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  #301    
Old September 16th, 2015 (10:18 AM).
kleenexfeu kleenexfeu is offline
     
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    Quote:
    Originally Posted by Sky High View Post
    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
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      #302    
    Old September 16th, 2015 (12:40 PM). Edited September 16th, 2015 by FamiliaWerneck.
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    FamiliaWerneck FamiliaWerneck is offline
       
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      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
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        #303    
      Old September 16th, 2015 (3:28 PM).
      azurile13 azurile13 is offline
         
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        Quote:
        Originally Posted by FamiliaWerneck View Post
        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.
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          #304    
        Old September 17th, 2015 (7:44 AM).
        You Watanabe's Avatar
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          Quote:
          Originally Posted by kleenexfeu View Post
          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.
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            #305    
          Old September 17th, 2015 (8:56 AM).
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          FamiliaWerneck FamiliaWerneck is offline
             
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            Quote:
            Originally Posted by azurile13 View Post
            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?
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              #306    
            Old October 4th, 2015 (6:17 AM). Edited October 4th, 2015 by Spherical Ice.
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              What does effect byte 103 do?
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                #307    
              Old October 4th, 2015 (6:22 AM). Edited October 4th, 2015 by You Watanabe.
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                Quote:
                Originally Posted by FamiliaWerneck View Post
                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).
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                  #308    
                Old October 14th, 2015 (5:05 AM).
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                FamiliaWerneck FamiliaWerneck is offline
                   
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                  Quote:
                  Originally Posted by Sky High View Post
                  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!
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                    #309    
                  Old October 16th, 2015 (9:17 AM). Edited October 16th, 2015 by Spherical Ice.
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                  Spherical Ice Spherical Ice is online now
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                  Spoiler:
                  Quote:
                  Originally Posted by Spherical Ice View Post
                  Brine effect for FireRed, requires the callasm command as usual:

                  Battle Script:
                  Code:
                  #dynamic 0x800000
                  #freespacebyte 0xFF
                  
                  #org @start
                  callasm 0x8AABBCC +1
                  goto 0x81D6926
                  ASM at AABBCC:
                  Code:
                  .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:
                  Code:
                  #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
                  Quote:
                  Originally Posted by Spherical Ice View Post
                  Here's an effect for Assurance, again for FireRed:

                  Battle Script:
                  Code:
                  #dynamic 0x800000
                  #freespacebyte 0xFF
                  
                  #org @start
                  callasm 0x8AABBCC +1
                  goto 0x81D6926
                  
                  ASM at AABBCC:
                  Code:
                  .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:
                  Code:
                  #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.
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                    #310    
                  Old October 16th, 2015 (10:07 AM).
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                  Spherical Ice Spherical Ice is online now
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                  Quote:
                  Originally Posted by KDS View Post
                  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:

                  Code:
                  #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:

                  Code:
                  .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:

                  Code:
                  .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:

                  Code:
                  .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.
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                    #311    
                  Old October 16th, 2015 (1:25 PM).
                  Cataclyptic's Avatar
                  Cataclyptic Cataclyptic is offline
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                    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.
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                      #312    
                    Old October 16th, 2015 (4:18 PM).
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                    MrDollSteak MrDollSteak is offline
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                      Quote:
                      Originally Posted by Cataclyptic View Post
                      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.
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                        #313    
                      Old October 17th, 2015 (1:08 AM).
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                      MrDollSteak MrDollSteak is offline
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                        Quote:
                        Originally Posted by KDS View Post
                        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?
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                          #314    
                        Old October 17th, 2015 (4:08 AM).
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                        Chacha Dinosaur Chacha Dinosaur is offline
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                          Quote:
                          Originally Posted by MrDollSteak View Post
                          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
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                            #315    
                          Old October 17th, 2015 (5:01 AM).
                          MrDollSteak's Avatar
                          MrDollSteak MrDollSteak is offline
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                            Quote:
                            Originally Posted by KDS View Post
                            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?
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                              #316    
                            Old October 17th, 2015 (5:12 AM).
                            Chacha Dinosaur's Avatar
                            Chacha Dinosaur Chacha Dinosaur is offline
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                              Quote:
                              Originally Posted by MrDollSteak View Post
                              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?
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                                #317    
                              Old October 17th, 2015 (7:58 PM).
                              MrDollSteak's Avatar
                              MrDollSteak MrDollSteak is offline
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                                Quote:
                                Originally Posted by KDS View Post
                                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?
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                                  #318    
                                Old October 17th, 2015 (9:33 PM). Edited October 17th, 2015 by Chacha Dinosaur.
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                                Chacha Dinosaur Chacha Dinosaur is offline
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                                  Quote:
                                  Originally Posted by MrDollSteak View Post
                                  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.
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                                    #319    
                                  Old October 24th, 2015 (9:34 PM).
                                  InfamousX InfamousX is offline
                                     
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                                    Im trying to find the animation for the second turn of sky attack. The explanation in the threads don't apply to 2 turn moves. What do i do? Solarbeam and razorwind would be nice too but i just need the general idea of how to find the pointer for the second turn part not the glowing stuff. Thanks.
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                                      #320    
                                    Old October 31st, 2015 (5:47 AM).
                                    Exodrake's Avatar
                                    Exodrake Exodrake is offline
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                                      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).
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                                        #321    
                                      Old November 3rd, 2015 (8:40 AM). Edited November 3rd, 2015 by You Watanabe.
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                                      You Watanabe You Watanabe is offline
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                                        Fell Stinger

                                        FireRed:
                                        Code:
                                        #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):
                                        Code:
                                        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:
                                        Code:
                                        #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):
                                        Code:
                                        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.
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                                          #322    
                                        Old November 10th, 2015 (1:59 AM).
                                        Pokemon_XY Pokemon_XY is offline
                                           
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                                          Could anyone pls re-upload the resources in the attachments in the thread? The attachments have been dead.
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                                            #323    
                                          Old November 16th, 2015 (5:15 AM).
                                          EdgeZard X's Avatar
                                          EdgeZard X EdgeZard X is offline
                                             
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                                            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.
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                                              #324    
                                            Old November 16th, 2015 (5:39 AM). Edited November 16th, 2015 by You Watanabe.
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                                            You Watanabe You Watanabe is offline
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                                              Quote:
                                              Originally Posted by Pokemon_XY View Post
                                              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):
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                                                #325    
                                              Old November 16th, 2015 (6:37 AM).
                                              Pokemon_XY Pokemon_XY is offline
                                                 
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                                                Quote:
                                                Originally Posted by Sky High View Post
                                                I have but these are the only stuff I've saved (before everything was destroyed):
                                                Thank you very much!!! (Huge Hug)
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