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  #351    
Old September 29th, 2017 (7:09 AM).
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pikachux2 pikachux2 is offline
Never Evolve
     
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    Hey, can anyone explain to me if I need to, or why I don't need to, point Abilities in PGE to some specific offset? Does the game just check the string representation of the ability to see if the Pokémon has it? Or am I missing the part where I somehow point it to the index of the ability in PGE?
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      #352    
    Old September 29th, 2017 (8:24 AM).
    Skeli-'s Avatar
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      Quote:
      Originally Posted by pikachux2 View Post
      Hey, can anyone explain to me if I need to, or why I don't need to, point Abilities in PGE to some specific offset? Does the game just check the string representation of the ability to see if the Pokémon has it? Or am I missing the part where I somehow point it to the index of the ability in PGE?
      The ability names and descriptions and still stored in tables.
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        #353    
      Old September 30th, 2017 (3:07 AM).
      pikachux2's Avatar
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        Quote:
        Originally Posted by Skeli Unbound View Post
        The ability names and descriptions and still stored in tables.
        Thanks, I understand that, but how is the actual effect of the ability called in battle? I can't find anyway to point the name of the ability to its corresponding effect. So the question is, do I have to?
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          #354    
        Old September 30th, 2017 (8:41 AM).
        BluRose BluRose is offline
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          Quote:
          Originally Posted by pikachux2 View Post
          Thanks, I understand that, but how is the actual effect of the ability called in battle? I can't find anyway to point the name of the ability to its corresponding effect. So the question is, do I have to?
          individual abilities are each checked for in the battle engine as indexes.

          this next scene is a plausible way of it working

          so like take levitate
          let's say we have our latios with levitate
          earthquake is used by opponent
          game checks type of move used - returns ground
          game checks latios for ability - returns levitate
          compares it with levitate's index number
          branches off to levitate's battle message printing and zero damage done
          attack over
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            #355    
          Old October 1st, 2017 (12:05 AM).
          pikachux2's Avatar
          pikachux2 pikachux2 is offline
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            Quote:
            Originally Posted by BluRose View Post
            individual abilities are each checked for in the battle engine as indexes.

            this next scene is a plausible way of it working

            so like take levitate
            let's say we have our latios with levitate
            earthquake is used by opponent
            game checks type of move used - returns ground
            game checks latios for ability - returns levitate
            compares it with levitate's index number
            branches off to levitate's battle message printing and zero damage done
            attack over
            thanks perfect
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              #356    
            Old October 1st, 2017 (5:29 PM).
            pikachux2's Avatar
            pikachux2 pikachux2 is offline
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              One more thing, this line of code I've found at the end of each ability script,
              Spoiler:
              #insert 01 49 08 47 00 00 xx xx xx 08 at 026192

              I assume I'm supposed to change those x's to something meaningful like a pointer, is that the case?
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                #357    
              Old October 1st, 2017 (7:13 PM). Edited October 1st, 2017 by Skeli-.
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                Quote:
                Originally Posted by pikachux2 View Post
                One more thing, this line of code I've found at the end of each ability script,
                Spoiler:
                #insert 01 49 08 47 00 00 xx xx xx 08 at 026192

                I assume I'm supposed to change those x's to something meaningful like a pointer, is that the case?
                Pointer to your asm routine +1.
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                  #358    
                Old October 2nd, 2017 (11:47 AM).
                pikachux2's Avatar
                pikachux2 pikachux2 is offline
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                  Quote:
                  Originally Posted by Skeli Unbound View Post
                  Pointer to your asm routine +1.
                  Thanks again :)
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                    #359    
                  Old April 7th, 2018 (9:48 AM).
                  YourFavoriteEgyptian YourFavoriteEgyptian is offline
                     
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                    Hey everyone, I'm new around here and would love to learn how write my own abilities. I've been reading up on ASM and battle scripts for the past couple days, but I am still not confident enough to begin to write anything of my own. I really want to implement a special type Fur Coat ability into my game. Could anyone supply me with the code and possibly explain how it works so that I can better learn how to do this myself?
                    Thanks in advance!
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                      #360    
                    Old May 12th, 2018 (7:28 PM).
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                    Can anyone code Beast Boost?

                    Thank you!
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                      #361    
                    Old May 13th, 2018 (9:15 AM). Edited May 16th, 2018 by Lance Koijer 2.0.
                    Lance Koijer 2.0 Lance Koijer 2.0 is offline
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                      Hello guys the code of normalize and pixilate is still broken.

                      Quote:
                      Originally Posted by Petuuuhhh View Post
                      Can anyone code Beast Boost?

                      Thank you!
                      I have replicated soul-heart already, the only problem when I was creating the ability is that the checking of the highest stat.. I'd tried to make an ASM that will compare each stats so whatver stat got the highest will increase. If someone can just make an ASM that will get the highest stat of a pokémon and store it somewhere, the ability would be possible.
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                        #362    
                      Old 2 Weeks Ago (6:30 AM).
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                      Has anyone coded Battle Bond?
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                        #363    
                      Old 1 Week Ago (5:21 PM). Edited 1 Week Ago by Le pug.
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                      Quote:
                      Originally Posted by MrDollSteak View Post
                      Spoiler:
                      The byte changes actually re-insert the routine for you. The implementation was broken, so the byte changes make it reflect this new routine.



                      Fur Coat and Multiscale definitely work 100% as intended, no breaking at all.
                      I fixed No Guard, basically I put a ldr, instead of ldrb, for the bank check, it definitely works now.

                      Mold Breaker, Teravolt and Turboblaze

                      Spoiler:
                      Emerald (credits to KDS for the original Fire Red routines)
                      Spoiler:
                      Step 1
                      Spoiler:
                      Mold Breaker Table
                      Spoiler:
                      00 00 00 00 01 01 00 01 01 00 01 01 01 00 00 01
                      00 02 01 01 01 01 00 00 00 01 02 00 00 01 00 00
                      00 00 00 00 00 00 00 01 01 01 00 01 00 00 00 01
                      00 00 00 01 01 00 00 00 00 00 00 00 01 00 00 01
                      00 00 00 00 00 00 00 00 01 01 00 01 00 00 01 01
                      00 00 01 00 00 00 01 01 01 00 00 00 00 00 00 00
                      00 00 00 00 00 00 00 02 00 00 00 00 00 00 01 00
                      01 00 00 00 00 01 00 00 00 00 00 01 00 00 00 01
                      00 00 00 00 00 00 00 01 01 01 00 00 00 01 00 01
                      00 00 01 00 01 00 00 00 00 00 00 00 00 01 01 00
                      00 00 00 00 00 00 00 00 00 00 01 00 01 00 00 00
                      00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
                      00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
                      00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
                      00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
                      00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

                      Insert this table if your ROM has the abilities in the same order that is mentioned in the OP (otherwise you will have to modify according to the format.
                      There are 256 entries in this table which equal to the maximum No. of abilities that can be accomodated in a GBA rom.

                      An entry for each ability takes one byte of space and there are entries for every ability. The entry is set to 00 if Mold Breaker does not negate the ability, 01 (or a non-zero value) if Mold Breaker is able to negate it and 02 if the the ability is negated to simulate the Gen V hazard effect.

                      For e.g, the first entry is for Ability ID 0x0 and does not need to be negated by mold breaker so its entry is set to 00. The second entry is for Stench (ID = 0x1) so set to 00. The 6th entry is set to 01 because MB negates Sturdy (ID = 0x5).

                      There are some abilities that do not work with this method and require special explicit checks and there entry is set to 00 to avoid wastage of time.
                      Spoiler:
                      1. Damp (it checks in the whole battle field rather than a single target, so the 'faintifnotdamp' battlescript command needs to be edited for this. I'm leaving this for now)

                      2. Lightning and Storm Drain (mold breaker should allow redirection of move).

                      3. Friend Guard, Aroma Veil, Sweet Veil, Flower Veil (the target's boosts are sometimes by virtue of its ally's ability).

                      Modify the table accordingly if there is a need to.

                      Step 2
                      1a. Replace x8TTTTTT in the routines with the offset of the Mold breaker table.
                      1b. Insert these routines with byte changes in the respective code comments.
                      Spoiler:
                      Routine 1 (Checks for user's Mold Breaker prior to move execution and then disables abilities that negate, also probably the best place to insert Stance Change)
                      Spoiler:
                      Code:
                      .text
                      .align 2
                      .thumb
                      .thumb_func
                      .global moldbreaker
                           
                      AbilityBufferUser:
                           	push {r2-r4}
                      	ldr r0, .Bank
                      	ldrb r0, [r0]
                      	mov r1, #0x58
                      	ldr r2, .BattleData
                      	mul r0, r1
                      	add r0, r0, r2
                      	ldrb r0, [r0]
                      MoldBreakerCheck:
                      	cmp r0, #0x69
                         	beq MoldBreaker
                          	cmp r0, #0xA4
                          	beq MoldBreaker
                          	cmp r0, #0xA5
                          	bne Return
                      MoldBreaker:
                      AbilityBufferTarget:
                           	ldr r0, .Bank
                      	add r0, #0x1
                           	ldrb r4, [r0]
                      	mul r1, r4 
                      	add r1, r1, r2 
                           	ldrb r3, [r1]
                      LoadTable:
                           	ldr r0, .MoldBreakerTable
                         	add r2, r0, r3
                           	ldrb r0, [r2]
                      CheckIfAffected:
                          	cmp r0, #0x0
                           	beq Return
                      Affected:
                           	mov r0, #0xFF
                           	strb r0, [r1]
                           	ldr r0, .DisabledAbilityLoc
                           	add r0, r4
                           	strb r3, [r0]
                      Return:
                          	pop {r2-r4}
                           	bl Canceler
                           	lsl r0, r0, #0x18
                           	lsr r2, r0, #0x18
                           	cmp r2, #0x0
                           	beq Continue
                           	ldr r0, .Return
                           	bx r0
                      Continue:
                           	ldr r0, .Return2
                           	bx r0
                      
                      Canceler:
                           	ldr r0, .Return3
                           	bx r0
                      
                      .align 2
                      
                      .Bank: .word 0x0202420B
                      .BattleData: .word 0x020240A4
                      .MoldBreakerTable: .word 0x08TTTTTT
                      .DisabledAbilityLoc: .word 0x0203E32C
                      .Return: .word 0x08046399
                      .Return2: .word 0x08046073
                      .Return3: .word 0x08041A6D
                      
                      #insert 00 48 00 47 xx xx xx 08 at 046064

                      Routine II (Checks for user's Mold Breaker in target iterating moves like Earthquake and then disables abilities that negate damage)
                      Spoiler:
                      Code:
                      .text
                      .align 2
                      .thumb
                      .thumb_func
                      .global moldbreakermultipletargets
                           
                      AbilityBufferUser:
                           	push {r1-r4}
                      	ldr r0, .Bank
                      	ldrb r0, [r0]
                      	mov r1, #0x58
                      	ldr r2, .BattleData
                      	mul r0, r1
                      	add r0, r0, r2
                      	ldrb r0, [r0]
                      MoldBreakerCheck:
                      	cmp r0, #0x69
                         	beq MoldBreaker
                          	cmp r0, #0xA4
                          	beq MoldBreaker
                          	cmp r0, #0xA5
                          	bne Return
                      MoldBreaker:
                      AbilityBufferTarget:
                           	ldr r0, .Bank
                      	add r0, #0x1
                           	ldrb r4, [r0]
                      	mul r1, r4 
                      	add r1, r1, r2 
                           	ldrb r3, [r1]
                      LoadTable:
                           	ldr r0, .MoldBreakerTable
                         	add r2, r0, r3
                           	ldrb r0, [r2]
                      CheckIfAffected:
                          	cmp r0, #0x0
                           	beq Return
                      Affected:
                           	mov r0, #0xFF
                           	strb r0, [r1]
                           	ldr r0, .DisabledAbilityLoc
                           	add r0, r4
                           	strb r3, [r0]
                      Return:
                          	pop {r1-r4}
                           	ldr r0, [r1]
                      	add r0, #0x1
                      	str r0, [r1]
                      	pop {r0}
                      	bx r0
                      
                      .align 2
                      
                      .Bank: .word 0x0202420B
                      .BattleData: .word 0x020240A4
                      .MoldBreakerTable: .word 0x08TTTTTT
                      .DisabledAbilityLoc: .word 0x0203E32C
                      
                      #insert 00 48 00 47 xx xx xx 08 at 04AF78

                      Routine III (Generation V effect. Makes the foe affected by entry hazards even if it has an ability to negate the hazards effect (except Magic Guard))
                      Spoiler:
                      At 028308 insert a pointer to free space XX XX XX 08.

                      Battle Script at XX XX XX
                      Code:
                      09 0A E2 00 58 00 3A 
                      2B 04 EC 2F 02 02
                      08 00 00 00
                      YY YY YY 08
                      2E 3A 43 02 02
                      05 F6
                      Battle Script at YY YY YY
                      Code:
                      4C 00
                      4D 00
                      4E 00
                      00 3A 10 54 01
                      F9 XX+1 XX XX 08 
                      52 00 28 4E 8A 2D 08
                      Routine at XX XX XX
                      Code:
                      .text
                      .align 2
                      .thumb
                      .thumb_func
                      .global moldbreakermultipletargets
                           
                      AbilityBufferUser:
                           	push {lr}
                      	ldr r0, .Bank
                      	ldrb r0, [r0]
                      	mov r1, #0x58
                      	ldr r2, .BattleData
                      	mul r0, r1
                      	add r0, r0, r2
                      	ldrb r0, [r0]
                      MoldBreakerCheck:
                      	cmp r0, #0x69
                         	beq MoldBreaker
                          	cmp r0, #0xA4
                          	beq MoldBreaker
                          	cmp r0, #0xA5
                          	bne Return
                      MoldBreaker:
                      AbilityBufferTarget:
                           	ldr r0, .Bank
                      	add r0, #0x1
                           	ldrb r4, [r0]
                      	mul r1, r4 
                      	add r1, r1, r2 
                           	ldrb r3, [r1]
                      LoadTable:
                           	ldr r0, .MoldBreakerTable
                         	add r2, r0, r3
                           	ldrb r0, [r2]
                      CheckIfAffected:
                          	cmp r0, #0x0
                           	beq Return
                      Affected:
                           	mov r0, #0xFF
                           	strb r0, [r1]
                           	ldr r0, .DisabledAbilityLoc
                           	add r0, r4
                           	strb r3, [r0]
                      Return:
                      	pop {r0}
                      	bx r0
                      
                      .align 2
                      
                      .Bank: .word 0x0202420B
                      .BattleData: .word 0x020240A4
                      .MoldBreakerTable: .word 0x08TTTTTT
                      .DisabledAbilityLoc: .word 0x0203E32C

                      Routine IV (Restores disabled abilities at the end of move execution)
                      Spoiler:
                      Code:
                      .text
                      .align 2
                      .thumb
                      .thumb_func
                      .global restoreabilities
                           
                      EndTurn:
                           	ldr r0, .Outcome
                      	mov r1, #0x0
                      	strb r1, [r0]
                      	ldr r0, .Index
                      	strb r1, [r0]
                      RestoreAbilities:
                      	push {r2-r6}
                      	ldr r4, .Battlers
                      	ldrb r4, [r4]
                      	mov r3, #0x0
                      	ldr r5, .DisabledAbilityLoc
                      	ldr r6, .BattleData
                      Loop:
                      	ldrb r2, [r5, #0x0]
                      	cmp r2, #0x0
                      	beq EndLoop
                      	strb r2, [r6]
                      	strb r1, [r5]
                      EndLoop:
                      	add r3, r3, #0x1
                      	cmp r3, r4
                      	bge Exit
                      	add r5, r5, #0x1
                      	add r6, r6, #0x58
                      	b Loop
                      Exit:
                      	pop {r2-r6}
                      	ldr r1, .EndLoc
                      	mov r0, #0xB
                      	strb r0, [r1]
                      	pop {r0}
                      	bx r0
                      
                      .align 2
                      
                      .Outcome: .word 0x0202427C
                      .Index: .word 0x02024064
                      .Battlers: .word 0x0202406C
                      .DisabledAbilityLoc: .word 0x0203E32C
                      .BattleData: .word 0x020240A4
                      .EndLoc: .word 0x02024083
                      
                      #insert 00 48 00 47 xx xx xx 08 at 04B67C
                      For anyone who uses this, just remember that you HAVE to place Mold Breaker in Ability slot #2 for whatever Pokemon you are editing or it WON'T work. (i.e. Pangoro would be Ability 1: Iron Fist Ability 2: Mold Breaker)
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                        #364    
                      Old 5 Days Ago (2:21 AM).
                      Xencleamas's Avatar
                      Xencleamas Xencleamas is offline
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                        Quote:
                        Originally Posted by Le pug View Post
                        For anyone who uses this, just remember that you HAVE to place Mold Breaker in Ability slot #2 for whatever Pokemon you are editing or it WON'T work. (i.e. Pangoro would be Ability 1: Iron Fist Ability 2: Mold Breaker)
                        Is the problem only for Pokemon with one ability (e.g. Treecko Ability#1: Overgrow; Ability #2: "???????")? Ppl could have duplicated the ability to the second slot (e.g. Treecko Ability#1: Overgrow; Ability #2: Overgrow).
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                          #365    
                        Old 4 Days Ago (7:20 PM).
                        jirachiwishmaker's Avatar
                        jirachiwishmaker jirachiwishmaker is online now
                           
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                          Quote:
                          Originally Posted by Lance Koijer 2.0 View Post
                          Hello guys the code of normalize and pixilate is still broken.



                          I have replicated soul-heart already, the only problem when I was creating the ability is that the checking of the highest stat.. I'd tried to make an ASM that will compare each stats so whatver stat got the highest will increase. If someone can just make an ASM that will get the highest stat of a pokémon and store it somewhere, the ability would be possible.
                          How Pixilate is broken?
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                            #366    
                          Old 4 Days Ago (7:28 PM).
                          Le pug's Avatar
                          Le pug Le pug is online now
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                          Quote:
                          Originally Posted by Xencleamas View Post
                          Is the problem only for Pokemon with one ability (e.g. Treecko Ability#1: Overgrow; Ability #2: "???????")? Ppl could have duplicated the ability to the second slot (e.g. Treecko Ability#1: Overgrow; Ability #2: Overgrow).
                          For Mold Breaker, it specifically needs to be in Ability #2 IF you have another ability with it. If you have a pokemon with only one ability, it'll show just that ability and work with it. Including Mold Breaker.
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                          /// Pokémon: Discovery
                          /// Pokémon: Fat Kid
                          /// Tile Insertion Tutorial For AdvanceMap
                          /// Pokémon Emerald Specials Resource Thread
                          /// Pokémon Emerald Decapitalization Patch
                          /// Emerald Titlescreen Cloud Removal Tutorial
                          /// Tutorial For Fixing Any ROM-related Bug
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                            #367    
                          Old 4 Days Ago (11:40 PM).
                          Lance Koijer 2.0 Lance Koijer 2.0 is offline
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                            Quote:
                            Originally Posted by jirachiwishmaker View Post
                            How Pixilate is broken?
                            sorry. Wrong choice of word. What I mean is the issue still exists when you add new type-changing ability into the code, nothing happens
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                              #368    
                            Old 4 Days Ago (7:30 AM). Edited 4 Days Ago by jirachiwishmaker.
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                            jirachiwishmaker jirachiwishmaker is online now
                               
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                              Quote:
                              Originally Posted by Lance Koijer 2.0 View Post
                              sorry. Wrong choice of word. What I mean is the issue still exists when you add new type-changing ability into the code, nothing happens
                              Oh, I see. I thought there are some bugs I didn't realized.
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                                #369    
                              Old 3 Days Ago (12:05 PM).
                              Lance Koijer 2.0 Lance Koijer 2.0 is offline
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                                Quote:
                                Originally Posted by jirachiwishmaker View Post
                                Oh, I see. I thought there are some bugs I didn't realized.
                                yeah, it was reported months or years ago but no one has successfully modified or shared the asm that works with newly added type-changing abilities.
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