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Development Adding New Moves to Gen 3 Page 6

Started by Jambo51 September 27th, 2011 4:02 AM
  • 65731 views
  • 137 replies

TARDISam

Photon Director

Male
Coventry, UK
Seen July 3rd, 2019
Posted November 22nd, 2015
27 posts
9.1 Years
No matter what I do, I can't seem to get this to work correctly in PGE. Upon selecting the new, added move, I get an unhandled exception of the form "RecordNumber is not a valid value", at which point the program will not allow me to do anything else on the grounds of another program apparently using the file.

Has anyone else had similar errors? I'm pretty sure the table repointing has gone correctly for the most part, but PGE just seems to not handle the new moves after Psycho Boost.


EDIT: Ok, it seems as if the problem was the Attack Description Table. I tried recreating an extended version of that and repointing as necessary and it's working fine now. I wonder why this wasn't included in the tutorials in the same way as the Data, Names and Animation tables? It seems to be just as necessary from experience.
Osla eb traeh ruoy lliw ereht, si erusaert ruoy erehw

Gamer2020

Accept no Imitations!

Male
Distant Land
Seen September 15th, 2019
Posted January 6th, 2019
942 posts
11.4 Years
While coding the attack expander in PGE I noticed that if you delete the old data, field moves will end up looking like this:



To fix it you just have to repoint a few pointers to the new name locations for those attacks. These are the pointer locations:

Flash - 45A6A8
Cut - 45A6B0
Fly - 45A6B8
Strength - 45A6C0
Surf - 45A6C8
Rock Smash - 45A6D0
Waterfall - 45A6D8
Teleport - 45A6E0
Dig - 45A6E8
Milk Drink - 45A6F0
Softboiled - 45A6F8
Sweet Scent - 45A700

Gamer2020

Accept no Imitations!

Male
Distant Land
Seen September 15th, 2019
Posted January 6th, 2019
942 posts
11.4 Years
These are the field move pointer locations for Emerald.

Flash - 615CA8
Cut - 615CA0
Fly - 615CC8
Strength - 615CB8
Surf -615CC0
Rock Smash - 615CB0
Waterfall - 615CD8
Dive - 615CD0
Teleport - 615CE0
Dig - 615CE8
Secret Power - 615CF0
Milk Drink - 615CF8
Softboiled - 615D00
Sweet Scent - 615D08

Gamer2020

Accept no Imitations!

Male
Distant Land
Seen September 15th, 2019
Posted January 6th, 2019
942 posts
11.4 Years
A week or so ago, someone (A-bird?) on the irc mentioned to me that the move relearner would not work properly if the Pokemon could not learn any moves. I tried to reproduce the problem and sure enough this happens:



I made a mental note to look into it at some point. While working on PGE I noticed that there were 6 pointers to the level up attacks but remembered that Jambo51 only posted 3 routines. I took a look and there are 3 more routines that need to be edited.

One of these routines is called when the move relearner is run. This routine, located at 08043E2C, seems to return the number of attacks the Pokemon can relearn. I rewrote the routine and here it is:

This is for Fire Red. I will port it eventually.
.text
.align 2
.thumb
.thumb_func
.global newmovesetstyle4

/*at 8043E2C 004B1847xxxxxxxx */

/*08043E2C*/
main:
    PUSH    {R4-R7,LR}
    MOV     R7, R10
    MOV     R6, R9
    MOV     R5, R8
    PUSH    {R5-R7}
    sub sp, sp, #0x3C
    add r6, r0, #0x0
    mov r0, #0x0
    mov r10, r0
    add r0, r6, #0x0
    mov r1, #0x41
    mov r2, #0x0
    ldr r3, .READ_Poke_DATA /*Get Species*/
    bl bx_r3
    lsl r0, r0, #0x10
    lsr r4, r0, #0x10
    add r0, r6, #0x0
    mov r1, #0x38
    mov r2, #0x0
    ldr r3, .READ_Poke_DATA /*Get Level*/
    bl bx_r3
    lsl r0, r0, #0x18 /*Drops leading 000000??*/
    lsr r0, r0, #0x18
    str r0, [sp, #0x30]
    mov r0, #0xce /*Check if slot 412*/
    lsl r0, r0, #0x01
    cmp r4, r0
    bne     loc_8043E68
    mov r0, #0x0
    b       exit

loc_8043E68:
    mov r5, #0x0
    lsl r4, r4, #0x02 /*Species x 4*/
    str r4, [sp, #0x38] /*Stores value for later */
    mov r4, sp

loc_8043E70:
    mov r1, r5
    add r1, #0xd
    mov r0, r6
    mov r2, #0x0
    ldr r3, .READ_Poke_DATA /*Get attacks*/
    bl bx_r3
    strh r0, [r4]
    add r4, #0x2
    add r5, #0x1 /*Loops through 4 attacks on Poke*/
    cmp r5, #0x3
    ble loc_8043E70
    mov r5, #0x0
    ldr     r3, .learned_moves_ptr
    ldr r2, [sp, #0x38]
    add r1, r2, r3
    ldr     r0,[r1]
ldrb r0, [r0, #0x2]
CMP     R0, #0xFF
    BEQ     loc_8043F70
    mov     r9,r1
    mov     r4,r13
    add     r4,#0x8
    str     r4,[sp,#0x34]        

loc_8043EA0:
    mov     r1,r9
    ldr     r0,[r1]
mov r2,#0x03
mul r2, r2, r5 /*mult 3*/
    add     r0,r2,r0
ldrb r0, [r0, #0x2] /*Puts level in r0.*/
    ldr     r4,[sp, #0x30] /*Loads mon level*/
mov     r1,r4
    mov     r7,r2
    add     r5, #0x1 /*Incremeants place*/
    mov     r12,r5
    cmp     r0,r1  /*Level Check*/
    bgt     loc_8043F5A
    mov     r4, #0x0
mov     r0,r9
ldr     r0,[r0]
 ldrb r1, [r0, #0x0]
 ldrb r0, [r0, #0x1]
 lsl r0, r0, #0x8
 orr r0, r1 /*Puts attack in r0.*/
     mov     r1,r13
    ldrh    r1,[r1]
    cmp     r1,r0
    beq     loc_8043EF2
    ldr     r0,[sp, #0x38]
    ldr     r1, .learned_moves_ptr
    add     r6,r0,r1
    mov     r3,r13
    mov     r5,r7

loc_8043EDA:
    add     r3, #0x2
    add     r4, #0x1
    cmp     r4, #0x3
    bgt     loc_8043EF2
    ldr     r0,[r6]
    add     r0,r5,r0
 ldrb r1, [r0, #0x0]
 ldrb r0, [r0, #0x1]
 lsl r0, r0, #0x8
 orr r0, r1 /*Loads bytes Gets attack put into r0*/
    ldrh    r2,[r3]
    cmp     r2,r0
    bne     loc_8043EDA

loc_8043EF2:
    cmp     r4, #0x4
    bne     loc_8043F5A
    mov     r4, #0x0
    cmp     r4,r10
    bge     loc_8043F38
    mov     r1,r9
    ldr     r0,[r1]
    add     r0,r7,r0
 ldrb r1, [r0, #0x0]
 ldrb r0, [r0, #0x1]
 lsl r0, r0, #0x8
 orr r1, r0 /*Loads bytes Gets attack put into r1*/
    ldr     r0,[sp,#0x34]
    ldrh    r2,[r0]
mov     r0,r1 /*Gets attack put into r0*/
    add     r1,sp,#0x8
    cmp     r2,r0
    beq     loc_8043F38
    ldr     r2,[sp,#0x38]
    ldr     r0, .learned_moves_ptr
    add     r6,r2,r0
    mov     r3,r1
    mov     r5,r7

loc_8043F20:
    add     r3, #0x2
    add     r4, #0x1
    cmp     r4,r10
    bge     loc_8043F38
    ldr     r0,[r6]
    add     r0,r5,r0 /*Attack*/
 ldrb r1, [r0, #0x0]
 ldrb r0, [r0, #0x1]
 lsl r0, r0, #0x8
 orr r0, r1 /*Loads bytes Gets attack put into r0*/
    ldrh    r2,[r3]
    cmp     r2,r0
    bne     loc_8043F20

loc_8043F38:
    cmp     r4,r10
    bne     loc_8043F5A
    mov     r0,r10
    add     r0, #0x1
    lsl     r0,r0, #0x18
    lsr     r0,r0, #0x18
    mov     r10,r0
    lsl     r2,r4, #0x1 /*mult 2?*/
    ldr     r4,[sp,#0x34]
    add     r2,r4,r2
    mov     r1,r9
    ldr     r0,[r1]
    add     r0,r7,r0
 ldrb r1, [r0, #0x0]
 ldrb r0, [r0, #0x1]
 lsl r0, r0, #0x8
 orr r0, r1 /*Loads bytes Gets attack put into r0*/
    strh    r0,[r2] 

loc_8043F5A:
    mov     r5,r12
    cmp     r5, #0x13 /*Some kind of limit to attacks?*/
    bgt     loc_8043F70
    mov     r2,r9
    ldr     r0,[r2]
mov r1,#0x03
mul r1, r1, r5
    add     r1,r1,r0
ldrb r0, [r1, #0x2]
cmp     r0, #0xFF /*Term Check*/
    bne     loc_8043EA0

loc_8043F70:
    mov     r0,r10 /*Return Value*/

exit:
    add     sp, #0x3C
    pop     {r3-r5}
    mov     r8,r3
    mov     r9,r4
    mov     r10,r5
    pop     {r4-r7}
    pop     {r1}
    bx      r1 

bx_r3:
    bx r3
    
.align 2
.READ_Poke_DATA:
    .word 0x0803FBE9
.learned_moves_ptr:
    .word 0x0825D7B4
This routine takes care of the pointer at 08043F84. I tested this routine and it seemed to work fine but it could always be optimized a bit more. This seems to fix most of the problems but I think that Jambo51's third routine may need some tweaking. There are two more pointers at 0803EB10 and 08043E20 but I currently have no time to look into the routines that use them.

Gamer2020

Accept no Imitations!

Male
Distant Land
Seen September 15th, 2019
Posted January 6th, 2019
942 posts
11.4 Years
I've updated the above routine because LDRH doesn't work with misaligned data I guess.

This is for Fire Red. I will port it eventually.
.text
.align 2
.thumb
.thumb_func
.global newmovesetstyle4

/*at 8043E2C 004B1847xxxxxxxx */

/*08043E2C*/
main:
    PUSH    {R4-R7,LR}
    MOV     R7, R10
    MOV     R6, R9
    MOV     R5, R8
    PUSH    {R5-R7}
    sub sp, sp, #0x3C
    add r6, r0, #0x0
    mov r0, #0x0
    mov r10, r0
    add r0, r6, #0x0
    mov r1, #0x41
    mov r2, #0x0
    ldr r3, .READ_Poke_DATA /*Get Species*/
    bl bx_r3
    lsl r0, r0, #0x10
    lsr r4, r0, #0x10
    add r0, r6, #0x0
    mov r1, #0x38
    mov r2, #0x0
    ldr r3, .READ_Poke_DATA /*Get Level*/
    bl bx_r3
    lsl r0, r0, #0x18 /*Drops leading 000000??*/
    lsr r0, r0, #0x18
    str r0, [sp, #0x30]
    mov r0, #0xce /*Check if slot 412*/
    lsl r0, r0, #0x01
    cmp r4, r0
    bne     loc_8043E68
    mov r0, #0x0
    b       exit

loc_8043E68:
    mov r5, #0x0
    lsl r4, r4, #0x02 /*Species x 4*/
    str r4, [sp, #0x38] /*Stores value for later */
    mov r4, sp

loc_8043E70:
    mov r1, r5
    add r1, #0xd
    mov r0, r6
    mov r2, #0x0
    ldr r3, .READ_Poke_DATA /*Get attacks*/
    bl bx_r3
    strh r0, [r4]
    add r4, #0x2
    add r5, #0x1 /*Loops through 4 attacks on Poke*/
    cmp r5, #0x3
    ble loc_8043E70
    mov r5, #0x0
    ldr     r3, .learned_moves_ptr
    ldr r2, [sp, #0x38]
    add r1, r2, r3
    ldr     r0,[r1]
ldrb r0, [r0, #0x2]
CMP     R0, #0xFF
    BEQ     loc_8043F70
    mov     r9,r1
    mov     r4,r13
    add     r4,#0x8
    str     r4,[sp,#0x34]        

loc_8043EA0:
    mov     r1,r9
    ldr     r0,[r1]
mov r2,#0x03
mul r2, r2, r5 /*mult 3*/
    add     r0,r2,r0
ldrb r0, [r0, #0x2] /*Puts level in r0.*/
    ldr     r4,[sp, #0x30] /*Loads mon level*/
mov     r1,r4
    mov     r7,r2
    add     r5, #0x1 /*Incremeants place*/
    mov     r12,r5
    cmp     r0,r1  /*Level Check*/
    bgt     loc_8043F5A
    mov     r4, #0x0
mov     r0,r9
ldr     r0,[r0]
 ldrb r1, [r0, #0x0]
 ldrb r0, [r0, #0x1]
 lsl r0, r0, #0x8
 orr r0, r1 /*Puts attack in r0.*/
     mov     r1,r13
    ldrh    r1,[r1]
    cmp     r1,r0
    beq     loc_8043EF2
    ldr     r0,[sp, #0x38]
    ldr     r1, .learned_moves_ptr
    add     r6,r0,r1
    mov     r3,r13
    mov     r5,r7

loc_8043EDA:
    add     r3, #0x2
    add     r4, #0x1
    cmp     r4, #0x3
    bgt     loc_8043EF2
    ldr     r0,[r6]
    add     r0,r5,r0
 ldrb r1, [r0, #0x0]
 ldrb r0, [r0, #0x1]
 lsl r0, r0, #0x8
 orr r0, r1 /*Loads bytes Gets attack put into r0*/
    ldrh    r2,[r3]
    cmp     r2,r0
    bne     loc_8043EDA

loc_8043EF2:
    cmp     r4, #0x4
    bne     loc_8043F5A
    mov     r4, #0x0
    cmp     r4,r10
    bge     loc_8043F38
    mov     r1,r9
    ldr     r0,[r1]
    add     r0,r7,r0
 ldrb r1, [r0, #0x0]
 ldrb r0, [r0, #0x1]
 lsl r0, r0, #0x8
 orr r1, r0 /*Loads bytes Gets attack put into r1*/
    ldr     r0,[sp,#0x34]
    ldrh    r2,[r0]
mov     r0,r1 /*Gets attack put into r0*/
    add     r1,sp,#0x8
    cmp     r2,r0
    beq     loc_8043F38
    ldr     r2,[sp,#0x38]
    ldr     r0, .learned_moves_ptr
    add     r6,r2,r0
    mov     r3,r1
    mov     r5,r7

loc_8043F20:
    add     r3, #0x2
    add     r4, #0x1
    cmp     r4,r10
    bge     loc_8043F38
    ldr     r0,[r6]
    add     r0,r5,r0 /*Attack*/
 ldrb r1, [r0, #0x0]
 ldrb r0, [r0, #0x1]
 lsl r0, r0, #0x8
 orr r0, r1 /*Loads bytes Gets attack put into r0*/
    ldrh    r2,[r3]
    cmp     r2,r0
    bne     loc_8043F20

loc_8043F38:
    cmp     r4,r10
    bne     loc_8043F5A
    mov     r0,r10
    add     r0, #0x1
    lsl     r0,r0, #0x18
    lsr     r0,r0, #0x18
    mov     r10,r0
    lsl     r2,r4, #0x1 /*mult 2?*/
    ldr     r4,[sp,#0x34]
    add     r2,r4,r2
    mov     r1,r9
    ldr     r0,[r1]
    add     r0,r7,r0
 ldrb r1, [r0, #0x0]
 ldrb r0, [r0, #0x1]
 lsl r0, r0, #0x8
 orr r0, r1 /*Loads bytes Gets attack put into r0*/
    strh    r0,[r2] 

loc_8043F5A:
    mov     r5,r12
    cmp     r5, #0x13 /*Some kind of limit to attacks?*/
    bgt     loc_8043F70
    mov     r2,r9
    ldr     r0,[r2]
mov r1,#0x03
mul r1, r1, r5
    add     r1,r1,r0
ldrb r0, [r1, #0x2]
cmp     r0, #0xFF /*Term Check*/
    bne     loc_8043EA0

loc_8043F70:
    mov     r0,r10 /*Return Value*/

exit:
    add     sp, #0x3C
    pop     {r3-r5}
    mov     r8,r3
    mov     r9,r4
    mov     r10,r5
    pop     {r4-r7}
    pop     {r1}
    bx      r1 

bx_r3:
    bx r3
    
.align 2
.READ_Poke_DATA:
    .word 0x0803FBE9
.learned_moves_ptr:
    .word 0x0825D7B4

Gamer2020

Accept no Imitations!

Male
Distant Land
Seen September 15th, 2019
Posted January 6th, 2019
942 posts
11.4 Years
Ok so I figured out that the routine at 0803EA88 was a check for the Rare Candy to see if the Pokemon can learn a move once it's leveled up. If you were to try to use a Rare Candy on a Pokemon it would not learn moves when it should. The following small routine and byte changes fixes that. Now all that's left is to fix the routine at 08043DD4.

This is for Fire Red. I will port it eventually.
.text
.align 2
.thumb
.thumb_func
.global newmovesetstyle5

/*at 0803EAFC write 00490847xxxxxxxx */
/* At 0803EAD4 write 8078C046C046C046C046*/
/* At 0803EB04 write FF29*/
/* at 0803EAE2 write 5446C046*/
/* at 0803EB18  write 081CC046*/

/*0803EAFC*/
main:
    mov r1,#0x03
    mul r0, r0, r1 /*mult 3*/
    ldr     r1,[r3] /* Loads offset for mon*/
    add     r0,r0,r1
    ldrb r1, [r0, #0x2]    
    ldr    r0, .return
    bx    r0
    
.align 2
.return:
    .word 0x0803EB05
I am going to be going on a trip that will last at least a month. I will not have internet during that time. I will continue ROM hacking but will not be able to post updates till I get back. By then whatever I find will be added to PGE to make it easier for people. Cya then!

Gamer2020

Accept no Imitations!

Male
Distant Land
Seen September 15th, 2019
Posted January 6th, 2019
942 posts
11.4 Years
I'm back from my "vacation" and can finally post what I've got. I finished the last routine. I also rewrote the 3rd routine and all problems with the move tutor now seem to be fixed. These are for Fire Red.

I did not have time to finish the routines for Emerald since I was working on several things. Emerald has 8 routines in total. I was able to port the 6 from FR but the last two are still needed. The routines are at 0819FF98 and 081A01E8. I will release all 8 routines once I have the last 2.

I've gathered all the needed routines for Fire Red so that they can all be in one post. Just follow the tutorial and use these routines instead. I've also added these routines to Pokemon Game Editor's Attack Adder for those that aren't as experienced with this stuff. Pokemon Game Editor will even convert the move sets to the new style for you so it will be way faster than doing it by hand. I'll be releasing the update as soon as I get settled in.

Spoiler:

.text
.align 2
.thumb
.thumb_func
.global newmovesetstyle1

/* By: Jambo51 */
/* Change 0x3EB20 to 18 49 08 47. Then navigate to 0x3EB84 and change it to XX XX XX 08, where the XX XX XX stands for the pointer to this routine plus 1. */

main:
 mov r1, r9
 lsl r1, r1, #0x2
 ldr r0, table
 add r0, r0, r1
 ldr r0, [r0, #0x0]
 ldr r6, there
 add r6, #0x6
 ldrb r7, [r6, #0x0]
loop: lsl r1, r7, #0x1
 add r1, r1, r7
 add r3, r0, r1
 ldrb r1, [r3, #0x2]
 mov r4, r10
 cmp r4, r1
 beq learn
 cmp r1, #0xFF
 beq exit
 add r7, #0x1
 b loop
learn: ldr r2, there
 add r7, #0x1
 strb r7, [r6, #0x0]
 ldrb r1, [r3, #0x1]
 lsl r1, r1, #0x8
 ldrb r0, [r3, #0x0]
 orr r0, r1
 strh r0, [r2, #0x0]
 ldr r1, return
 bx r1
exit: ldr r0, return2
 bx r0
.align
return:  .word 0x0803EB65
return2: .word 0x0803EB73
there:  .word 0x02024022
table:  .word 0x0825D7B4
.text
.align 2
.thumb
.thumb_func
.global newmovesetstyle2

/* By: Jambo51 */
/* Improved by: DoesntKnowHowToPlay */
/* Change 0x3EA10 to 00 49 08 47 XX XX XX 08 where the XX XX XX stands for the pointer to this routine plus 1. */

main:
 ldrb r1, [r0, #0x2]
 mov r2, #0xFF
 cmp r1, r2
 beq exit2
 lsl r2, #0x8
 add r2, #0xFF
 mov r9, r2
 mov r3, #0x0
loop: lsl r0, r3, #0x1
 add r0, r0, r3
 ldr r1, movesettable
 add r1, r1, r6
 ldr r1, [r1, #0x0]
 add r7, r0, r1
 ldrb r0, [r7, #0x2]
 mov r4, r10
 cmp r0, r4
 bgt exit2
 ldrb r1, [r7, #0x1]
 ldrb r0, [r7, #0x0]
 lsl r1, r1, #0x8
 orr r1, r0
 mov r0, r8
 str r3, [sp, #0x0]
 mov r4, r1
 bl branchone
 mov r5, #0xFF
 ldr r3, [sp, #0x0]
 cmp r0, r9
 bne exit
 mov r0, r8
 add r1, r4, #0x0
 bl branchtwo
 ldr r3, [sp, #0x0]
exit: add r3, #0x1
# lsl r1, r3, #0x1
# add r1, r1, r3
# add r0, r7, r1
 mov r1, #0x3
 add r0, r7, r1
 ldrb r0, [r0, #0x2]
 cmp r0, r5
 bne loop
exit2: add sp, #0x4
 pop {r3-r5}
 mov r8, r3
 mov r9, r4
 mov r10, r5
 pop {r4-r7}
 pop {r0}
 bx r0
branchone: push {r4-r7,lr}
 add sp, #-0x4
 ldr r7, gothere
 bx r7
branchtwo: push {r4-r7,lr}
 ldr r7, gothere2
 bx r7
.align
gothere: .word 0x0803E8B5
gothere2: .word 0x0803EC43
movesettable: .word 0x0825D7B4
 .text
.align 2
.thumb
.thumb_func
.global newmovesetstyle3

/* By: Gamer2020 */
/* Change 0x043CD0 to 00490847 XXXXXXXX where the XX XX XX stands for the pointer to this routine plus 1. */

main:
MOV    R5, #0x0
LDR     R6, .learned_moves_ptr
LSL    R1, R7, #0x2
ADD    R2, R1, R6
LDR     R3, [R2]
ldrb r0, [r3, #0x2]
STR     R1, [SP,#0x14]
CMP     R0, #0xFF
BEQ     loc_8043DB4
MOV     R9, R2
STR     R3, [SP,#0x10]

loc_8043CE8:
mov r2,#0x03
mul r2, r2, r5 /*mult 3*/
    ldr     r1,[sp, #0x10] /* Use these two lines to get current attack address.*/
    add     r0,r2,r1
    mov     r7,r2
 ldrb r1, [r0, #0x0]
 ldrb r3, [r0, #0x1]
 lsl r3, r3, #0x8
 orr r3, r1 /*Puts attack in r3.*/
ldrb r0, [r0, #0x2] /*Puts level in r0.*/
ldr     r1,[sp,#0x0C] /* Loads current level */
    add     r5, #0x1 /* Loop counter? */
    mov     r12,r5
    cmp     r0,r1 /* compares levels */
    bgt     loc_8043D9E
    mov     r4, #0x0
    mov     r0,r13
    ldrh    r1,[r0]
    mov     r0,r3 /* Puts attack in r0 */
    cmp     r1,r0
    beq     loc_8043D38
    ldr     r0,[sp,#0x14]
    ldr     r1, .learned_moves_ptr
    add     r6,r0,r1
    mov     r3,r13
    mov     r5,r7

loc_8043D20:
    add     r3, #0x2
    add     r4, #0x1
    cmp     r4, #0x3
    bgt     loc_8043D38
    ldr     r0,[r6]
    add     r0,r5,r0
 ldrb r1, [r0, #0x0]
 ldrb r0, [r0, #0x1]
 lsl r0, r0, #0x8
 orr r0, r1 /*Puts attack in r0.*/
    ldrh    r2,[r3]
    cmp     r2,r0
    bne     loc_8043D20

loc_8043D38:
    cmp     r4,#0x4
    bne     loc_8043D9E
    mov     r4,#0x0
    cmp     r4,r10
    bge     loc_8043D7C
    mov     r1,r9
    ldr     r0,[r1]
    add     r0,r7,r0
 ldrb r1, [r0, #0x0]
 ldrb r0, [r0, #0x1]
 lsl r0, r0, #0x8
 orr r0, r1 /*Puts attack in r0.*/
ldr     r2,[sp,#0x8]
ldrh    r2,[r2]
    cmp     r2,r0
    beq     loc_8043D7C
    ldr     r1,[sp, #0x14]
    ldr     r2, .learned_moves_ptr
    add     r6,r1,r2
    ldr     r3,[sp, #0x8]
    mov     r5,r7

loc_8043D64:
    add     r3, #0x2
    add     r4,#0x1
    cmp     r4,r10
    bge     loc_8043D7C
    ldr     r0,[r6]
    add     r0,r5,r0
 ldrb r1, [r0, #0x0]
 ldrb r0, [r0, #0x1]
 lsl r0, r0, #0x8
 orr r0, r1 /*Puts attack in r0.*/
    ldrh    r2,[r3]
    cmp     r2,r0
    bne     loc_8043D64

loc_8043D7C:
    cmp     r4,r10
    bne     loc_8043D9E
    mov     r0,r10
    add     r0,#0x1
    lsl     r0,r0,#0x18
    lsr     r0,r0,#0x18
    mov     r10,r0
    lsl     r2,r4, #0x1
    ldr     r1,[sp,#0x8]
    add     r2,r2,r1
    mov     r4,r9
    ldr     r0,[r4]
    add     r0,r7,r0
 ldrb r1, [r0, #0x0]
 ldrb r0, [r0, #0x1]
 lsl r0, r0, #0x8
 orr r0, r1 /*Puts attack in r0.*/
    strh    r0,[r2]

loc_8043D9E:
    mov     r5,r12
    cmp     r5, #0x13
    bgt     loc_8043DB4
    mov     r1,r9
    ldr     r0,[r1]
mov r1,#0x03
mul r1, r1, r5 /*mult 3*/
    add     r1,r1,r0
    ldrh    r0,[r1] /* Load bytes for term check. */
ldrb r0, [r1, #0x2]
cmp     r0, #0xFF /*Term Check*/
    bne     loc_8043CE8

loc_8043DB4:
    mov     r0,r10
    add     sp, #0x18
    pop     {r3-r5}
    mov     r8,r3
    mov     r9,r4
    mov     r10,r5
    pop     {r4-r7}
    pop     {r1}
    bx      r1

.align 2
.learned_moves_ptr:
    .word 0x0825D7B4
.text
.align 2
.thumb
.thumb_func
.global newmovesetstyle4

/* By: Gamer2020 */
/*at 8043E2C 004B1847xxxxxxxx */

/*08043E2C*/
main:
    PUSH    {R4-R7,LR}
    MOV     R7, R10
    MOV     R6, R9
    MOV     R5, R8
    PUSH    {R5-R7}
    sub sp, sp, #0x3C
    add r6, r0, #0x0
    mov r0, #0x0
    mov r10, r0
    add r0, r6, #0x0
    mov r1, #0x41
    mov r2, #0x0
    ldr r3, .READ_Poke_DATA /*Get Species*/
    bl bx_r3
    lsl r0, r0, #0x10
    lsr r4, r0, #0x10
    add r0, r6, #0x0
    mov r1, #0x38
    mov r2, #0x0
    ldr r3, .READ_Poke_DATA /*Get Level*/
    bl bx_r3
    lsl r0, r0, #0x18 /*Drops leading 000000??*/
    lsr r0, r0, #0x18
    str r0, [sp, #0x30]
    mov r0, #0xce /*Check if slot 412*/
    lsl r0, r0, #0x01
    cmp r4, r0
    bne     loc_8043E68
    mov r0, #0x0
    b       exit

loc_8043E68:
    mov r5, #0x0
    lsl r4, r4, #0x02 /*Species x 4*/
    str r4, [sp, #0x38] /*Stores value for later */
    mov r4, sp

loc_8043E70:
    mov r1, r5
    add r1, #0xd
    mov r0, r6
    mov r2, #0x0
    ldr r3, .READ_Poke_DATA /*Get attacks*/
    bl bx_r3
    strh r0, [r4]
    add r4, #0x2
    add r5, #0x1 /*Loops through 4 attacks on Poke*/
    cmp r5, #0x3
    ble loc_8043E70
    mov r5, #0x0
    ldr     r3, .learned_moves_ptr
    ldr r2, [sp, #0x38]
    add r1, r2, r3
    ldr     r0,[r1]
ldrb r0, [r0, #0x2]
CMP     R0, #0xFF
    BEQ     loc_8043F70
    mov     r9,r1
    mov     r4,r13
    add     r4,#0x8
    str     r4,[sp,#0x34]        

loc_8043EA0:
    mov     r1,r9
    ldr     r0,[r1]
mov r2,#0x03
mul r2, r2, r5 /*mult 3*/
    add     r0,r2,r0
ldrb r0, [r0, #0x2] /*Puts level in r0.*/
    ldr     r4,[sp, #0x30] /*Loads mon level*/
mov     r1,r4
    mov     r7,r2
    add     r5, #0x1 /*Incremeants place*/
    mov     r12,r5
    cmp     r0,r1  /*Level Check*/
    bgt     loc_8043F5A
    mov     r4, #0x0
mov     r0,r9
ldr     r0,[r0]
 ldrb r1, [r0, #0x0]
 ldrb r0, [r0, #0x1]
 lsl r0, r0, #0x8
 orr r0, r1 /*Puts attack in r0.*/
     mov     r1,r13
    ldrh    r1,[r1]
    cmp     r1,r0
    beq     loc_8043EF2
    ldr     r0,[sp, #0x38]
    ldr     r1, .learned_moves_ptr
    add     r6,r0,r1
    mov     r3,r13
    mov     r5,r7

loc_8043EDA:
    add     r3, #0x2
    add     r4, #0x1
    cmp     r4, #0x3
    bgt     loc_8043EF2
    ldr     r0,[r6]
    add     r0,r5,r0
 ldrb r1, [r0, #0x0]
 ldrb r0, [r0, #0x1]
 lsl r0, r0, #0x8
 orr r0, r1 /*Loads bytes Gets attack put into r0*/
    ldrh    r2,[r3]
    cmp     r2,r0
    bne     loc_8043EDA

loc_8043EF2:
    cmp     r4, #0x4
    bne     loc_8043F5A
    mov     r4, #0x0
    cmp     r4,r10
    bge     loc_8043F38
    mov     r1,r9
    ldr     r0,[r1]
    add     r0,r7,r0
 ldrb r1, [r0, #0x0]
 ldrb r0, [r0, #0x1]
 lsl r0, r0, #0x8
 orr r1, r0 /*Loads bytes Gets attack put into r1*/
    ldr     r0,[sp,#0x34]
    ldrh    r2,[r0]
mov     r0,r1 /*Gets attack put into r0*/
    add     r1,sp,#0x8
    cmp     r2,r0
    beq     loc_8043F38
    ldr     r2,[sp,#0x38]
    ldr     r0, .learned_moves_ptr
    add     r6,r2,r0
    mov     r3,r1
    mov     r5,r7

loc_8043F20:
    add     r3, #0x2
    add     r4, #0x1
    cmp     r4,r10
    bge     loc_8043F38
    ldr     r0,[r6]
    add     r0,r5,r0 /*Attack*/
 ldrb r1, [r0, #0x0]
 ldrb r0, [r0, #0x1]
 lsl r0, r0, #0x8
 orr r0, r1 /*Loads bytes Gets attack put into r0*/
    ldrh    r2,[r3]
    cmp     r2,r0
    bne     loc_8043F20

loc_8043F38:
    cmp     r4,r10
    bne     loc_8043F5A
    mov     r0,r10
    add     r0, #0x1
    lsl     r0,r0, #0x18
    lsr     r0,r0, #0x18
    mov     r10,r0
    lsl     r2,r4, #0x1 /*mult 2?*/
    ldr     r4,[sp,#0x34]
    add     r2,r4,r2
    mov     r1,r9
    ldr     r0,[r1]
    add     r0,r7,r0
 ldrb r1, [r0, #0x0]
 ldrb r0, [r0, #0x1]
 lsl r0, r0, #0x8
 orr r0, r1 /*Loads bytes Gets attack put into r0*/
    strh    r0,[r2] 

loc_8043F5A:
    mov     r5,r12
    cmp     r5, #0x13 /*Some kind of limit to attacks?*/
    bgt     loc_8043F70
    mov     r2,r9
    ldr     r0,[r2]
mov r1,#0x03
mul r1, r1, r5
    add     r1,r1,r0
ldrb r0, [r1, #0x2]
cmp     r0, #0xFF /*Term Check*/
    bne     loc_8043EA0

loc_8043F70:
    mov     r0,r10 /*Return Value*/

exit:
    add     sp, #0x3C
    pop     {r3-r5}
    mov     r8,r3
    mov     r9,r4
    mov     r10,r5
    pop     {r4-r7}
    pop     {r1}
    bx      r1 

bx_r3:
    bx r3
    
.align 2
.READ_Poke_DATA:
    .word 0x0803FBE9
.learned_moves_ptr:
    .word 0x0825D7B4
.text
.align 2
.thumb
.thumb_func
.global newmovesetstyle5

/* By: Gamer2020 */
/*at 0803EAFC write 00490847xxxxxxxx */
/* At 0803EAD4 write 8078C046C046C046C046*/
/* At 0803EB04 write FF29*/
/* at 0803EAE2 write 5446C046*/
/* at 0803EB18  write 081CC046*/

/*0803EAFC*/
main:
    mov r1,#0x03
    mul r0, r0, r1 /*mult 3*/
    ldr     r1,[r3] /* Loads offset for mon*/
    add     r0,r0,r1
    ldrb r1, [r0, #0x2]    
    ldr    r0, .return
    bx    r0
    
.align 2
.return:
    .word 0x0803EB05
.text
.align 2
.thumb
.thumb_func
.global newmovesetstyle6

/* By: Gamer2020 */
/* Write this routine at 08043DD4. If you edit the routine and make it longer you may have to branch to it.*/

/*08043DD4*/
main:    
    push    {r4-r7,r14}
    mov     r6,r1
    lsl     r0,r0,#0x10 /* r0 holds species.*/
    mov     r5, #0x0
    mov     r4, #0x0
    ldr     r1,=.learned_moves_ptr
    lsr     r0,r0, #0x0E
    add     r0,r0,r1
    ldr     r2,[r0]
ldrb r0, [r2, #0x2]
cmp     r0, #0xFF /*Term Check*/
    beq     loc_8043E18
    mov     r3,r2

loc_8043DF6:
    mov     r1,r5
    add     r0,r1, #0x1
    lsl     r0,r0, #0x18
    lsr     r5,r0, #0x18
    lsl     r1,r1, #0x1
    add     r1,r1,r6
ldrb r2, [r3, #0x0]
ldrb r0, [r3, #0x1]
lsl r0, r0, #0x8
orr r0, r2 /*Loads bytes Gets attack put into r0*/
    strh    r0,[r1] 
    add     r3, #0x3 /* Increment. */
    add     r4, #0x1
    cmp     r4, #0x13
    bgt     loc_8043E18
ldrb r0, [r3, #0x2]
cmp     r0, #0xFF /*Term Check*/
    bne     loc_8043DF6

loc_8043E18: 
    mov     r0,r5
    pop     {r4-r7}
    pop     {r1}
    bx      r1

.align 2
.learned_moves_ptr:
    .word 0x0825D7B4


Happy Hacking!

LCCoolJ95

Limited Capacity

Age 24
Male
The World That Never Was
Seen 4 Hours Ago
Posted October 12th, 2019
608 posts
10.5 Years
Gamer2020, are the routines you are talking about the working routines for moves above 511 to work?
"The greatest obstacle in life is Yourself. Overcome it, and you will achieve the greatest accomplishment of all." -Art Beins, 1982

Pokémon Theta Emerald EX: https://www.pokecommunity.com/showthread.php?t=386240
Seen April 7th, 2018
Posted March 20th, 2018
9 posts
5.7 Years
"In all seriousness, you want to navigate to 0x250C04 and select 4260 bytes of data, then copy it to some aligned free space in your rom, and then repoint all references to that table. This is the silly part, there are ALSO pointers to 0x250C08 in the ROM which must also be repointed, which are used when writing the new moves' PP onto your Pokémon's data." Just how can i repoint anything anyway ? I'm using Gold Finger Hex Editor.
John 3:16
For God so loved the world that He gave His only begotten Son, that everyone who believes into Him shall by no means perish but have eternal life.

Acts 2:21
And everyone who calls on the name of the Lord will be saved.

Jesus, The Lord!

/JASHIN/

Age 25
Male
Canada
Seen 1 Week Ago
Posted June 18th, 2019
50 posts
1 Years
Go back to 0x247094 and now copy (13 * number of new attacks) worth of attack names. Again, this will ensure that PGE will inherit names it can work with
Two questions:
1. when you say 13 * the number of new attacks, If I'm adding 100 attacks would then be 13 times 100? so 1300 bytes?
2. Do we paste that data at the end of our previously pasted 4615 bytes?
POKEMON PULSAR VERSION PHASE 02 THREAD: https://www.pokecommunity.com/showthread.php?t=421565
(Phase 02 Trailer Coming Soon)


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


-Praise Be To Jashin
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