Advertiser Content

Development Move Resource Thread Page 13

Started by Spherical Ice April 22nd, 2013 10:29 PM
  • 161346 views
  • 425 replies
Male
Seen January 10th, 2019
Posted May 4th, 2017
216 posts
6 Years
And one more thing, I've found a "setword" command being already existed in BSP. I just dunno if this is exactly what we are mostly using to call a free RAM location and a string. However, the existing setword command doesn't have its index number display but it gets the same description. But, I assure it isn't (if Jambo also made the command so why the callasm isn't included in the unmodified BSP). I think we should stop using "setword" on "setword 0x203E320 0x89CDCDC" and use "loadstring" or something else or whatever might anyone want unless we can modify the program to replace "setword" into something else."
I don't think this is usable as it doesn't even have index number
Male
São Paulo, Brasil
Seen January 18th, 2019
Posted September 9th, 2017
274 posts
4.2 Years
Sup people!
I'm checking every move in MrDollSteak's Rombase and making some changes I felt were right.
For that, I'm starting to need more effect byte slots. I haven't started adding effects, but I'll definitely add some effects soon.
But a lot other will be useless, as I'm changing what the moves do.
Can I write an effect byte and overwrite an already existing effect byte with it?
Beyond that, I tried giving "Meditate", for example, the same effect byte of "Ancientpower", but with 100% of Effect chance, plus as a Status move. When I use it in-game, it does work, as all my stats are always raised. But I get damaged with a recoil-like effect. Why can't I turn a Status move into a Physical/Special and vice-versa? Is every byte used for either a damaging and a non-damaging move? Also tried that with "Toxic", giving it damage and turning it into Special".
Also, I didn't understand why "Quick Attack" had a byte for it (103). Isn't it only and increased priority move, with no secondary effect other than damage? Why does it have an effect byte?
Last, but not least, how do I turn a move into a 2-turn move and choose the right message or vice-versa? I tried turning "Brave Bird" a 2-turn move, like "Fly", but when I test it, it says my Pokémon used "Dive" or "Dig". How do I make it display the right message?
Something similar happened to turning "Teleport" into a "Protect"-like move, as the Pokémon never came back after it "Teleported", but it was still attacking, but I believe it's because of the animation asonly the sprite wasn't being displayed. Can anyone confirm that to me?
Thanks, sorry for the big text! =D
My Main Team:


Seen November 20th, 2016
Posted November 20th, 2016
420 posts
4.4 Years
Sup people!
I'm checking every move in MrDollSteak's Rombase and making some changes I felt were right.
For that, I'm starting to need more effect byte slots. I haven't started adding effects, but I'll definitely add some effects soon.
But a lot other will be useless, as I'm changing what the moves do.
Can I write an effect byte and overwrite an already existing effect byte with it?
While you technically can just replace them, be cautioned. I don't think it would be a great idea to use old effect bytes for completely different things. I believe the specific bytes are coded into AI move making decisions. As a result, the AI will use moves with the new effect when it is appropriate to use moves that had the old effect. That's why it is often better to add branches to similar new effects such as Quiver Dance being added as a Calm Mind branch or Roost with Recover. I'm not sure how much research has been done into AI logic on new effect bytes.

Xencleamas

Suddenly lurking in the shadows...

Male
Asgard
Seen January 21st, 2019
Posted August 7th, 2018
460 posts
5.5 Years
I don't think this is usable as it doesn't even have index number
Right. When I compile a script as "setword", example I have a script with "setword 0x203E320 0x89CDCEC". I compiled it and after decompiling, it appeared like this:

setbyte 0x203E320 0x8
setbyte 0x203E320 0x9C
setbyte 0x203E320 0xDC
setbyte 0x203E320 0xEC

There are no problems on compiling but if only I can figure out to edit the current command list. So that is why I'm using a new label instead of setword. Sorry for not mentioning this before.

Xencleamas Untitled Pokémon Fan Game (Coming Soon!) Untitled Region (Coming Soon!)
Male
São Paulo, Brasil
Seen January 18th, 2019
Posted September 9th, 2017
274 posts
4.2 Years
While you technically can just replace them, be cautioned. I don't think it would be a great idea to use old effect bytes for completely different things. I believe the specific bytes are coded into AI move making decisions. As a result, the AI will use moves with the new effect when it is appropriate to use moves that had the old effect. That's why it is often better to add branches to similar new effects such as Quiver Dance being added as a Calm Mind branch or Roost with Recover. I'm not sure how much research has been done into AI logic on new effect bytes.
Thanks azurile13! Always helpful!
When I get to that, I'll check if it's possible or not and report back.
Anyone has anything on the animations?
My Main Team:


Xencleamas

Suddenly lurking in the shadows...

Male
Asgard
Seen January 21st, 2019
Posted August 7th, 2018
460 posts
5.5 Years
What does effect byte 103 do?
It is actually the same as Pound (having the same pointer to the battle script). The trick that making Quick Attack, Aqua Jet, Bullet Punch, Extremespeed etc. (those are the moves using effect 103) goes first is their priority values (can be seen though in G3T).

Xencleamas Untitled Pokémon Fan Game (Coming Soon!) Untitled Region (Coming Soon!)
Male
São Paulo, Brasil
Seen January 18th, 2019
Posted September 9th, 2017
274 posts
4.2 Years
It is actually the same as Pound (having the same pointer to the battle script). The trick that making Quick Attack, Aqua Jet, Bullet Punch, Extremespeed etc. (those are the moves using effect 103) goes first is their priority values (can be seen though in G3T).
Ok, so they have increased priority and move first in their respective priority. I thought that but thought it was ridiculous to think that. Also G3T's ini only displays it as ""Quick Attack" Effect".
Thanks man!
My Main Team:


Spherical Ice

Age 21
Bristol, UK
Seen 8 Hours Ago
Posted 1 Day Ago
5,249 posts
11.7 Years
Spoiler:
Brine effect for FireRed, requires the callasm command as usual:

Battle Script:
#dynamic 0x800000
#freespacebyte 0xFF

#org @start
callasm 0x8AABBCC +1
goto 0x81D6926
ASM at AABBCC:
.text
.align 2
.thumb
.thumb_func
.global brine

main:
push {lr}
ldr r0, targetBank
ldrb r0, [r0]
mov r1, #0x58
mul r0, r1
ldr r1, battleData
add r1, r0
ldrh r0, [r1, #0x2c]
lsr r0, #1
ldrh r2, [r1, #0x28]
cmp r2, r0
bge endasm
mov r2, #0x2
ldr r3, damageMultiplier
strb r2, [r3, #0x0]

endasm:
pop {r0}
bx r0

.align 2
targetBank: .word 0x02023D6C
battleData: .word 0x02023BE4
damageMultiplier: .word 0x02023FD2
The bolded offset points to this battle script from vanilla FireRed:
#org 0x1D6926
attackcanceler
accuracycheck 0x81D695E 0x0
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c 0x0
waitstate
graphicalhpupdate 0x0
datahpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
seteffectwithchancetarget
faintpokemon 0x0 0x0 0x0
setbyte 0x2023FD8 0x0
cmd49 0x0 0x0
end

#org 0x1D695E
attackstring
ppreduce
pause 0x20
missmessage
resultmessage
waitmessage 0x40
goto 0x81D694E

#org 0x1D694E
setbyte 0x2023FD8 0x0
cmd49 0x0 0x0
end
Here's an effect for Assurance, again for FireRed:

Battle Script:
#dynamic 0x800000
#freespacebyte 0xFF

#org @start
callasm 0x8AABBCC +1
goto 0x81D6926
ASM at AABBCC:
.text
.align 2
.thumb
.thumb_func
.global assurance

main:
push {lr}
ldr r0, targetBank
ldrb r0, [r0]
mov r1, #0x10
mul r0, r1
ldr r1, damage
add r1, r0
ldrb r0, [r1]
ldrb r2, [r1, #0x2]
cmp r0, #0x0
bne double
cmp r2, #0x0
beq endasm

double:
mov r2, #0x2
ldr r3, damageMultiplier
strb r2, [r3, #0x0]

endasm:
pop {r0}
bx r0

.align 2
targetBank: .word 0x02023D6C
damage: .word 0x02023E90
damageMultiplier: .word 0x02023FD2
The bolded offset points to this battle script from vanilla FireRed:
#org 0x1D6926
attackcanceler
accuracycheck 0x81D695E 0x0
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c 0x0
waitstate
graphicalhpupdate 0x0
datahpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
seteffectwithchancetarget
faintpokemon 0x0 0x0 0x0
setbyte 0x2023FD8 0x0
cmd49 0x0 0x0
end

#org 0x1D695E
attackstring
ppreduce
pause 0x20
missmessage
resultmessage
waitmessage 0x40
goto 0x81D694E

#org 0x1D694E
setbyte 0x2023FD8 0x0
cmd49 0x0 0x0
end
As usual, you'll need Jambo51's callasm command for this to work.


Just so you guys know, I've updated the effects for Brine and Assurance (they were done poorly before, which led to the moves hitting basically regardless of whether the target is in the air, etc.). They're also slightly more efficient, too.

Spherical Ice

Age 21
Bristol, UK
Seen 8 Hours Ago
Posted 1 Day Ago
5,249 posts
11.7 Years
Here is the effect for acupressure:
Acupressure (Set the targeting scheme to '2' so that the move it can select any target bank):
Script:
Spoiler:

#dynamic 0x800000
#freespacebyte 0xFF

#org @main
callasm 0x8GGGGGG+1
attackcanceler
attackstring
ppreduce
callasm 0x8HHHHHH+1
attackanimation
waitanimation
callasm 0x8IIIIII+1
statbuffchange 0x1 false 0x81D694E
jumpifbyte 0x0 0x2023E87 0x2 0x81D694E
setbyte 0x2023FD4 0x27
playanimation 0x0 0x1 0x2023FD4
cmd47
printfromtable 0x83FE57C
waitmessage 0x40
goto 0x81D694E


Asm at GGGGGG:
Spoiler:

.text
.align 2
.thumb
.thumb_func
.global targetAdjust

main:
push {lr}
ldr r0, userBank
ldr r1, targetBank
ldrb r2, [r0]
ldrb r3, [r1]
mov r4, #0x1
and r4, r2
mov r5, #0x1
and r5, r3
cmp r4, #0x1
beq targetside
cmp r5, #0x1
bne end
sub r3, #0x1
strb r3, [r1]
b end

targetside:
cmp r5, #0x1
beq end
add r3, #0x1
strb r3, [r1]
end:
pop {r0}
bx r0

.align 2
targetBank: .word 0x02023D6C
userBank: .word 0x02023D6B


ASM at HHHHHH
Spoiler:

.text
.align 2
.thumb
.thumb_func
.global accstatcomp

main:
push {lr}
ldr r0, targetBank
ldrb r0, [r0]
ldr r1, battleData
mov r2, #0x58
mul r2, r0
add r3, r2, r1
ldr r1, userBank
ldrb r1, [r1]
cmp r1, r0
bne subcheck

nosub:
ldr r4, [r3, #0x18]
ldr r5, comp1
cmp r4, r5
bgt allmax
b end

subcheck:
ldr r4, [r3, #0x50]
ldr r5, subval
cmp r4, r5
beq fail
b nosub

allmax:
ldr r4, [r3, #0x1c]
ldr r5, comp2
cmp r4, r5
bne end
fail:
ldr r1, failScript
ldr r0, scriptPointer
str r1, [r0, #0x0]
end:
pop {r0}
bx r0

.align 2
failScript: .word 0x081D7DED
targetBank: .word 0x02023D6C
userBank: .word 0x02023D6B
battleData: .word 0x02023BE4
scriptPointer: .word 0x02023D74
comp1: .word 0x0C0C0C00
comp2: .word 0x0C0C0C0C
subval: .word 0x01000000


ASM at IIIIII:
Spoiler:

.text
.align 2
.thumb
.thumb_func
.global accupressure

main:
push {lr}
bl GetRand
mov r1, #0x7
and r1, r0
ldr r0, targetBank
ldrb r0, [r0]
ldr r2, battleData
mov r3, #0x58
mul r0, r3
add r4, r0, r2
add r4, #0x18
cmp r1, #0x0
bne Cont
Limitadj:
mov r1, #0x1

Cont:
add r6, r4, r1
ldrb r5, [r6, #0x0]
cmp r5, #0xC
bne End
cmp r1, #0x7
beq Limitadj 
add r1, #0x1
b Cont

End:
add r1, #0x20
ldr r2, statByte
strb r1, [r2]
pop {r0}
bx r0

GetRand:
ldr r2, randGen
bx r2

.align 2
statByte: .word 0x02023FDE
targetBank: .word 0x02023D6C
battleData: .word 0x02023BE4
randGen: .word 0x08044EC9


The first ASM adjusts the target, if accidentally selected by the player or AI that is out of the range of acupressure i.e opponent's team, to the required range. (If somebody has the knowledge of hacking the targeting scheme then this ASM would not be required).

The seconds ASM checks for maximization of all stats and ally's substitute.

The third ASM randomly selects the boosting byte.
Spoiler:
#dynamic 0x800000

#org @start
callasm 0x8871701
attackcanceler
attackstring
ppreduce
callasm 0x8871739
attackanimation
waitanimation
callasm 0x8871799
statbuffchange 0x1 0x81D694E
jumpifbyte 0x0 0x2023E87 0x2 0x81D694E
setbyte 0x2023FD4 0x27
jumpifbyte 0x0 0x2023FDE 0x21 @atk
jumpifbyte 0x0 0x2023FDE 0x22 @def
jumpifbyte 0x0 0x2023FDE 0x23 @spe
jumpifbyte 0x0 0x2023FDE 0x24 @spa
jumpifbyte 0x0 0x2023FDE 0x25 @spd
jumpifbyte 0x0 0x2023FDE 0x26 @acc
playstatchangeanimation 0x0 0x80 0x0
goto @cont

#org @atk
playstatchangeanimation 0x0 0x2 0x0
goto @cont

#org @def
playstatchangeanimation 0x0 0x4 0x0
goto @cont

#org @spe
playstatchangeanimation 0x0 0x8 0x0
goto @cont

#org @spatk
playstatchangeanimation 0x0 0x10 0x0
goto @cont

#org @spatk
playstatchangeanimation 0x0 0x20 0x0
goto @cont

#org @acc
playstatchangeanimation 0x0 0x40 0x0
goto @cont

#org @cont
cmd47
printfromtable 0x83FE57C
waitmessage 0x40
goto 0x81D694E


I made it so that the correct colour for the stat animation shows. It's not very efficient, though.

Cataclyptic

Everything I say is a lie

Male
United States of America
Seen May 13th, 2018
Posted August 13th, 2016
56 posts
4.3 Years
I'm trying to make it so that two turn animations like Sky Attack and SolarBeam do both thier animations in one turn as opposed to two. Mr. Doll Steak has told me that the there are actually two pointers to these moves when you go to the offset, so I tried to do that.

I found out that Sky Attack's animation was at 2C8FA8 which lead to a pointer 7B D1 2C 08. There was another pointer after this, which was DA 4B 2D 08, but when I replaced Sky Attack's pointer with thesecond one (believing it to be animation #2 of the move) it instead used the Transform animation. Also I think it broke Pound (I'll look into it in a sec...). Then I tried going to 2CD17B, where the pointer for Sky Attack led me, and all I see is a bunch of hex values that look nothing like pointers.

Can someone please clarify this for me? I'd appreciate it.

MrDollSteak

Formerly known as 11bayerf1

Age 24
Male
Hong Kong
Seen 4 Days Ago
Posted May 15th, 2019
846 posts
10.6 Years
I'm trying to make it so that two turn animations like Sky Attack and SolarBeam do both thier animations in one turn as opposed to two. Mr. Doll Steak has told me that the there are actually two pointers to these moves when you go to the offset, so I tried to do that.

I found out that Sky Attack's animation was at 2C8FA8 which lead to a pointer 7B D1 2C 08. There was another pointer after this, which was DA 4B 2D 08, but when I replaced Sky Attack's pointer with thesecond one (believing it to be animation #2 of the move) it instead used the Transform animation. Also I think it broke Pound (I'll look into it in a sec...). Then I tried going to 2CD17B, where the pointer for Sky Attack led me, and all I see is a bunch of hex values that look nothing like pointers.

Can someone please clarify this for me? I'd appreciate it.
The hex values are the move animation. I'd recommend reading the thread about creating new move animations to try and understand it a bit better.

MrDollSteak

Formerly known as 11bayerf1

Age 24
Male
Hong Kong
Seen 4 Days Ago
Posted May 15th, 2019
846 posts
10.6 Years
Surf, Dicharge etc. (Moves that target both foes and ally in Doubles)
That's awesome KDS! Do these work with the modified absorption routines that I've put on the ability resource thread? or do I have to alter those?

Chacha Dinosaur

Adamant and adaptive dinosaur.

Age 24
Male
Seen March 4th, 2018
Posted September 8th, 2017
454 posts
6 Years
That's awesome KDS! Do these work with the modified absorption routines that I've put on the ability resource thread? or do I have to alter those?
You need to alter the Battle Scripts in the routines to branch to xRRRRRR for Multitarget moves. For e.g in the Sap Sipper Battle Script if the move ID is that of Petal Blizzard you branch to xRRRRRR after the Stat Boost.

The last battle script in the spoiler does the same thing for Water Absorb, Volt Absorb and Flash Fire

MrDollSteak

Formerly known as 11bayerf1

Age 24
Male
Hong Kong
Seen 4 Days Ago
Posted May 15th, 2019
846 posts
10.6 Years
You need to alter the Battle Scripts in the routines to branch to xRRRRRR for Multitarget moves. For e.g in the Sap Sipper Battle Script if the move ID is that of Petal Blizzard you branch to xRRRRRR after the Stat Boost.

The last battle script in the spoiler does the same thing for Water Absorb, Volt Absorb and Flash Fire
By RRRRRR do you mean the very first one? I'm a bit confused by having a seperate one for Surf, and then one that goes to Petal Blizzard when that's the same location as Surf, though I guess it has to point somewhere. Also that one seems to be called XXXXXX?

Chacha Dinosaur

Adamant and adaptive dinosaur.

Age 24
Male
Seen March 4th, 2018
Posted September 8th, 2017
454 posts
6 Years
By RRRRRR do you mean the very first one? I'm a bit confused by having a seperate one for Surf, and then one that goes to Petal Blizzard when that's the same location as Surf, though I guess it has to point somewhere. Also that one seems to be called XXXXXX?
Yeah, inserting this can become confusing.
RRRRRR is in the midway of the second battle script at MMMMMM. It is highlighted in light red color.
For which BS are you confused between Petsl Blizzard and Surf?

MrDollSteak

Formerly known as 11bayerf1

Age 24
Male
Hong Kong
Seen 4 Days Ago
Posted May 15th, 2019
846 posts
10.6 Years
Yeah, inserting this can become confusing.
RRRRRR is in the midway of the second battle script at MMMMMM. It is highlighted in light red color.
For which BS are you confused between Petsl Blizzard and Surf?
Nevermind about the Petal Blizzard and Surf thing.

So when I point to RRRRRR do I point to the first byte in Red? or to 49 02 10?

Chacha Dinosaur

Adamant and adaptive dinosaur.

Age 24
Male
Seen March 4th, 2018
Posted September 8th, 2017
454 posts
6 Years
Nevermind about the Petal Blizzard and Surf thing.

So when I point to RRRRRR do I point to the first byte in Red? or to 49 02 10?
The first red one.
'49 02 10' is highlighted because this is going to change when things like Rocky Helmet, Weakness Policy etc. will bi coded.

Exodrake

The Manliest Chick that Ever Manlied

Age 25
Female
Seen November 30th, 2016
Posted July 24th, 2016
164 posts
6.2 Years
I posted this in Beginner's Lounge but it got ignored so I'm going to post it here since it's relevant. This is an animation for V-Create, but it freezes the game after the animation finishes so I'm posting it here for debugging purposes, not for use at this time.

Spoiler:
00 2D 27 0A 03 2A 01 02 FC 5D 3E 08 03 04 00 00 00 00 38 00 00 00 19 89 00 C0 04 02 02 FC 5D 3E 08 03 04 00 00 00 00 38 00 04 00 19 89 00 C0 04 02 02 FC 5D 3E 08 03 04 00 00 00 00 38 00 08 00 19 89 00 C0 04 02 02 FC 5D 3E 08 03 04 00 00 00 00 38 00 0C 00 19 89 00 C0 04 02 02 FC 5D 3E 08 03 04 00 00 00 00 38 00 10 00 19 89 00 C0 04 02 02 FC 5D 3E 08 03 04 00 00 00 00 38 00 14 00 19 89 00 C0 04 02 02 FC 5D 3E 08 03 04 00 00 00 00 38 00 18 00 19 89 00 C0 00 97 27 0E 89 7D 1C 08 03 95 56 0A 08 02 01 00 00 19 91 00 C0 05 09 14 00 02 3C 7B 3E 08 02 07 01 00 03 00 01 00 00 00 0E 00 FF 7F 0E 00 03 D1 8C 09 08 02 05 00 00 02 00 00 00 28 00 01 00 03 D1 8C 09 08 02 05 01 00 0A 00 00 00 28 00 01 00 02 98 7C 3E 08 84 04 00 00 00 00 01 00 00 00 1C 86 00 3F 08 03 05 03 95 56 0A 08 02 01 01 00 0E C7 59 1D 08 08


This animation was made using MrDollSteak's Rombase, and uses his Head Smash animation combined with Flame Wheel.

Here's a video showing what the animation looks like, and the freeze after its execution, in case this is diagnostically helpful (I set Flare Blitz to use the animation temporarily for testing convenience).

I'M A WITCH THAT'S HOW

Xencleamas

Suddenly lurking in the shadows...

Male
Asgard
Seen January 21st, 2019
Posted August 7th, 2018
460 posts
5.5 Years
Fell Stinger

FireRed:
#dynamic 0x800000

#org @fellstinger
attackcanceler
accuracycheck 0x81D695E 0x0
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c 0x0
waitstate
graphicalhpupdate 0x0
datahpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
jumpiffainted 0x0 @sharpattackboostifko
goto 0x81D6947

#org @sharpattackboostifko
setbyte 0x2023FDF 0x0
playstatchangeanimation 0x1 0x2 0x0
setbyte 0x2023FDE 0x21
statbuffchange 0x1 true 0x81D6947
jumpifbyte 0x0 0x2023E87 0x2 0x81D6947
printfromtable 0x83FE57C
waitmessage 0x40
goto 0x81D6947
FireRed RAW Code (In case you've got troubles with BSP):
Script:
00 01 5E 69 1D 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
E3 00 XX XX XX 08 28 47 8A 2D 08

XXXXXX:
2E DF 3F 02 02 00 48 01 02 00 2E DE 3F 02 02 21
89 41 47 69 1D 08 29 00 37 43 02 02 02 47 69 1D
08 13 7C E5 3F 08 12 40 00 28 47 69 1D 08

Emerald:
#dynamic 0x800000

#org @fellstinger
attackcanceler
accuracycheck 0x82D8A5E 0x0
attackstring
ppreduce
calculatedamage
attackanimation
waitanimation
missmessage
cmd5c 0x0
waitstate
graphicalhpupdate 0x0
datahpupdate 0x0
critmessage
waitmessage 0x40
resultmessage
waitmessage 0x40
jumpiffainted 0x0 @sharpattackboostifko
goto 0x82D8A47

#org @sharpattackboostifko
setbyte 0x202448F 0x0
playstatchangeanimation 0x1 0x2 0x0
setbyte 0x202448E 0x21
statbuffchange 0x1 true 0x82D8A47
jumpifbyte 0x0 0x2024337 0x2 0x82D8A47
printfromtable 0x85CC89C
waitmessage 0x40
goto 0x82D8A47
Emerald RAW Code (In case you've got troubles with BSP):
Script:
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
E3 00 XX XX XX 08 28 47 8A 2D 08

XXXXXX:
2E 8F 44 02 02 00 48 01 02 00 2E 8E 44 02 02 21
89 41 47 8A 2D 08 29 00 37 43 02 02 02 47 8A 2D
08 13 9C C8 5C 08 12 40 00 28 47 8A 2D 08
I don't know if the stat change animation or the knockout/fainted message goes first. I've done this with the stat change animation first. If not, please correct me.

Xencleamas Untitled Pokémon Fan Game (Coming Soon!) Untitled Region (Coming Soon!)

EdgeZard X

Seen March 13th, 2018
Posted October 21st, 2016
35 posts
3.9 Years
Hi,

How would I go about making an Oblivion Wing for FR (and adding it to a patched ROM, I guess)? I've added Yveltal to the ROM and I wanted it to have its signature move.

I understand that the attack has an effect similar to Giga Drain (deals damage and restores 75% HP), but I have no ASM knowledge so I'm not sure how to code such an effect. Or an animation for it.
CHALA CHALLA KA HAPPY MEAL TIME!

Xencleamas

Suddenly lurking in the shadows...

Male
Asgard
Seen January 21st, 2019
Posted August 7th, 2018
460 posts
5.5 Years
Could anyone pls re-upload the resources in the attachments in the thread? The attachments have been dead.
I have but these are the only stuff I've saved (before everything was destroyed):

Wring Out (by Chaos Rush):


Aura Sphere (by Chaos Rush):


Energy Ball (by Chaos Rush):


Power Gem (by Chaos Rush):


Power Trick (by Chaos Rush):


Sucker Punch/Purple Hit Marker (by Chaos Rush):

Xencleamas Untitled Pokémon Fan Game (Coming Soon!) Untitled Region (Coming Soon!)
Advertiser Content