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Code: Move Resource Thread

5,256
Posts
16
Years
While not a Gen 5/4 move, this animation might be useful for others who are adding Moonblast.

0ObqkOS.gif

Spoiler:



There's also this version, which I think looks better, but I can't get it to work without freezing.
Spoiler:


edit
I've also got Draco Meteor working.

YG2G0H6.gif


Spoiler:
 
Last edited:

Tlachtli

Crit happens.
267
Posts
12
Years
There's also this version, which I think looks better, but I can't get it to work without freezing.
Spoiler:

I took a stab at making your second one work, and I think it came out pretty well:

Moonblast:
Spoiler:


Edit 3: I just realized this thread is supposed to be FireRed only :( I took out the Emerald animations, maybe I'll repost them somewhere else. I don't have any plans to port them to FireRed though.
 
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BugMania

The Bug Master
32
Posts
10
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  • Seen Nov 4, 2016
Here is the "Flame Burst":
Spoiler:

this will make possible the "FlameBurstCalculationDemageCommand"!!
 
Last edited:
76
Posts
15
Years
  • Age 31
  • Seen Aug 8, 2021
*snip*
Edit 2:
More Fairy move animations! Better quality GIFs! I used the Japanese names for some of the moves in-game, because the English ones were too long.
*snip*
At least one person has the decency to make codes for Emerald... It seems like everyone just kinda ignores the fact that Emerald exists at all and don't bother even trying to make things for it.

EDIT: So after stumbling through the tutorial made for Fire Red and doing a lot of messing with pointers and praying, I managed to get a functional Flare Blitz effect for Emerald. To save the other poor saps who might be trying to do this stuff the effort:
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 2E 35 43 02 02 E6 15 2E 35 43 02 02 03 15 28 47 8A 2D 08

EDIT2: ****ing miracles, man, how do they work. I got Doesnt's Hammer Arm to work in Emerald. I think. It does the stat drop correctly under normal circumstances, at least.
Spoiler:
 
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Shadowraze

ur mum
794
Posts
10
Years
Ok, guys it seems I'm back into business. So I'll be adding some of the post in the main thread once I finished the things that I needed to do today.
 
76
Posts
15
Years
  • Age 31
  • Seen Aug 8, 2021
Speaking of that, maybe I'm not as wholly incompetent as I make myself out to be. Only mostly.

Focus Blast (Emerald)
14 09 17 03 61 76 11 08 05 04 00 F7 00 00 01 00 FF FF 00 E4 27 00 10 28 00 11 28 0A 02 28 00 0C 0C 08 02 EC 5F 59 08 82 01 00 00 19 8C 00 C0 04 14 02 D8 72 59 08 02 04 04 00 01 00 B4 00 01 00 03 45 92 15 08 05 02 EA 00 00 00 04 28 02 04 60 59 08 29 04 C8 00 60 00 01 00 78 00 04 08 02 04 60 59 08 29 04 14 00 F8 00 04 00 70 00 04 08 02 04 60 59 08 29 04 82 00 A0 00 02 00 68 00 04 08 02 04 60 59 08 29 04 A0 00 C0 00 00 00 60 00 04 08 02 04 60 59 08 29 04 3C 00 20 01 03 00 58 00 04 4A 02 1C 60 59 08 83 01 00 00 19 C1 00 C0 04 10 03 D1 52 0D 08 02 05 01 00 08 00 00 00 10 00 01 00 19 8D 00 3F 05 0B 02 0D 04 01 0E DD 7C 2D 08 08
 
534
Posts
11
Years
  • Age 26
  • Seen Jul 24, 2023
Uhh... Hey guys! ^_^ I have just one little suggestion. Why don't we put gifs of the move animations in the first post? It would surely be a great showcase and at least a preview of what hackers can expect. :)
 

Tlachtli

Crit happens.
267
Posts
12
Years
I re-did Growth effect from the first post and brought the animation more in-line with the other multi-stat moves (I based my script off of the one for Dragon Dance). It'll now show the single grey stat animation when raising both stats, or the appropriate single-stat animation when only raising Attack or Sp Atk. It will still sharply raise stats in sunlight as well.

t56.gif


Emerald:
Spoiler:

FireRed:

Spoiler:
 

BugMania

The Bug Master
32
Posts
10
Years
  • Seen Nov 4, 2016
This is the Captivate effect :
Spoiler:


This is the captivate animation:
Spoiler:


And the resources:
Spoiler:

You can see a video of the animation in this page:
http://www.youtube.com/watch?v=x_qinL1_S9Q
 
Last edited by a moderator:
76
Posts
15
Years
  • Age 31
  • Seen Aug 8, 2021
I re-did Growth effect from the first post and brought the animation more in-line with the other multi-stat moves (I based my script off of the one for Dragon Dance). It'll now show the single grey stat animation when raising both stats, or the appropriate single-stat animation when only raising Attack or Sp Atk. It will still sharply raise stats in sunlight as well.

t56.gif


Emerald:
Spoiler:

FireRed:

Spoiler:
You put one too many zeroes in your #dynamic command.

EDIT: Uhhh... BSP doesn't seem to like using dynamic commands for Emerald. The script got mangled when I tried to decompile it after compiling it. I would post the version I made with hardcoded pointers, but that wouldn't end well for most people, would it?

Also, the shortcut words "weather" and "multistringchooser" are broken for Emerald, unless there's an updated version I'm not aware of.
Replace "multistringchooser" with 0x2024337.
Replace "weather" with 0x20243CC.
Like this:
Emerald only:
Spoiler:
 
Last edited:

Tlachtli

Crit happens.
267
Posts
12
Years
You put one too many zeroes in your #dynamic command.

EDIT: Uhhh... BSP doesn't seem to like using dynamic commands for Emerald. The script got mangled when I tried to decompile it after compiling it. I would post the version I made with hardcoded pointers, but that wouldn't end well for most people, would it?

Also, the shortcut words "weather" and "multistringchooser" are broken for Emerald, unless there's an updated version I'm not aware of.
Replace "multistringchooser" with 0x2024337.
Replace "weather" with 0x20243CC.
Like this:
Emerald only:
Spoiler:

For keywords like weather and multistringchooser to work you need to have the BPEE section of BSP's .ini filled in, forgot to mention that. Here it is, since it isn't included with BSP:
Code:
[BPEE]
baselocationbattledata=0x02024084
baselocationpartydata=0x02024744
attacker=0x0202420B
target=0x0202420C
attackerpartner=0x0202420D
targetpartner=0x0202420E
move=0x20241EA
battletype=0x02022FEC
terrainbyte=0x02022FF0
weather=0x20243CC
weatherturns=0x020243F8
numberofpokemon=0x0202406C
attackdamage=0x20241F0
knockedoffitem=0x02024208
loopcounter=0x02024212
currentposition=0x02024214
outcome=0x0202427C
effectchooser=0x2024335
multistringchooser=0x02024337
damagemultiplier=0x2024482
statchange=0x202448E
MoveEffectTable=0x2D86A8
MoveDataTable=0x31C898
MoveNames=0x31977C
NumberOfMoves=354
NumberOfStrings=0x171
StringTable=0x5CC270
[/BPEE]
Although there was a typo in my earlier post, it wasn't an extra zero; I should have left off the leading 08, since BSP like 6-digit dynamic addresses and not 8-digit ones. So that line should read:
Code:
#freespace 0xFF
#dynamic 0x000000
Or any address you'd want to use for your starting point. Also, declaring the free space as 0xFF seems to help when it doesn't like compiling for Emerald.
 
Last edited:
70
Posts
10
Years
  • Age 31
  • Seen Nov 4, 2023
No patch exist (Like Mr.DollSteak) for new moves and ability for Ruby? ^^
 
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