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[ASM & Hex] Ability Insertion Help

82
Posts
6
Years
  • Hello PC, I am trying to add MRDS Prankster, Gale Wings, Stall, Sand Rush, Slow Start and Quick Feet Routine into my rom but i am having some trouble. Here is the code:

    Code:
    .text
    .align 2
    .thumb
    .thumb_func
    .global TurnOrderLoader
    .org 0x14CD8
    
    Main:
    	push {r4-r7, lr}
    	mov r7, r10
    	mov r6, r9
    	mov r5, r8
    	push {r5-r7}
    	add sp, #0x04
    	lsl r0, r0, #0x18
    	lsr r0, r0, #0x18
    	mov r9, r0
    	lsl r1, r1, #0x18
    	lsr r1, r1, #0x18
    	mov r10, r1
    	mov r0, #0x0
    	str r0, [sp, #0x0]
    
    #r9=UserBank
    #r10=TargetBank
    
    CheckTurn:
    	cmp r2, #0x0
    	bne BracketCalc
    PriorityCalc:
    	mov r0, r9
    	bl PriorityBL
    	lsl r0, r0, #0x18
    	asr r3, r0, #0x18
    	mov r8, r3
    	mov r0, r10
    	bl PriorityBL
    	lsl r0, r0, #0x18
    	asr r4, r0, #0x18
    	mov r3, r8
    	cmp r3, r4
    	beq BracketCalc
    	cmp r3, r4
    	bge Exit @FirstBankGoesFirst
    	mov r2, #0x1
    	str r2, [sp, #0x0]
    	b Exit @SecondBankGoesFirst
    BracketCalc:
    	mov r0, r9
    	bl BracketBL
    	mov r8, r0
    	mov r0, r10
    	bl BracketBL
    	mov r4, r0
    	mov r3, r8
    	cmp r3, r4
    	beq SpeedCalc
    	cmp r3, r4
    	bge Exit @FirstBankGoesFirst
    	mov r2, #0x1
    	str r2, [sp, #0x0]
    	b Exit @SecondBankGoesFirst
    SpeedCalc:
    	mov r0, r9
    	bl SpeedBL
    	mov r8, r0
    	mov r0, r10
    	bl SpeedBL
    	mov r4, r0
    	mov r3, r8
    	cmp r3, r4
    	bne TrickRoomCheck
    	bl 0x044EC8
    	mov r1, #0x1
    	and r0, r1
    	cmp r0,	#0x0
    	bne Exit
    	mov r2, #0x2 @SpeedTie
    	str r2, [sp, #0x0]
    	b Exit
    TrickRoomCheck:
    	ldr r0, .TrickRoomLoc
    	ldrb r0, [r0]
    	cmp r0, #0x0
    	beq SpeedCheck
    TrickRoom:
    	mov r8, r3
    	mov r3, r4
    	mov r4, r8
    SpeedCheck:
    	cmp r3, r4
    	bcs Exit @FirstBankGoesFirst
    	mov r2, #0x1
    	str r2, [sp, #0x0]
    Exit:
    	ldr r0, [sp, #0x0]
    	add sp, #0x4
    	pop {r3-r5}
    	mov r8, r3
    	mov r9, r4
    	mov r10, r5
    	pop {r4-r7}
    	pop {r1}
    	bx r1
    
    .align 2
    .TrickRoomLoc: .word 0x0203C012
    
    .align 2
    
    PriorityBL:
    	mov r3, r0
    LoadMenuChoice:
    	ldr r0, .MenuChoiceLoc
    	add r1, r3, r0
    	mov r0, #0x0
    	ldrb r1, [r1]
    	cmp r1, #0x0
    	bne Return
    FightOptionChosen:
    	ldr r0, .ProtectStructure
    	lsl r1, r3, #0x4
    	add r1, r1, r0
    	ldrb r0, [r1]
    	lsl r0, r0, #0x1D
    	cmp r0, #0x0
    	bge LoadMoveIndex
    Struggle:
    	mov r4, #0xA5
    	b BufferMoveData
    LoadMoveIndex:
    	ldr r0, .Pointer
    	ldr r0, [r0, #0x0]
    	add r0, r3
    	add r0, #0x80
    	ldrb r0, [r0] @MoveSlotChosen
    	lsl r0, r0, #0x1
    	mov r1, #0x58
    	mul r1, r3
    	add r0, r0, r1
    	ldr r1, .BattleData
    	add r0, r0, r1
    	ldrh r4, [r0, #0xC]
    BufferMoveData:
    	ldr r2, .MoveData
    	lsl r0, r4, #0x1
    	add r0, r0, r4
    	lsl r0, r0, #0x2
    	add r4, r0, r2
    BufferBattleData:
    	ldr r0, .BattleData
    	add r0, #0x20
    	mov r1, #0x58
    	mul r1, r3
    	add r0, r0, r1
    	ldrb r1, [r0]
    	mov r0, #0x0
    PranksterCheck:
    	cmp r1, #0x9F
    	bne GaleWingsCheck
    Prankster:
    	ldrb r1, [r4, #0xA]
    	cmp r1, #0x2
    	bne LoadMovePriority
    	mov r0, #0x1
    	b LoadMovePriority
    GaleWingsCheck:
    	cmp r1, #0xB2
    	bne LoadMovePriority
    Galewings:
    	ldrb r1, [r4, #0x2]
    	cmp r1, #0x2
    	bne LoadMovePriority
    	mov r0, #0x1
    LoadMovePriority:
    	ldrb r1, [r4, #0x7]
    	add r0, r0, r1
    Return:
    	bx lr
    
    .align 2
    .MenuChoiceLoc: .word 0x02023D7C
    .ProtectStructure: .word 0x02023E8C
    .Pointer: .word 0x02023FE8
    .BattleData: .word 0x02023BE4
    .MoveData: .word 0x08799F24
    
    .align 2
    
    BracketBL:
    	push {lr}
    	mov r3, r0
    	mov r1, #0x58
    	ldr r0, .BattleDataItem
    	mul r1, r3
    	add r4, r0, r1
    CheckItem:
    	ldrh r0, [r4, #0xE]
    	cmp r0, #0xAF
    	bne LoadItemEffect
    EngimaBerry:
    	ldr r1, .EnigmaRamLoc
    	lsl r0, r3, #0x3
    	sub r0, r0, r3
    	lsl r0, r0, #0x2
    	add r0, r0, r1
    	ldrb r6, [r0, #0x7]
    	ldrb r5, [r0, #0x1A]
    	b QuickClawCheck
    LoadItemEffect:
    	bl 0x9A924
    	lsl r0, r0, #0x18
    	lsl r6, r0, #0x18
    	ldrh r0, [r4, #0xE]
    	bl 0x9A948
    	lsl r0, r0, #0x18
    	lsl r5, r0, #0x18
    QuickClawCheck:
    	cmp r6, #0x1A
    	bne CustapBerryCheck
    QuickClawActivationCalc:
    	ldr r0, .RandomLoc
    	ldrh r7, [r0]
    	lsl r0, r5, #0x10
    	sub r0, r0, r5
    	mov r1, #0x64
    	bl 0x1E4018
    	cmp r7, r0
    	bge StallCheck
    	mov r7, #0x1
    	b StoreBracket
    CustapBerryCheck:
    	cmp r6, #0x4D
    	bne LaggingTailCheck
    CustapBerry:
    CheckHP:
    	ldrh r0, [r4, #0x8]
    	ldrh r1, [r4, #0xC]
    	lsl r1, r1, #0x2
    	cmp r0, r1
    	bgt StallCheck
    SetRamLoc:
    	mov r7, #0x1
    	ldr r0, .CustapBerryLoc
    	strb r7, [r0]
    	b StoreBracket
    LaggingTailCheck:
    	cmp r6, #0x4A
    	bne StallCheck
    LaggingTail:
    	mov r0, #0x2
    	neg r7, r0
    	b StoreBracket
    StallCheck:
    	mov r7, #0x0
    	ldrb r0, [r4]
    	cmp r0, #0x65
    	bne StoreBracket
    Stall:
    	mov r0, #0x1
    	neg r7, r0
    StoreBracket:
    	mov r0, r7
    PopRegister:
    	pop {r1}
    	bx r1
    	
    .align 2
    .BattleDataItem: .word 0x2023C04
    .EnigmaRamLoc: .word 0x2023F54
    .RandomLoc: .word 0x2023E80
    .CustapBerryLoc: .word 0x0203C036
    
    .align 2
    
    SpeedBL:
    	push {lr}
    	add sp, #-0x4
    	mov r7, r0
    	mov r5, #0x58
    	ldr r6, .BattleData2
    	mul r5, r7
    	add r6, r5, r6
    	mov r5, #0x1
    	str r0, [sp, #0x0]
    ApplyStatBoost:
    	ldrh r5, [r6, #0x6]
    	ldr r2, .StatModTable
    	ldrb r1, [r6, #0x1B]
    	lsl r1, r1, #0x1
    	add r2, r1, r2
    	ldrb r0, [r2]
    	mul r0, r5
    	ldrb r1, [r2, #0x1]
    	bl 0x1E4018
    	mov r5, r0
    CloudNineCheck:
    	mov r0, #0x13
    	mov r1, #0x0
    	mov r2, #0xD
    	mov r3, #0x0
    	bl 0x19F18
    	lsl r0, r0, #0x18
    	cmp r0, #0x0
    	bne NoWeather
    AirLockCheck:
    	mov r0, #0x0
    	str r0, [sp, #0x0] 
    	mov r0, #0x13
    	mov r1, #0x0
    	mov r2, #0x4D
    	mov r3, #0x0
    	bl 0x19F18
    	lsl r0, r0, #0x18
    	cmp r0, #0x0
    	bne NoWeather
    LoadWeather:
    	ldr r4, .WeatherLoc
    	ldrh r4, [r4]
    	add r2, r2, r6
    	add r2, #0x20
    	ldrb r2, [r2]
    RainCheck:
    	mov r0, #0x7
    	and r0, r4
    	cmp r0, #0x0
    	beq SunCheck
    SwiftSwimCheck:
    	cmp r2, #0x21
    	beq WeatherBoost
    SunCheck:
    	mov r0, #0x60
    	and r0, r4
    	cmp r0, #0x0
    	beq SandstormCheck
    ChlorophyllCheck:
    	cmp r2, #0x22
    	beq WeatherBoost
    SandstormCheck:
    	mov r0, #0x18
    	and r0, r4
    	cmp r0, #0x0
    	beq NoWeather
    SandRushCheck:
    	cmp r2, #0x93
    	bne NoWeather
    WeatherBoost:
    	lsl r5, r5, #0x1
    NoWeather:
    	mov r2, r6
    	add r2, #0x20
    	ldrb r2, [r2]
    SlowStartCheck:
    	cmp r2, #0x71
    	bne TailwindCheck
    	ldr r0, .SlowStartLoc
    	add r0, r0, r7
    CheckTurnCounter:
    	ldrb r0, [r0, #0x0]
    	cmp r0, #0x0
    	beq TailwindCheck
    	lsr r5, r5, #0x1
    TailwindCheck:
    	ldr r0, .TailwindAddr
    	cmp r7, #0x1
    	beq EnemyTailwind
    	cmp r7, #0x3
    	beq EnemyTailwind
    PlayerTailwind:
    	b CheckFlag 
    EnemyTailwind:
    	add r0, #0x1
    CheckFlag:
    	ldrb r0, [r0, #0x0]
    	cmp r0, #0x0
    	beq CheckItem2
    	lsl r5, r5, #0x1
    CheckItem2:
    	ldrh r0, [r6, #0x2e]
    	cmp r0, #0xAF
    	bne LoadItemEffect2
    EnigmaBerry2:
    	ldr r1, .EnigmaRamLoc2
    	lsl r0, r7, #0x3
    	sub r0, r0, r3
    	lsl r0, r0, #0x2
    	add r0, r0, r1
    	ldrb r0, [r0, #0x7]
    	b MachoBraceCheck
    LoadItemEffect2:
    	bl 0x9A924
    	lsl r0, r0, #0x18
    	lsr r0, r0, #0x18
    MachoBraceCheck: 
    	cmp r0, #0x18 
    	bne IronBallCheck
    	lsr r5, r5, #0x1
    IronBallCheck:
    	cmp r0, #0x47
    	bne QuickPowderCheck
    	lsr r5, r5, #0x1
    QuickPowderCheck:
    	cmp r0, #0x48
    	bne ChoiceScarfCheck
    	ldrh r0, [r6]
    	cmp r0, #0x84
    	bne ChoiceScarfCheck
    	lsr r1, r5, #0x1
    	add r5, r1, r5
    ChoiceScarfCheck:
    	cmp r0, #0x1D
    	bne BadgeCheck
    	bl 0x9A948
    	lsl r0, r0, #0x18
    	lsl r0, r0, #0x18
    	cmp r0, #0x2
    	bne BadgeCheck
    	lsr r0, r5, #0x1
    	add r5, r0, r5
    BadgeCheck:
    	ldr r0, .BadgeLoc
    	ldr r0, [r0]
    	mov r1, #0x2
    	and r0, r1
    	cmp r0, #0x0
    	bne StatusCheck
    	ldr r0, .Flag
    	bl 0x6E6D0
    	lsl r0, r0, #0x18
    	cmp r0, #0x0
    	beq StatusCheck
    	mov r0, r7
    	bl 0x751C4
    	lsl r0, r0, #0x18
    	cmp r0, #0x0
    	bne StatusCheck
    	mov r0, #0x6E
    	mul r0, r5
    	mov r1, #0x64
    	bl 0x1E460C
    	mov r5, r0
    StatusCheck:
    	ldr r0, [r6, #0x4c]
    	add r6, #0x20
    	ldrb r1, [r6, #0x0]
    	cmp r1, #0x9B
    	bne ParalysisCheck
    QuickFeetCheck:
    	cmp r0, #0x0
    	beq ReturnSpeed
    	lsl r5, r5, #0x1
    	b ReturnSpeed
    ParalysisCheck:
    	mov r1, #0x40
    	and r0, r1
    	cmp r0, #0x0
    	beq ReturnSpeed
    	lsr r5, r5, #0x2
    ReturnSpeed:
    	mov r0, r5
    	add sp, #0x4
    	pop {r1}
    	bx r1
    
    .align 2
    .BattleData2: .word 0x02023BE4
    .StatModTable: .word 0x0825DEAD
    .WeatherLoc: .word 0x02023F1C
    .SlowStartLoc: .word 0x0203C024
    .TailwindAddr: .word 0x0203C012
    .EnigmaRamLoc2: .word 0x02023F54
    .BadgeLoc: .word 0x02022B4C
    .Flag: .word 0x00000822

    There are several RAM locations that needed inputting. I started at 0x0203C012(Freespace starts at 0203c000) and went up every 12 bytes (c024, C036, C048). I only had to go up to C060.

    Next, i had to add in my index numbers which i did.

    When add the code in at the proper location(14cd8) and start the rom, it crashes at loading a battle. I cannot figure out what i am doing wrong. I have tried the debugger, it gets stuck at 14d20 which is the Branch with Link to "BracketBL". I checked bracketbl and it looks like it should branch back? I cant see a reason as to why it wouldnt.

    EDIT: Ive seen the debugger say "ARM no instruction" at 0x02023C14 but thats the name to the opposing pokemon(and its not changing the bytes) so i dont see why that comes up? It doesnt before i add the routine so i do know its the routine messing with that.

    Any advice would be helpful! Thank you :)
     
    Last edited:
    88
    Posts
    7
    Years
    • Seen Jan 16, 2020
    I had this same problem, and changing how much the stack pointer (sp) is varied worked for me
    Code:
    Main:
    	push {r4-r7, lr}
    	mov r7, r10
    	mov r6, r9
    	mov r5, r8
    	push {r5-r7}
    	[B]add sp, #-0x0C[/B]
    
    [...]
    
    Exit:
    	ldr r0, [sp]
    	[B]add sp, #0xC[/B]
    	pop {r3-r5}
    	mov r8, r3
    	mov r9, r4
    	mov r10, r5
    	pop {r4-r7}
    	pop {r1}
    	bx r1

    Also, make sure the code isn't going past 0x150A8 (it probably won't, but its always good to check)
     
    82
    Posts
    6
    Years
  • I had this same problem, and changing how much the stack pointer (sp) is varied worked for me
    Code:
    Main:
    	push {r4-r7, lr}
    	mov r7, r10
    	mov r6, r9
    	mov r5, r8
    	push {r5-r7}
    	[B]add sp, #-0x0C[/B]
    
    [...]
    
    Exit:
    	ldr r0, [sp]
    	[B]add sp, #0xC[/B]
    	pop {r3-r5}
    	mov r8, r3
    	mov r9, r4
    	mov r10, r5
    	pop {r4-r7}
    	pop {r1}
    	bx r1

    Also, make sure the code isn't going past 0x150A8 (it probably won't, but its always good to check)

    Thats so upsetting :(
    I have been fiddling with this thing for a week and it took changing 1 line of code? It works, abilities work but i still need to test the items.

    Thank you very much! I do appreciate the help! :)
     
    88
    Posts
    7
    Years
    • Seen Jan 16, 2020
    Thats so upsetting :(
    I have been fiddling with this thing for a week and it took changing 1 line of code? It works, abilities work but i still need to test the items.

    Thank you very much! I do appreciate the help! :)

    Yeah it usually is something small like that, welcome to rom hacking :laugh-squinted: On the bright side it probably helped you understand ASM a bit more!
     
    82
    Posts
    6
    Years
  • Yeah it usually is something small like that, welcome to rom hacking :laugh-squinted: On the bright side it probably helped you understand ASM a bit more!

    Its funny, this whole load order has taught me the most about asm. I was actually able to get a few abilities and items working before your post. I found the original redo by KDS and i was ripping code from MRDS version. Of course i replaced it with the whole MRDS load order once you came in but yeah. I dont understand what i specifically changed but ill get there. Thank you again for the help!
     
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