, #0x2
                                      ldrh r3, [r0]
                                      cmp r3, #0x0
                                      bne Body
                                      mov r2, #0x20
                                      lsl r2, #8
                                      add r0, r2
                                      ldrh r3, [r0]
                                      cmp r3, #0x0
                                      bne Body
                                      b Start

                                      StatPreStart:
                                      mov r3, #0x20
                                      lsl r3, #8
                                      add r2, r3
                                      b Start

                                      LearnFinish:
                                      pop {r0-r6}
                                      ldr r0, .Return_Address_Learn
                                      bx r0

                                      MoveFinish:
                                      pop {r0-r6}
                                      ldr r0, .Return_Address_Move
                                      bx r0

                                      SpecAdd:
                                      mov r3, #0x20
                                      lsl r3, #8
                                      add r3, #0x04
                                      add r2, r3
                                      b Draw

                                      StatAdd:
                                      add r2, #0x08
                                      b Draw

                                      .align 2
                                      .MoveBase: .word 0x0831C898
                                      .CurMoveIndex_DMA: .word 0x0300090C
                                      .Move_List_DMA: .word 0x0203CF1C
                                      .Replaced_Address: .word 0x03005E08
                                      .Return_Address_Stat: .word 0x081C0F57
                                      .Return_Address_Move: .word 0x081C12F7
                                      .Return_Address_Learn: .word 0x081C175D
                                      .IconOAM1: .word 0x40280078
                                      .IconOAM2: .word 0x0000D580
                                      .OBJVRAM: .word 0x06013000
                                      .OAMMemAddress: .word 0x030023E4
                                      .SplitImages: .word 0x[insert address to images]


                                      At the bottom, you'll need to change .SplitImages to the address where you insert the icons attached below (as an uncompresed image). Don't worry about the coloring, they'll use the palette already located at 0xDC4338.

                                      SplitImages:


                                      And make the following hex edits:
                                      Spoiler:
                                      Change 0x1C0F88, 0x1C1328 and 0x1C17A0 to [inserted ASM address +1]
                                      Change 0x1C0F54, 0x1C12F4 and 0x1C175A to 08 47
                                      Change 0x1C0F4E to 40 B4 00 26
                                      Change 0x1C12EE to 40 B4 01 26
                                      Change 0x1C1754 to 40 B4 02 26


                                      It can also support extended movesets just fine (see screenshot above), all you need to do is change .MoveBase to the start of your repointed move table.

                                      And that should be all you need. I've tested it and it should work properly on the Battle Moves page, while re-ordering moves, and when teaching new moves. If there are any issues, let me know. Permission to use it in a hack isn't needed, though credit is appreciated.
                                      I'm having some trouble getting this to work properly in my ROM. I followed the instructions as best I could, and here are some details:

                                      * I used NSE 2.1 to insert the image at xF58BB4
                                      * I inserted the routine at xF58D34 after setting the last line to ".SplitImages: .word 0xF58BB4" (I also tried 0x08F58BB4)
                                      * I changed the bytes at x1C0F88, x1C1328, and x1C17A0 to 08F58D35

                                      When I load up the game and select a move on the Summary screen, it freezes like this: [IMAGE]http://i.cubeupload.com/RWXy5e.png[/IMAGE]

                                      Any help figuring out what I'm doing wrong would be really appreciated. Thanks!
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                                        #244    
                                      Old May 11th, 2014 (11:03 PM).
                                      mamamama mamamama is offline
                                         
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                                        Quote:
                                        Originally Posted by Shufflejoy View Post
                                        I'm having some trouble getting this to work properly in my ROM. I followed the instructions as best I could, and here are some details:

                                        * I used NSE 2.1 to insert the image at xF58BB4
                                        * I inserted the routine at xF58D34 after setting the last line to ".SplitImages: .word 0xF58BB4" (I also tried 0x08F58BB4)
                                        * I changed the bytes at x1C0F88, x1C1328, and x1C17A0 to 08F58D35

                                        When I load up the game and select a move on the Summary screen, it freezes like this: [IMAGE]http://i.cubeupload.com/RWXy5e.png[/IMAGE]

                                        Any help figuring out what I'm doing wrong would be really appreciated. Thanks!
                                        I had the same problem first time I tried it. I'm 90% sure you've place the hex edits in slightly wrong positions. Take screenshots of your hex-edits and I can compare it to my current working ones.
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                                          #245    
                                        Old May 26th, 2014 (9:29 PM).
                                        Shufflejoy's Avatar
                                        Shufflejoy Shufflejoy is offline
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                                          Quote:
                                          Originally Posted by mamamama View Post
                                          I had the same problem first time I tried it. I'm 90% sure you've place the hex edits in slightly wrong positions. Take screenshots of your hex-edits and I can compare it to my current working ones.
                                          Hey, sorry it took me so long to get back to you with this. I tried it again and ran into the same problem.

                                          https://www.dropbox.com/sh/uqvpgx35blxcdvi/AACZZumeB37V1CZWdBCduyzia

                                          In that folder, the diff windows show the hex changes I made (with the changed version on top), and the screenshots show the process of inserting the image and the ASM routine.

                                          When I try to test it in game, this happens: https://www.dropbox.com/s/cz9jbms6xhy88n0/oops.mp4

                                          The game freezes in that video, but sometimes it just restarts the game immediately upon pressing A.

                                          Any help with this would really be appreciated!
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                                            #246    
                                          Old May 28th, 2014 (2:36 PM).
                                          dontstay96's Avatar
                                          dontstay96 dontstay96 is offline
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                                            Quote:
                                            Originally Posted by DoesntKnowHowToPlay View Post
                                            Now that I have enough posts to put this here I might as well for convenience's sake, it was rather rude of me to not just bypass the filter to get these links up:

                                            FR: http://www.mediafire.com/download.php?7e0m7xhmyaga2af
                                            Em: http://www.mediafire.com/download.php?ipcjia5b778zj8o

                                            Like with the other implementations in this thread, they work off the eleventh byte of the move data. They also implement the Special Defense boost in Sand, and jump through a number of other hoops to not break existing abilities and attacks, which is why I provide them as patches and not simple hex edits. Be aware that these patches do not touch the move table- you'll have to toggle the moves as physical or special yourself. I recommend using a hex editor or Nightmare for this, but PGE can also do the job (slowly).

                                            Credits go to Tailes for most of the work on the Emerald split.

                                            Also yes you can use these for your hacks just give credit you don't need to pm me for permission and plz don't
                                            Hello I downloaded the emerald patch, but it doesn't seem to work (i patch it with lunar IPS, right?), at least absorb still counts as a physical attack, do I need to have another version or the rom or something? thanks! and sorry for bothering you
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                                              #247    
                                            Old May 28th, 2014 (3:11 PM).
                                            Shiny Quagsire's Avatar
                                            Shiny Quagsire Shiny Quagsire is offline
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                                              Quote:
                                              Originally Posted by dontstay96 View Post
                                              Hello I downloaded the emerald patch, but it doesn't seem to work (i patch it with lunar IPS, right?), at least absorb still counts as a physical attack, do I need to have another version or the rom or something? thanks! and sorry for bothering you
                                              I'm not sure if you noticed this but there's kinda a thing in the post you quoted...
                                              Quote:
                                              Originally Posted by DoesntKnowHowToPlay
                                              Be aware that these patches do not touch the move table- you'll have to toggle the moves as physical or special yourself.
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                                                #248    
                                              Old May 28th, 2014 (5:30 PM).
                                              dontstay96's Avatar
                                              dontstay96 dontstay96 is offline
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                                                Quote:
                                                Originally Posted by Shiny Quagsire View Post
                                                I'm not sure if you noticed this but there's kinda a thing in the post you quoted...
                                                Oops, I'm an idiot sorry
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                                                  #249    
                                                Old May 29th, 2014 (1:17 AM).
                                                You Watanabe's Avatar
                                                You Watanabe You Watanabe is offline
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                                                  Quote:
                                                  Originally Posted by DoesntKnowHowToPlay View Post
                                                  Now that I have enough posts to put this here I might as well for convenience's sake, it was rather rude of me to not just bypass the filter to get these links up:

                                                  FR: http://www.mediafire.com/download.php?7e0m7xhmyaga2af
                                                  Em: http://www.mediafire.com/download.php?ipcjia5b778zj8o

                                                  Like with the other implementations in this thread, they work off the eleventh byte of the move data. They also implement the Special Defense boost in Sand, and jump through a number of other hoops to not break existing abilities and attacks, which is why I provide them as patches and not simple hex edits. Be aware that these patches do not touch the move table- you'll have to toggle the moves as physical or special yourself. I recommend using a hex editor or Nightmare for this, but PGE can also do the job (slowly).

                                                  Credits go to Tailes for most of the work on the Emerald split.

                                                  Also yes you can use these for your hacks just give credit you don't need to pm me for permission and plz don't
                                                  Does the FireRed patch fills free space or not? I'll try this later but what I mean to ask is does the patch takes 700000-FFFFFF (any free space near 700000). Well, If you can't understand what am I saying. That's fine. I'll try to clear my explanation later. :3
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                                                    #250    
                                                  Old May 30th, 2014 (6:54 PM).
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                                                  athill1 athill1 is offline
                                                     
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                                                    So I just put this in Ruby:
                                                    0803BA94: 80 7A
                                                    0803BFBE: 00 29
                                                    0803BFC0: 00 D0
                                                    0803C124: 02 2E
                                                    0803C126: 00 DB
                                                    0803C12C: 01 28
                                                    0803C12E: 00 D0

                                                    It seems to work and I was wondering if there known problems like weather not affecting damage or Blaze/Torrent/Overgrow ect. being out of wack. If these bugs affect me how can I fix them?
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