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Development: Making Dive Work in FireRed

25
Posts
6
Years
  • Age 25
  • Seen Apr 18, 2020

FireRed Dive

Download and fully extract the .zip file attached to this post.
Load firered_dive.asm in your text editor of choice and follow its instructions.

The attached download simply contains the file firered_dive.asm (found in the spoiler below and at https://pastebin.com/raw/1yjWuuuz), Lunar IPS, and base.gba (simply a 0xFFFFFF-sized file of just 0xFF bytes -- the .gba extension is just for simplicity's sake as it will mean Lunar IPS lists it by default).


Spoiler: firered_dive.asm
Code:
[FONT="Source Code Pro"].thumb
.global firered_dive

@ FireRed v1.0 HM08 DIVE Port
@ Credits: Spherical Ice, Squeetz

@ CHANGE THESE:
.equ offset, 0x800000 @ ROM address of 0x1D8 bytes of free space
.equ OW_MALE_DIVE, 14 @ male player's diving overworld sprite number
.equ OW_FEMALE_DIVE, 15 @ female player's diving overworld sprite number
.equ FLAG_ALLOW_DIVE, 0x827 @ flag which allows the use of Dive
@ YOU MUST CHANGE THE ABOVE VALUES

@ INSTALL:
@ 1. Change the .equ values above, labelled CHANGE THESE
@ 2. If you wish to disable badge checking, follow the DISABLE BADGE CHECKING instructions below
@ 3. Save this file
@ 4. Assemble this file using the following command:
@ thumb firered_dive.s firered_dive.gba
@ 5. Create a .IPS patch using Lunar IPS:
@ Use the included base.gba file as the base ROM
@ Use the newly generated firered_dive.gba file as the modified ROM
@ 6. Patch your FireRed v1.0 ROM with the generated .IPS patch
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

@ DISABLE BADGE CHECKS:
@ Find and remove the appropriately labelled lines of code below
@ Ctrl + F: REMOVE THE FOLLOWING 5 LINES TO DISABLE BADGE CHECK
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

@ MAKE DIVE POSSIBLE IN MAPS:
@ Set the second behaviour byte of Dive-able tiles to the value of DIVE_TILE_BYTE below (0x23 by default)
@ Set their second behaviour byte of Emerge-able tiles to the value of EMERGE_TILE_BYTE below (0x24 by default)
@ Set underwater maps' light level (the Type: field in the Header view on AdvanceMap) to Underwater (0x5)
@ Create Emerge map connections to underwater maps leading to their surface maps
@ Create Dive map connections to surface maps leading to their underwater maps
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

@ Changing these is optional (they are the default FireRed currently)
.equ OW_MALE_WALK, 0 @ male player's normal, walking overworld sprite number
.equ OW_MALE_CYCLE, 1 @ male player's cycling overworld sprite number
.equ OW_MALE_SURF, 2 @ male player's surfing/"sat down" overworld sprite number
.equ OW_MALE_ITEM_0, 3 @ male player's first item usage overworld sprite number
.equ OW_MALE_FISH, 4 @ male player's fishing overworld sprite number
.equ OW_MALE_ITEM_1, 5 @ male player's second item usage overworld sprite number
.equ OW_FEMALE_WALK, 7 @ female player's normal, walking overworld sprite number
.equ OW_FEMALE_CYCLE, 8 @ female player's cycling overworld sprite number
.equ OW_FEMALE_SURF, 9 @ female player's surfing/"sat down" overworld sprite number
.equ OW_FEMALE_ITEM_0, 10 @ female player's first item usage overworld sprite number
.equ OW_FEMALE_FISH, 11 @ female player's fishing overworld sprite number
.equ OW_FEMALE_ITEM_1, 12 @ female player's second item usage overworld sprite number
.equ DIVE_TILE_BYTE, 0x23 @ second behaviour byte value for diving
.equ EMERGE_TILE_BYTE, 0x24 @ second behaviour byte value for emerging
.equ FLAG_ALLOW_RUN, 0x82F @ flag which allows the use of the Running Shoes
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

@ DO NOT CHANGE THESE VALUES:
.equ rom, 0x08000000
@ DO NOT CHANGE THE ABOVE VALUES

@ Hooks and branches
.org 0x5BA30, 0xFF
    ldr r0, =(disable_running_underwater + rom + 1)
    bx r0
.pool

.org 0x5C7F4, 0xFF
    .word player_overworld_list + rom

.org 0x5C826, 0xFF
    ldr r1, =(get_gender_from_sprite + rom + 1)
    bx r1
.pool

.org 0x5C9B0, 0xFF
    .word walkrun_overworld_list + rom

.org 0x5C9BA, 0xFF
    cmp r2, #3

.org 0x5C9F4, 0xFF
    .word walkrun_overworld_list + rom

.org 0x6CB30, 0xFF
    ldr r0, =(check_for_events + rom + 1)
    bx r0
.pool
    
.org 0x6CCCC, 0xFF
    ldr r1, =(check_dive + rom + 1)
    bx r1
.pool

.org 0x6DF78, 0xFF
    b 0x6DF84

.org 0x35B854, 0xFF
    .word change_sprite_to_diving + rom + 1

.org 0x471EEC, 0xFF
    .word player_behaviour_dive + rom + 1

.org offset, 0xFF
@ New data
player_overworld_list:
    .byte OW_MALE_WALK, OW_FEMALE_WALK
    .byte OW_MALE_CYCLE, OW_FEMALE_CYCLE
    .byte OW_MALE_SURF, OW_FEMALE_SURF
    .byte OW_MALE_ITEM_0, OW_FEMALE_ITEM_0
    .byte OW_MALE_FISH, OW_FEMALE_FISH
    .byte OW_MALE_ITEM_1, OW_FEMALE_ITEM_1
    .byte OW_MALE_DIVE, OW_FEMALE_DIVE

walkrun_overworld_list:
    .byte OW_MALE_WALK, 0b00001
    .byte OW_MALE_CYCLE, 0b00010
    .byte OW_MALE_SURF, 0b01000
    .byte OW_MALE_DIVE, 0b10000
    .byte OW_FEMALE_WALK, 0b00001
    .byte OW_FEMALE_CYCLE, 0b00010
    .byte OW_FEMALE_SURF, 0b01000
    .byte OW_FEMALE_DIVE, 0b10000

@ New code
disable_running_underwater:
	ldr r6, =(0x02037078) @ walkrun_state
	ldrb r1, [r6, #0] @ walkrun->bitfield
	mov r0, #16
	and r0, r1
	cmp r0, #0
	bne i_forgot_what_this_label_is
	mov r0, #2
	and r5, r0
	cmp r5, #0
	beq cannot_run
	ldr r0, =(FLAG_ALLOW_RUN)
	ldr r3, =(0x0806E6D0+1) @ flag_check
	bl call_via_r3
	lsl r0, r0, #24
	lsr r0, r0, #24
	cmp r0, #0
	beq cannot_run
	ldr r2, =(0x02036E38) @ npc_states
	ldrb r1, [r6, #5]
	lsl r0, r1, #3
	add r0, r0, r1
	lsl r0, r0, #2
	add r0, r0, r2
	ldrb r0, [r0, #30]
	ldr r3, =(0x080BD488+1) @ is_tile_to_run_on
	bl call_via_r3
	cmp r0, #0
	bne cannot_run

can_run:
	ldr r0, =(0x0805BA5A+1)
	bx r0

i_forgot_what_this_label_is:
	ldr r0, =(0x0805BA9E+1)
	bx r0

cannot_run:
	ldr r0, =(0x0805BA8C+1)
	bx r0

.pool

get_gender_from_sprite:
    lsl r0, r0, #24
    lsr r0, r0, #24
    cmp r0, #OW_MALE_DIVE
    beq male
    cmp r0, #OW_FEMALE_DIVE
    beq female
    cmp r0, #OW_FEMALE_FISH
    bgt male
    cmp r0, #OW_FEMALE_WALK
    blt male

female:
    mov r0, #1
    b return_to_x5C838
    
male:
    mov r0, #0
    
return_to_x5C838:
    ldr r1, =(0x0805C838 + 1)
    bx r1
.pool

check_for_events:
    mov r0, #0x80
    and r0, r1
    cmp r0, #0
    beq check_aftermove
    bl consider_dive_emerging
    cmp r0, #1
    beq something_happened

check_aftermove:
    ldrb r1, [r5]
    mov r0, #0x40
    and r0, r1
    cmp r0, #0
    beq check_move
    ldr r0, =(0x0806CB38 + 1)
    bx r0
    
something_happened:
    ldr r0, =(0x0806CB6C + 1)
    bx r0
    
check_move:
    ldr r0, =(0x0806CB74 + 1)
    bx r0
.pool

consider_dive_emerging:
    push {lr}
@ REMOVE THE FOLLOWING 5 LINES TO DISABLE BADGE CHECK 
    ldr r0, =(FLAG_ALLOW_DIVE)
    ldr r1, =(0x0806E6D0 + 1) @ checkflag
    bl call_via_r1
    cmp r0, #0
    beq no_emerging
@ REMOVE THE ABOVE 5 LINES TO DISABLE BADGE CHECK
    ldr r0, =(0x02036DFC) @ map_header
    ldrb r0, [r0, #23] @ map_header->light_level
    cmp r0, #5
    bne no_emerging
    bl get_block_secondary_role
    cmp r0, #EMERGE_TILE_BYTE
    bne no_emerging
    ldr r0, =(0x081BE3D4) @ emerge_script
    ldr r1, =(0x08069AE4 + 1) @ script_start
    bl call_via_r1
    mov r0, #1
    b dive_return
    
no_emerging:
    mov r0, #0

dive_return:
    pop {r1}
    bx r1
.pool

check_dive:
    ldrb r1, [r5]
    mov r0, #1
    and r0, r1
    cmp r0, #0
    beq no_dive
    bl consider_diving
    cmp r0, #1
    beq something_happened

no_dive:
    ldrb r1, [r5]
    mov r0, #4
    and r0, r1
    cmp r0, #0
    beq something
    ldr r2, =(0x0806CCD6 + 1)
    bx r2
    
something:
    ldr r0, =(0x0806CCFC + 1)
    bx r0
.pool
    
consider_diving:
    push {lr}
@ REMOVE THE FOLLOWING 5 LINES TO DISABLE BADGE CHECK
    ldr r0, =(FLAG_ALLOW_DIVE)
    ldr r1, =(0x0806E6D0 + 1) @ checkflag
    bl call_via_r1
    cmp r0, #0
    beq cant_dive
@ REMOVE THE ABOVE 5 LINES TO DISABLE BADGE CHECK
    bl get_block_secondary_role
    cmp r0, #DIVE_TILE_BYTE
    bne cant_dive
    ldr r0, =(0x081BE38B) @ dive_script
    ldr r1, =(0x08069AE4 + 1) @ script_start
    bl call_via_r1
    mov r0, #1
    b dive_pop
    
cant_dive:
    mov r0, #0

dive_pop:
    pop {r1}
    bx r1
.pool

get_block_secondary_role:
    push {r4, lr}
    sub sp, sp, #4
    mov r4, sp
    add r4, #2
    mov r0, sp
    mov r1, r4    
    ldr r3, =(0x0805C538 + 1) @ player_get_pos_to
    bl call_via_r3
    mov r0, sp
    mov r1, #0
    ldsh r0, [r0, r1]
    mov r2, #0
    ldsh r1, [r4, r2]
    lsl r0, r0, #16
    asr r0, r0, #16
    lsl r1, r1, #16
    asr r1, r1, #16
    mov r2, #8
    ldr r3, =(0x08058F48 + 1) @ cur_mapdata_block_get_field_at
    bl call_via_r3
    lsl r0, r0, #16
    lsr r0, r0, #24
    add sp, sp, #4
    pop {r4}
    pop {r1}
    bx r1
.pool

player_behaviour_dive:
    push {r4, lr}
    ldr r0, =(0x02037078) @ walkrun_state
    ldrb r0, [r0, #5] @ walkrun_state->npcid
    lsl r4, r0, #3
    add r4, r4, r0
    lsl r4, r4, #2
    ldr r0, =(0x02036E38) @ npc_states
    add r4, r4, r0
    mov r0, #6
    ldr r3, =(0x0805C808 + 1) @ get_sprite_for_player
    bl call_via_r3
    add r1, r0, #0
    lsl r1, r1, #24
    lsr r1, r1, #24
    add r0, r4, #0
    ldr r3, =(0x081507BC + 1) @ npc_change_sprite_call
    bl call_via_r3
    ldrb r1, [r4, #24]
    lsr r1, r1, #4
    add r0, r4, #0
    ldr r3, =(0x0805F218 + 1) @ npc_turn
    bl call_via_r3
    mov r0, #16
    ldr r3, =(0x0805C970 + 1) @ change_sprite_bitfield
    bl call_via_r3
    ldrb r0, [r4, #4]
    ldr r3, =(0x080DC6B0 + 1) @ bobbing
    bl call_via_r3
    strb r0,[r4, #26]
    pop {r4}
    pop {r0}
    bx r0
.pool

change_sprite_to_diving:
    push {lr}
    mov r0, #4

set:
    ldr r1, =(0x08150498 + 1) @ set_player_behaviour
    bl call_via_r1
    pop {r1}

call_via_r1:
    bx r1

call_via_r3:
    bx r3
.pool

.org 0xFFFFFF, 0xFF
.byte 0xFF
[/FONT]

@spherical ice how do you apply these to a script sorry im new in asm things
 
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