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Tutorial Adding new evolution methods [FR]

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  #201    
Old April 4th, 2016 (10:15 AM).
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      #202    
    Old April 20th, 2016 (5:21 AM).
    mamamama mamamama is offline
       
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      A simple request:

      I read earlier that this is supposed to be easy, but my ASM skills are none. Could someone create a routine that evolves a Pokemon holding an item at ANY level and ANY time of the day WITHOUT losing the item.

      This routine has been created for night-time and day-time respectively, but I would like to have it regardless of time.

      Example: Dusklops at ANY level at ANY time of the day --> You give him a hold item --> Dusklops evolves and you get to keep the item afterwards.

      Thanks in advance.
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        #203    
      Old April 20th, 2016 (6:18 AM).
      pokefreak890's Avatar
      pokefreak890 pokefreak890 is offline
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        Okay hello there Pokecommunity I'm trying to insert new evolutions for my base and I keep getting stuck at step 2

        Spoiler:

        bl decrypt

        decrypt: push {r0-r7}
        mov r1, #0x##
        ldr r2, decryptpoke
        bx r2

        decryptpoke: .word 0x0803FBE9


        Spoiler:


        Check for appropriate level: levelcheckloc: .word 0x08043017
        Go straight to the evolution (no levelcheck): evolutionloc: .word 0x0804310D



        Once you are done assemble the .asm file and place it in your ROM somewhere. Now go to your table and add another entry pointing to the assembled code (you do NOT need +1). Now

        So I have 3 questions

        1. What do I put in for the "##"
        2. Do I compile what's in the second spoiler and if yes what do I have to do to get it working is it just a simple paste write and nothing more or do I have to do more to it
        3.so once I put the assembled routine in for the first spoiler do I have to go back to my reprinted evolution table and write the pointer down? And if so is it the first pointer or would that be somewhere else

        Thanks for taking the time to answer these questions
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          #204    
        Old April 20th, 2016 (7:03 AM).
        EdgeZard X's Avatar
        EdgeZard X EdgeZard X is offline
           
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          So I looked at the Dawn Stone Routine, but I wasn't sure how to correctly use it;

          Spoiler:
          "Change the values in the lines marked UPDATE THIS to the indexes of male stone evos and female stone evos. Leave their entries blank in the general evolution table; stone evolutions function differently from level-up evolutions."


          Does the "indexes" refer to the indexes of the Pokémon that evolve by Dawn Stone (Kirlia, Snorunt), or the indexes of Pokémon that have evolved from Dawn Stone (Gallade, Froslass)?

          And....

          Spoiler:
          ".org 0x4318e
          lsl r0, r0, #0x0
          ldr r2, .MethodAddr
          bx r2

          .MethodAddr: .word 0x085B2521 #UPDATE THIS TO MAIN FUNCTION OFFSET+1


          What does it mean by main function, and what does the 0x4318e refer to?

          (I'd been trying to find a method of evolving Kirlia and Snorunt into Gallade and Froslass without making Gardevoir female only and Glalie male only. I have the Dawn Stone in my hack, but it won't work as it should.)
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            #205    
          Old July 19th, 2016 (4:47 PM).
          dark magnezone's Avatar
          dark magnezone dark magnezone is offline
             
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            I am pretty much clueless as to how to code in asm, but by looking at the day and night held item evolutions and some trial and error, I managed to remove the day/night check for a any time held item evolution. It's pretty useless if you have day/night in your hack, but if you're like me and hacking firered without adding a clock, it has its uses. Anyways, here it is:

            Spoiler:
            .text
            .align 2
            .thumb
            .thumb_func
            .global dayevoitemhold

            main:
            push {r0-r7}
            ldr r5, time
            ldrb r5, [r5, #0x0]
            cmp r5, #0x73
            beq exit
            cmp r5, #0x73
            beq exit
            add r0, r6, r7
            lsl r0, r0, #0x3
            add r0, r2, r0
            add r3, r0, r3
            ldrh r2, [r3, #0x2]
            mov r0, r8
            mov r1, #0xC
            bl decrypt
            mov r11, r0
            pop {r0-r7}
            mov r1, r11
            cmp r1, r2
            bne exit
            mov r1, #0xC
            mov r0, r8
            bl encrypt
            pop {r0-r7}
            mov r9, r3
            pop {r0-r7}
            mov r1, r9
            ldr r0, levelcheckloc
            bx r0
            decrypt:
            push {r0-r7}
            ldr r2, decryptpoke
            bx r2
            encrypt:
            push {r0-r7}
            ldr r2, blank
            ldr r5, encryptpoke
            bx r5
            exit:
            pop {r0-r7}
            ldr r0, noevo
            bx r0

            .align
            levelcheckloc: .word 0x0804310D
            noevo: .word 0x08043111
            time: .word 0x03005542
            blank: .word 0x020242A2
            decryptpoke: .word 0x0803FBE9
            encryptpoke: .word 0x0804037D
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              #206    
            Old July 20th, 2016 (11:06 PM).
            thedarkdragon11's Avatar
            thedarkdragon11 thedarkdragon11 is offline
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              Quote:
              Originally Posted by dark magnezone View Post
              I am pretty much clueless as to how to code in asm, but by looking at the day and night held item evolutions and some trial and error, I managed to remove the day/night check for a any time held item evolution. It's pretty useless if you have day/night in your hack, but if you're like me and hacking firered without adding a clock, it has its uses. Anyways, here it is:

              Spoiler:
              .text
              .align 2
              .thumb
              .thumb_func
              .global dayevoitemhold

              main:
              push {r0-r7}
              ldr r5, time
              ldrb r5, [r5, #0x0]
              cmp r5, #0x73
              beq exit
              cmp r5, #0x73
              beq exit
              add r0, r6, r7
              lsl r0, r0, #0x3
              add r0, r2, r0
              add r3, r0, r3
              ldrh r2, [r3, #0x2]
              mov r0, r8
              mov r1, #0xC
              bl decrypt
              mov r11, r0
              pop {r0-r7}
              mov r1, r11
              cmp r1, r2
              bne exit
              mov r1, #0xC
              mov r0, r8
              bl encrypt
              pop {r0-r7}
              mov r9, r3
              pop {r0-r7}
              mov r1, r9
              ldr r0, levelcheckloc
              bx r0
              decrypt:
              push {r0-r7}
              ldr r2, decryptpoke
              bx r2
              encrypt:
              push {r0-r7}
              ldr r2, blank
              ldr r5, encryptpoke
              bx r5
              exit:
              pop {r0-r7}
              ldr r0, noevo
              bx r0

              .align
              levelcheckloc: .word 0x0804310D
              noevo: .word 0x08043111
              time: .word 0x03005542
              blank: .word 0x020242A2
              decryptpoke: .word 0x0803FBE9
              encryptpoke: .word 0x0804037D
              Whoa! Thanks a lot for this! Does this remove the item?
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                #207    
              Old July 21st, 2016 (8:46 AM).
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              Starfall321 Starfall321 is offline
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                Quote:
                Originally Posted by dark magnezone View Post
                I am pretty much clueless as to how to code in asm, but by looking at the day and night held item evolutions and some trial and error, I managed to remove the day/night check for a any time held item evolution. It's pretty useless if you have day/night in your hack, but if you're like me and hacking firered without adding a clock, it has its uses. Anyways, here it is:

                Spoiler:
                .text
                .align 2
                .thumb
                .thumb_func
                .global dayevoitemhold

                main:
                push {r0-r7}
                ldr r5, time
                ldrb r5, [r5, #0x0]
                cmp r5, #0x73
                beq exit
                cmp r5, #0x73
                beq exit
                add r0, r6, r7
                lsl r0, r0, #0x3
                add r0, r2, r0
                add r3, r0, r3
                ldrh r2, [r3, #0x2]
                mov r0, r8
                mov r1, #0xC
                bl decrypt
                mov r11, r0
                pop {r0-r7}
                mov r1, r11
                cmp r1, r2
                bne exit
                mov r1, #0xC
                mov r0, r8
                bl encrypt
                pop {r0-r7}
                mov r9, r3
                pop {r0-r7}
                mov r1, r9
                ldr r0, levelcheckloc
                bx r0
                decrypt:
                push {r0-r7}
                ldr r2, decryptpoke
                bx r2
                encrypt:
                push {r0-r7}
                ldr r2, blank
                ldr r5, encryptpoke
                bx r5
                exit:
                pop {r0-r7}
                ldr r0, noevo
                bx r0

                .align
                levelcheckloc: .word 0x0804310D
                noevo: .word 0x08043111
                time: .word 0x03005542
                blank: .word 0x020242A2
                decryptpoke: .word 0x0803FBE9
                encryptpoke: .word 0x0804037D
                Pretty sure you didn't remove the check, but bypassing it with some useless code.

                Just remove these line:
                Spoiler:
                .text
                .align 2
                .thumb
                .thumb_func
                .global dayevoitemhold

                main:
                push {r0-r7}
                ldr r5, time
                ldrb r5, [r5, #0x0]
                cmp r5, #0x73
                beq exit
                cmp r5, #0x73
                beq exit

                add r0, r6, r7
                lsl r0, r0, #0x3
                add r0, r2, r0
                add r3, r0, r3
                ldrh r2, [r3, #0x2]
                mov r0, r8
                mov r1, #0xC
                bl decrypt
                mov r11, r0
                pop {r0-r7}
                mov r1, r11
                cmp r1, r2
                bne exit
                mov r1, #0xC
                mov r0, r8
                bl encrypt
                pop {r0-r7}
                mov r9, r3
                pop {r0-r7}
                mov r1, r9
                ldr r0, levelcheckloc
                bx r0
                decrypt:
                push {r0-r7}
                ldr r2, decryptpoke
                bx r2
                encrypt:
                push {r0-r7}
                ldr r2, blank
                ldr r5, encryptpoke
                bx r5
                exit:
                pop {r0-r7}
                ldr r0, noevo
                bx r0

                .align
                levelcheckloc: .word 0x0804310D
                noevo: .word 0x08043111
                time: .word 0x03005542
                blank: .word 0x020242A2
                decryptpoke: .word 0x0803FBE9
                encryptpoke: .word 0x0804037D
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                  #208    
                Old August 20th, 2016 (5:59 PM). Edited September 19th, 2016 by Froosty.
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                Froosty Froosty is offline
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                  I dont know whats happening but there is some error with the male and female evolution.

                  they work perfectly fine but the name of the pokemon doesnt change at all.
                  i set if male then evolution of squirtle into pidgey to check,
                  it evolved into pidgey but the name still remained squirtle....
                  any idea how to fix it???

                  actually seems like its the error with all the methods listed

                  EDIT: can anyone pls help me with it!
                  Its not a major error that causes the game crash but its still a error, I want to make my hack game as much as errorless as possible
                  so anyone pls help me.
                  .
                  simply you can check if its happening to you also or nor!
                  If not I will try once again :D
                  Thanks .....
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                    #209    
                  Old December 8th, 2016 (12:18 PM).
                  nic0's Avatar
                  nic0 nic0 is offline
                     
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                    Guys I tried to insert male evolution but before the evolution the screen goes black and the game stopped, what can I do?
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                      #210    
                    Old December 8th, 2016 (11:18 PM).
                    nic0's Avatar
                    nic0 nic0 is offline
                       
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                      Quote:
                      Originally Posted by mbcn10ww View Post
                      Have you expanded your Pokémon? If yes, you need to change this line:
                      Code:
                      pokemondata: .word 0x08254784
                      For your next questions give some details.
                      I've inserted it, now it doesn't crash, but now when the pokemon should evolve, it doesn't
                      Maybe I must get the National Pokédex?
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                        #211    
                      Old December 9th, 2016 (2:16 AM).
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                      nic0 nic0 is offline
                         
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                        Quote:
                        Originally Posted by mbcn10ww View Post
                        If when it is evolving it stops and appears "?" on dialogue because the Evolution isn't on Kanto Dex, yes you need it.

                        Ah no, in my case the Evolution animation doesn't start
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                          #212    
                        Old December 9th, 2016 (7:05 AM).
                        nic0's Avatar
                        nic0 nic0 is offline
                           
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                          Quote:
                          Originally Posted by mbcn10ww View Post
                          Well, then you have did something wrong, can you show me your routine location and your evolution table?
                          And if you can tell me the exactly steps you've followed, it will be good.

                          I'm using pokefreak890's 1020 base
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                            #213    
                          Old December 23rd, 2016 (5:16 PM).
                          xRyanp92x xRyanp92x is offline
                             
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                            could someone send me a link to an asm compiler ive found like a dozen links but every single one of them was broken and i dont know any names of compilers to narrow down my search... (i know literaly nothing about asm or compilers so im trying to learn but with out actualy having one its hard lol)
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                              #214    
                            Old December 30th, 2016 (2:38 PM).
                            xRyanp92x xRyanp92x is offline
                               
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                              ok so i had my goodra style evolution in my game and when i tested it i thought it worked fine but i just found out that for some reason if i level my pokemon in the rain and hes not a high enough level (example: i set my squirtle to evolve at lvl 8 in the rain into blastoise [dont ask y lvl 8 random number i know lol]) the screen of my game just stays black and cant do anything else :/ anyone know why this would happen?
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                                #215    
                              Old September 15th, 2017 (9:53 AM).
                              Aiolia.leo's Avatar
                              Aiolia.leo Aiolia.leo is offline
                                 
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                                Not sure but Goodra evo seems not to compile, yet the others are working fine. Someone could check this out?
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                                  #216    
                                Old September 17th, 2017 (9:35 AM).
                                BluRose BluRose is offline
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                                  Quote:
                                  Originally Posted by Aiolia.leo View Post
                                  Not sure but Goodra evo seems not to compile, yet the others are working fine. Someone could check this out?
                                  it compiles finely here ~_~
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                                    #217    
                                  Old February 4th, 2018 (1:55 PM).
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                                  PokeStar0911 PokeStar0911 is offline
                                     
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                                    Ehm.... Hi
                                    I have a question. How can i do an evolution like Kirlia to Gallade (or Snorunt to Frosslas)? With male (or female) and item? Please help
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                                      #218    
                                    Old May 30th, 2018 (6:32 AM).
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                                    ghfrc ghfrc is offline
                                       
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                                      I don't understanding ASM yet but just copy the code,compile and after edit aini in G3HS?
                                      Someone can create a routine like Gligar, Happiny and Sneasel evo mode but without Day/Night condition?

                                      I want do this to allow Trade pokemon evolve with Lvl Up with item, like Scyther -> Metal Coat + Lvl Up -> Scizor or Graveler to Golem with Hard Stone
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                                        #219    
                                      Old July 7th, 2018 (9:55 PM). Edited July 8th, 2018 by Lunos.
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                                      Lunos Lunos is offline
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                                        Hey, can someone do some simplification/optimization work like jiangzhengwenjzw did here on Dark Magnezone's held item evolution routine?
                                        I'm a fan of preserving as much free space as possible, and judging by Starfall321's comment the routine might be unoptimized xD ..
                                        I tried Starfall's own simplification but it throws an error when trying to compile it.
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                                          #220    
                                        Old 3 Weeks Ago (3:37 PM).
                                        Qmer Kaça's Avatar
                                        Qmer Kaça Qmer Kaça is offline
                                           
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                                          Can you make an evolution routine for using an item in a specific map?
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                                            #221    
                                          Old 3 Weeks Ago (7:03 AM).
                                          Lance Koijer 2.0 Lance Koijer 2.0 is offline
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                                            Quote:
                                            Originally Posted by Qmer Kaça View Post
                                            Can you make an evolution routine for using an item in a specific map?
                                            That's hard to do because it involves two parameters. The first one is the item number and the second one is the Map Number. Unless there is a specific item or specific map that will be used for checking. I'll be back with an evolution routine which requires a table to be created.
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                                              #222    
                                            Old 1 Week Ago (12:38 PM). Edited 1 Week Ago by PSI Master.
                                            PSI Master PSI Master is offline
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                                              I followed all directions and every evolution method listed in the OP works like a charm on my rom base. I additionally expanded evolutions to 8 (offset : 727000), made necessary changes and all methods still work.
                                              However there is a glaring issue.

                                              Apparently if I expand pokemon/pokedex using PGE or G3HS, the rom will crash every time you win a battle, be it wild, trainer, etc. I tested the rom before expansion and after, various times using backups.
                                              On the routines that required updating the pokemon stat table (pancham, male, female, etc.) I have done so and the same result is produced. When the game should fade to black and return to the overworld, instead it is stuck there.
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