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  #376    
Old June 15th, 2017 (7:30 PM).
DoesntKnowHowToPlay's Avatar
DoesntKnowHowToPlay DoesntKnowHowToPlay is offline
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    Later gens have added the never-miss property to a bunch of moves, such as Roar, Block, and Foresight (as well as backported moves like Clear Smog and Defog).

    In FR, the relevant code is at 0x1DD8E. By putting C0 78 00 28 01 D0 10 E0 there, the check for Swift/Vital Throw/etc. will check the accuracy byte instead of the move effect byte, and will make the move ignore accuracy if its listed accuracy is 0 (which displays as -- in-game).
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      #377    
    Old June 30th, 2017 (4:57 AM). Edited June 30th, 2017 by sSiddhant.
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    sSiddhant sSiddhant is offline
       
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      Gen 7 Moves Effects

      These are my first ever move effect creations. They are in the compiled version. You just need to add them with Hex Editor and repoint it from the Move Effects Table.

      Toxic Thread[FR]
      Spoiler:
      2E 85 3E 02 02 18 15 2E 85 3E 02 02 C2 15 28 00 69 1D 08


      Tearful Look[FR]
      Spoiler:
      2E 85 3E 02 02 16 15 2E 85 3E 02 02 19 15 28 00 69 1D 08
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        #378    
      Old July 17th, 2017 (1:46 PM). Edited July 17th, 2017 by AkameTheBulbasaur.
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      AkameTheBulbasaur AkameTheBulbasaur is offline
      Akame Marukawa of Iyotono
         
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        Some people (like me) may not have known that Volt Tackle has another effect besides recoil past generation IV. From Diamond/Pearl onward, Volt Tackle has a 10% chance to paralyze.

        To get that in FireRed, replace Battle Scrip 198 with this:
        Spoiler:
        #dynamic 0x180000
        #freespacebyte 0xFF

        #org @CheckMove
        setbyte 0x2023E85 0xE6
        jumpifhalfword 0x0 0x2023D4A 0x158 @VoltTackle
        goto 0x1D6900

        #org @VoltTackle
        attackcanceler
        accuracycheck 0x81D695E 0x0
        attackstring
        ppreduce
        calculatedamage
        attackanimation
        waitanimation
        missmessage
        cmd5c 0x0
        waitstate
        graphicalhpupdate 0x0
        datahpupdate 0x0
        critmessage
        waitmessage 0x40
        resultmessage
        waitmessage 0x40
        seteffectwithchancetarget
        jumpiftype 0x0 0xD 0x81D694E
        setbyte 0x2023E85 0x5
        seteffectwithchancetarget
        faintpokemon 0x0 0x0 0x0
        goto 0x81D694E


        The above routine takes into account whether the opponent is Electric Type, and if they are, bypasses the paralysis chance. You can do this with other attacks too by using these three scripts:

        Replace Battle Script 6 with this:
        Spoiler:
        #dynamic 0x180000
        #freespacebyte 0xFF

        #org @TypeCheck
        jumpiftype 0x0 0xD 0x1D6900
        goto 0x81D6A6B

        This just checks the Type of the opponent, and if they are an Electric Type, just goes straight to the damage calculation script.

        Replace Battle Script 152 with this:
        Spoiler:
        #dynamic 0x170000
        #freespacebyte 0xFF

        #org @Main
        jumpiftype 0x0 0xD 0x81D6926
        setbyte 0x2023E85 0x5
        goto 0x81D6926


        Replace Battle Script 67 with this:
        Spoiler:
        #dynamic 0x180000
        #freespacebyte 0xFF

        #org @Start
        attackcanceler
        attackstring
        ppreduce
        jumpifhalfword 0x0 0x2023D4A 0x4E @StunSpore
        jumpiftype 0x0 0xD 0x81D7E04
        goto 0x81D71E5

        #org @StunSpore
        jumpiftype 0x0 0xC 0x81D7E04
        goto 0x81D71E5

        This also includes the check for Stun Spore. If the opponent is a Grass Type, it will have no effect.

        Of course, I have checks for the other spore moves.

        Replace Battle Script 66 with this:
        Spoiler:
        #dynamic 0x180000
        #freespacebyte 0xFF

        #org @Start
        attackcanceler
        attackstring
        ppreduce
        jumpifhalfword 0x0 0x2023D4A 0x4D @CheckType
        goto 0x81D7184

        #org @CheckType
        jumpiftype 0x0 0xC 0x81D7E04
        goto 0x81D7184


        Replace Battle Script 1 with this:
        Spoiler:
        #dynamic 0x180000
        #freespacebyte 0xFF

        #org @Start
        attackcanceler
        attackstring
        ppreduce
        jumpifhalfword 0x0 0x2023D4A 0x4F @CheckType
        jumpifhalfword 0x0 0x2023D4A 0x93 @CheckType
        goto 0x81D6970

        #org @CheckType
        jumpiftype 0x0 0xC 0x81D7E04
        goto 0x81D6970


        I also have a script for "100% Accurate When Used by a Poison Type" Toxic for FireRed (there was one for Emerald but not for FireRed).

        Replace Battle Script 33 with this:
        Spoiler:
        #dynamic 0x180000
        #freespacebyte 0xFF

        #org @Toxic
        jumpiftype 0x1 0x3 @AccuracyBypass
        goto 0x81D6DE0

        #org @AccuracyBypass
        attackcanceler
        jumpifspecialstatusflag 0x0 0x400C0 0x0 0x1D695E
        attackstring
        ppreduce
        jumpifability 0x0 0x11 0x81D6E4F
        jumpifsecondarystatus 0x0 0x1000000 0x81D7DF2
        jumpifstatus 0x0 0x8 0x81D6E41
        jumpifstatus 0x0 0x80 0x81D6E41
        jumpifstatus 0x0 0xFF 0x81D7DF2
        jumpiftype 0x0 0x3 0x81D7E04
        jumpiftype 0x0 0x8 0x81D7E04
        goto 0x81D6E27


        Last but not least, in the current games, Ghost Types are no longer affected by trapping moves like Mean Look or by abilities like Shadow Tag. I haven't updated the abilities yet, but if you want Mean Look (and any move that uses its script) to not affect Ghost Types...

        Replace Battle Script 106 with this:
        Spoiler:
        #dynamic 0x180000
        #freespaceyte 0xFF

        #org @start
        attackcanceler
        attackstring
        ppreduce
        jumpiftype 0x0 0x7 0x81D7E04
        goto 0x81D76D7


        Whew! That was a lot! I'm not sure if this stuff is already on here, but I wasn't able to find it anywhere. Hopefully at least one of these things haven't been posted yet haha.
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          #379    
        Old August 2nd, 2017 (6:05 PM). Edited 2 Weeks Ago by ghoulslash.
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        ghoulslash ghoulslash is offline
           
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          This may be all for naught since FBI is working on redoing the battle system, but I was interested in solving this problem:

          Adding new Wrap-Effect moves with Custom Text/Animation [FR]:

          1. The default text for effect 42 is Sand Tomb. Rather than try and find the routine that loads the correct string, a simple hex edit will generalize the attack name and preserve the Sand Tomb printstring. At 0x3FBB2F, insert the following (there is enough space to keep the pointer)
          Quote:
          FD 10 00 EB D5 E7 00 E8 E6 D5 E4 E4 D9 D8 FE D6 ED 00 FD 14 AB FF
          This says "[target] was trapped by [attack]!" Change if you like.
          2a. There is a 'table' of between turn animations at 0x1D5C5F with a pointer at 0x1C6EC0. The table looks something like this:
          Quote:
          03 (ZZ+1) YY XX 08 05 00 21 00 01 00 D3 5C 1D 08 21 00 02 00 F8 5C 1D 08 ... ... 13 8B 5C 1D 08
          • where (ZZ+1) YY XX is a reverse pointer to a routine that loads an ID to check against 21 00 0X 00
          • D3 5C 1D 08 is a pointer to fire spin's between turn animation, F8 5C 1D 08 to Whirlpool, and so on
          • 13 8B 5C 1D 08 loads the default wrap animation if 21 00 0X 00 is not matched. This is why simply assigning effect 42 to a move yields the wrap animation between turns
          2b. Repoint this table to free space. You want to add in 21 00 05 00 AA AA AA 08 21 00 06 00 BB BB BB 08 ... etc for each move you want to add, where 0xAAAAAA, 0xBBBBBB are the between-turn animations for your new moves. These can be different than the regular attack animation. And make sure the 13 8B 5C 1D 08 is at the end of the 'table'

          3. Insert the following routine into free space. This will be our new routine to load the ID that checks against this table
          Spoiler:

          Code:
          .text
          .align 2
          .thumb
          .thumb_func
          .global TrapAnim
          
          Main:
          	push {lr}
          	lsl r0, r0, #0x18
          	lsr r2, r0, #0x18
          	ldr r0, =(0x02024018)
          	ldr r0, [r0]
          	ldr r0, [r0, #0x8]
          	ldrh r1, [r0]		@r1 = move ID
          
          CheckFireSpin:
          	cmp r1, #0x53	@fire spin move ID
          	bne CheckWhirlpool
          	mov r0, #0x1
          	b Ending
          	
          CheckWhirlpool:
          	cmp r1, #0xFA	@whirlpool move ID
          	bne CheckClamp
          	mov r0, #0x2
          	b Ending
          
          CheckClamp:
          	cmp r1, #0x80     @clamp move ID
          	bne CheckSandTomb
          	mov r0, #0x3
          	b Ending
          
          CheckSandTomb:
          	mov r0, #0xA4
          	lsl r0, r0, #0x1	@0x148 (sand tomb move ID)
          	cmp r1, r0
          	bne CheckMine
          	mov r0, #0x4
          	b Ending
          
          CheckMine:
          	mov r0, #0xXX       @your new move ID
          	cmp r1, r0
          	bne Default
          	mov r0, #0x5
          	b Ending
          
          /* repeat the above pattern for extra moves.  */
          	
          Default:
          	mov r0, #0x0
          
          Ending:
          	ldr r1, =(0x02037F02)     @store anim ID
          	strh r0, [r1]
          	mov r0, r2
          	ldr r4, =(0x08072760 + 1)
          	bl jump_r4
          	pop {r0}
          	bx r0
          	
          jump_r4:
          	bx r4
          	
          .align 2


          4. change the pointer (ZZ+1) YY XX 08 in your repointed 'table' from (2b) to the reverse pointer (+1) to where you inserted this routine.

          And that should be everything you need! Enjoy!
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            #380    
          Old August 2nd, 2017 (7:17 PM).
          Noodlewhiz's Avatar
          Noodlewhiz Noodlewhiz is offline
             
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            Posts: 36
            Quote:
            Originally Posted by ghoulslash View Post
            snip
            I followed everything you said, but for some reason now all the between turn animations have become wrap. Do you know what I could have done wrong?
            I also modified the routine a little:
            Spoiler:
            .text
            .align 2
            .thumb
            .thumb_func
            .global TrapAnim

            Main:
            push {lr}
            lsl r0, r0, #0x18
            lsr r2, r0, #0x18
            ldr r0, =(0x02024018)
            ldr r0, [r0]
            ldr r1, [r0, #0x8]
            ldrh r1, [r0] @r1 = move ID

            CheckFireSpin:
            cmp r1, #0x53 @fire spin move ID
            bne CheckWhirlpool
            ldr r1, =(0x02037F02)
            mov r0, #0x1
            b Ending

            CheckWhirlpool:
            cmp r1, #0xFA @whirlpool move ID
            bne CheckClamp
            ldr r1, =(0x02037F02)
            mov r0, #0x2
            b Ending

            CheckClamp:
            cmp r1, #0x80 @clamp move ID
            bne CheckSandTomb
            ldr r1, =(0x02037F02)
            mov r0, #0x3
            b Ending

            CheckSandTomb:
            mov r0, #0xA4
            lsl r0, r0, #0x1 @0x148 (sand tomb move ID)
            cmp r1, r0
            bne CheckMagmaStorm
            ldr r1, =(0x02037F02)
            mov r0, #0x4
            b Ending

            CheckMagmaStorm:
            mov r0, #0xF7 @your new move ID
            lsl r0, r0, #0x1
            cmp r1, r0
            bne CheckInfestation
            mov r0, #0x5
            b Ending

            CheckInfestation:
            mov r0, #0xFF @your new move ID
            add r0, r0, #0x1E
            lsl r0, r0, #0x1
            cmp r1, r0
            bne Default
            mov r0, #0x6
            b Ending

            /* repeat the above pattern for extra moves. */

            Default:
            ldr r1, =(0x02037F02)
            mov r0, #0x0

            Ending:
            ldr r1, =(0x02037F02) @store anim ID
            strh r0, [r1]
            mov r0, r2
            ldr r1, =(0x08072760 + 1)
            bl linker
            pop {r0}
            bx r0

            linker:
            bx r1

            .align 2

            Thanks!
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              #381    
            Old August 2nd, 2017 (7:26 PM).
            ghoulslash's Avatar
            ghoulslash ghoulslash is offline
               
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              Quote:
              Originally Posted by Noodlewhiz View Post
              I followed everything you said, but for some reason now all the between turn animations have become wrap. Do you know what I could have done wrong?
              I also modified the routine a little:
              Spoiler:
              .text
              .align 2
              .thumb
              .thumb_func
              .global TrapAnim

              Main:
              push {lr}
              lsl r0, r0, #0x18
              lsr r2, r0, #0x18
              ldr r0, =(0x02024018)
              ldr r0, [r0]
              ldr r1, [r0, #0x8]
              ldrh r1, [r0] @r1 = move ID

              CheckFireSpin:
              cmp r1, #0x53 @fire spin move ID
              bne CheckWhirlpool
              ldr r1, =(0x02037F02)
              mov r0, #0x1
              b Ending

              CheckWhirlpool:
              cmp r1, #0xFA @whirlpool move ID
              bne CheckClamp
              ldr r1, =(0x02037F02)
              mov r0, #0x2
              b Ending

              CheckClamp:
              cmp r1, #0x80 @clamp move ID
              bne CheckSandTomb
              ldr r1, =(0x02037F02)
              mov r0, #0x3
              b Ending

              CheckSandTomb:
              mov r0, #0xA4
              lsl r0, r0, #0x1 @0x148 (sand tomb move ID)
              cmp r1, r0
              bne CheckMagmaStorm
              ldr r1, =(0x02037F02)
              mov r0, #0x4
              b Ending

              CheckMagmaStorm:
              mov r0, #0xF7 @your new move ID
              lsl r0, r0, #0x1
              cmp r1, r0
              bne CheckInfestation
              mov r0, #0x5
              b Ending

              CheckInfestation:
              mov r0, #0xFF @your new move ID
              add r0, r0, #0x1E
              lsl r0, r0, #0x1
              cmp r1, r0
              bne Default
              mov r0, #0x6
              b Ending

              /* repeat the above pattern for extra moves. */

              Default:
              ldr r1, =(0x02037F02)
              mov r0, #0x0

              Ending:
              ldr r1, =(0x02037F02) @store anim ID
              strh r0, [r1]
              mov r0, r2
              ldr r1, =(0x08072760 + 1)
              bl linker
              pop {r0}
              bx r0

              linker:
              bx r1

              .align 2

              Thanks!
              If it's doing the wrap animation between turns, it's somehow getting to the Default part of the assembly routine. I would double check your move IDs. It looks like Infestation is move ID 570, for example.

              Also since you load ldr r1, =(0x02037F02) at Ending, you shouldn't need to add that at every check, just in case you want to save a few bytes
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                #382    
              Old August 2nd, 2017 (7:40 PM).
              Noodlewhiz's Avatar
              Noodlewhiz Noodlewhiz is offline
                 
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                Posts: 36
                Quote:
                Originally Posted by ghoulslash View Post
                If it's doing the wrap animation between turns, it's somehow getting to the Default part of the assembly routine. I would double check your move IDs. It looks like Infestation is move ID 570, for example.

                Also since you load ldr r1, =(0x02037F02) at Ending, you shouldn't need to add that at every check, just in case you want to save a few bytes
                I've checked my move ids many times. Infestation is supposed to be 570; I expanded my level up move data. Assuming the move ids are correct, what could I be doing wrong?
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                  #383    
                Old August 2nd, 2017 (7:51 PM).
                ghoulslash's Avatar
                ghoulslash ghoulslash is offline
                   
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                  Quote:
                  Originally Posted by Noodlewhiz View Post
                  I've checked my move ids many times. Infestation is supposed to be 570; I expanded my level up move data. Assuming the move ids are correct, what could I be doing wrong?
                  Ah, that makes sense then. It's possible expanding the move IDs over 511 is the issue, then? The original routine loads the attack ID in a strange manner, so I would go through and make sure that you are actually loading the move ID in Main.

                  These are my notes on what the routine actually does to load the move ID into r1:
                  Code:
                  	ldr r0, =(0x02024018)
                  	ldr r0, [r0]				@r0 = word at 02024018 -> 02005484
                  	ldr r1, [r0, #0x8]			@r1 = word at 0200548C -> 02005504
                  	ldrh r1, [r1]				@r1 = move ID
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                    #384    
                  Old August 2nd, 2017 (8:20 PM).
                  Noodlewhiz's Avatar
                  Noodlewhiz Noodlewhiz is offline
                     
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                    Quote:
                    Originally Posted by ghoulslash View Post
                    Ah, that makes sense then. It's possible expanding the move IDs over 511 is the issue, then? The original routine loads the attack ID in a strange manner, so I would go through and make sure that you are actually loading the move ID in Main.

                    These are my notes on what the routine actually does to load the move ID into r1:
                    Code:
                    	ldr r0, =(0x02024018)
                    	ldr r0, [r0]				@r0 = word at 02024018 -> 02005484
                    	ldr r1, [r0, #0x8]			@r1 = word at 0200548C -> 02005504
                    	ldrh r1, [r1]				@r1 = move ID
                    I don't believe it's an issue with expanding the moves. I tested the old function with the new table and the original entries worked fine. However with this new function, even the old entries (I've been mostly trying with Whirlpool) appear as wrap. I checked 0x02005504 and FA was appearing there so I don't know what could be going wrong at this point.
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                      #385    
                    Old August 2nd, 2017 (8:42 PM).
                    ghoulslash's Avatar
                    ghoulslash ghoulslash is offline
                       
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                      Quote:
                      Originally Posted by Noodlewhiz View Post
                      I don't believe it's an issue with expanding the moves. I tested the old function with the new table and the original entries worked fine. However with this new function, even the old entries (I've been mostly trying with Whirlpool) appear as wrap. I checked 0x02005504 and FA was appearing there so I don't know what could be going wrong at this point.
                      Just took a closer look at your assembly routine, and I found the issue. In main, it should be:
                      Code:
                      	
                      ldr r1, [r0, #0x8]
                      ldrh r1, [r1]
                      whereas you have:
                      Code:
                      ldr r1, [r0, #0x8]
                      ldrh r1, [r0]	@r1 = move ID
                      So the move ID isn't actually getting loaded into r1
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                        #386    
                      Old August 2nd, 2017 (9:35 PM).
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                      Noodlewhiz Noodlewhiz is offline
                         
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                        Quote:
                        Originally Posted by ghoulslash View Post
                        Just took a closer look at your assembly routine, and I found the issue. In main, it should be:
                        Code:
                        	
                        ldr r1, [r0, #0x8]
                        ldrh r1, [r1]
                        whereas you have:
                        Code:
                        ldr r1, [r0, #0x8]
                        ldrh r1, [r0]	@r1 = move ID
                        So the move ID isn't actually getting loaded into r1
                        Yup, that was it. It works like a charm now. Thanks!
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                          #387    
                        Old August 22nd, 2017 (11:12 PM).
                        ShyGuy25 ShyGuy25 is offline
                           
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                          Are there any tutorials on how / where to replace existing battle scripts? the one on the OP is ruined by photobucket and its obviously not using ASM thumb compilers.
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                            #388    
                          Old September 4th, 2017 (8:15 AM).
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                          Nisarg Nisarg is offline
                             
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                            Dear SI;
                            I've got a suggestion for the convenience of usage for this awesomely maintained thread...
                            Instead of linking to the post, put spoilers for each of them so when adding new attacks, anyone can just navigate right away.
                            For multiple variations, put spoilers within the main spoiler.
                            Know it's much of work to do, but it's more good that way..
                            Anyways that's just a suggestion as far as it goes :)
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                              #389    
                            Old September 10th, 2017 (4:39 AM). Edited September 10th, 2017 by NoMansBubble.
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                            NoMansBubble NoMansBubble is offline
                            My bed English.....
                               
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                              Gen7 Move effect
                              [FR]Shore Up
                              Spoiler:
                              Please read the red word and changed
                              Code:
                              main:
                              ldrh r1, [r4]
                              mov r0, #0x60
                              and r0, r1
                              cmp r0, #0x0
                              beq checkother
                              
                              end1:
                              ldr r4, =0x0802B5FB
                              bx r4
                              
                              end:
                              ldr r1, =0x0802B61D
                              bx r1
                              
                              checkother:
                              ldr r0, =0x02023D4A
                              ldrh r0, [r0]
                              
                              mov r4, #[email protected] The MM to your Shore UP move id/2
                              lsl r4, r4, #0x1
                              
                              cmp r0, r4
                              bne end
                              mov r0, #0x10
                              and r0, r1
                              cmp r0, #0x0
                              beq end2
                              b end1
                              
                              end2:
                              ldr r1, =0x02023D50
                              ldrb r0, [r5]
                              mul r0, r6
                              add r0, r0, r7
                              ldrh r0, [r0, #0x2C]
                              lsr r0, r0, #0x1
                              str r0, [r1]
                              ldr r0, =0x0802B62B
                              bx r0
                              insert 00 49 08 47 xx+1 xx xx 08 to 0802B5F0

                              Last set your Shore Up move effect to 0x85


                              [FR]First Impression
                              Spoiler:

                              XX XX XX :
                              Code:
                              2A 00 4A 3D 02 02 NN NN  YY YY YY 08 00 82 F0 7D 1D 08 2E 85 3E 02 02 88 28 00 69 1D 08
                              YY YY YY:
                              Code:
                              00 82 F0 7D 1D 08 28 00 69 1D 08
                              The NN NN is your First Impression move ID
                              insert XX XX XX 08 at 1D6820
                              And set your First Impression move effect to 0x9E
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                                #390    
                              Old October 3rd, 2017 (1:12 PM). Edited October 25th, 2017 by ghoulslash.
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                              ghoulslash ghoulslash is offline
                                 
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                                Here are a couple quick routines for Magic Room, Wonder Room, and Lucky Chant ([FR])

                                Note that these may or may not be ideal routines. I haven't tested these routines much. Please report bugs or any item/defense check I may have overlooked. They are meant more or less as a placeholder until the new battle system arrives.

                                Magic Room:
                                -Every item check routine I've seen includes a call to a function to load the held effect ID from the item data table. This routine just returns 0 if Magic Room is in effect (except for exp/money items)
                                -This routine is based on the assumption that all held items call said function, which may or may not be correct... It also requires that all added items perform this same function call
                                -NOTE: Life Orb in MrDS's rombase does not call this function. It is checked at 08909fe4
                                EDIT: Here is a fix for this
                                Spoiler:

                                Code:
                                .text
                                .align 2
                                .thumb
                                .thumb_func
                                .global LifeOrb_PowerBoost
                                /*
                                00 4A 10 47 (xx+1) xx xx 08 at 909fec
                                */
                                
                                Main:
                                	bl GetHeldEffect
                                	cmp r0, #0x43	@life orb held effect ID
                                	bne NoLifeOrb
                                	
                                LifeOrb:
                                	ldr r0, =(0x08909ffe +1)
                                	b call_r0
                                	
                                NoLifeOrb:
                                	ldr r0, =(0x0890a00c +1)
                                	
                                call_r0:
                                	bx r0
                                	
                                GetHeldEffect:
                                	ldr r1, =(0x0809a924 +1)
                                	bx r1

                                Spoiler:

                                Code:
                                .text
                                .align 2
                                .thumb
                                .thumb_func
                                .global MagicRoom
                                /*
                                insert 00 49 08 47 (xx+1) xx xx 08 at 9a934
                                */
                                
                                .equ Table:	0x08XXXXXX		@where you will insert this routine
                                .equ TableSize, 0xC
                                .byte 0x18	@macho brace
                                .byte 0x19	@exp. share
                                .byte 0x1B	@soothe bell
                                .byte 0x20	@amulet coin
                                .byte 0x28	@lucky egg
                                @out-of-battle items (as a precaution)
                                .byte 0x21	@repel wild pokes
                                .byte 0x26	@everstone
                                .byte 0x3D	@up-grade(?)
                                .word 0xFEFEFEFE	@table end
                                
                                .equ start, Table + TableSize           @take note of this offset
                                
                                Main:
                                	mov r1, #0x2C  @44 bytes per item
                                	mul r0, r1
                                	add r0, r0, r4
                                	ldrb r0, [r0, #0x12]  @item held effect
                                	
                                CheckMagicRoom:
                                	ldr r1, .MagicRoomLoc
                                	ldrb r1, [r1]
                                	cmp r1, #0x0
                                	beq Ending
                                	
                                CheckExceptions:
                                        push {r2}
                                	ldr r1, .ExceptionTable
                                	
                                ExceptionLoop:
                                	ldrb r2, [r1]  @exception ID
                                	cmp r0, r2
                                	beq Ending
                                	cmp r0, #0xFE  @end of table
                                	beq NoException
                                	add r1, #0x1
                                	b ExceptionLoop
                                	
                                NoException:
                                	mov r0, #0x0	@return 0 if magic room in effect
                                	
                                Ending:
                                	pop {r4}
                                	pop {r1}
                                	bx r1
                                	
                                .align 2
                                .MagicRoomLoc:	.word 0x02XXXXXX   @RAM loc for magic room counter
                                .ExceptionTable:	.word Table


                                ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                Wonder Room:
                                -This routine hijacks the base damage calculator and switches the storage of the target's def and sp. def for the calculation. This, of course, assumes that no other function in game needs to load a pkmn's def or sp. def. This is likely a rash assumption, though.
                                Spoiler:

                                Code:
                                .text
                                .align 2
                                .thumb
                                .thumb_func
                                .global WonderRoom
                                
                                /*
                                00 48 00 47 (xx+1) xx xx 08 at 3ed70
                                */
                                
                                
                                Main:
                                	ldr r2, [sp, #0x4]
                                	ldrh r3, [r2, #0x4]		@target def
                                	ldrh r2, [r2, #0xA]		@target sp. def
                                	
                                CheckWonderRoom:
                                	ldr r0, .WonderRoomLoc
                                	ldrb r0, [r0]
                                	cmp r0, #0x0
                                	beq Regular
                                	
                                SwapDefs:
                                	str r2, [sp, #0x14]		@store sp. def into def loc
                                	str r3, [rp, #0x18] 	@store def into sp. def loc
                                	b Return
                                	
                                Regular:
                                	str r3, [sp, #0x14]
                                	str r2, [rp, #0x18]
                                	b Return
                                	
                                Return:
                                	ldrh r3, [r6, #0x8]
                                	mov r8, r3
                                	ldr r0, =(0x0803ed80 +1)
                                	bx r0
                                	
                                
                                .align 2
                                .WonderRoomLoc:	.word 0x02XXXXXX	@wonder room turn counter RAM location


                                ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                EDIT: And here's Lucky Chant: It just sets the critical marker to 1 (aka no critical hit) at the end of the crit calc routine if lucky chant is active on the user's side
                                Spoiler:

                                Code:
                                .text
                                .align 2
                                .thumb
                                .thumb_func
                                .global LuckyChant
                                /*
                                00 4C 20 47 (xx+1) xx xx 08 at 1e584
                                */
                                
                                
                                Main:
                                	strb r0, [r1]	@store crit marker
                                	
                                CheckLuckyChant:
                                	ldr r1, .LuckyChantLoc
                                	ldr r0, .TargetBank
                                	ldrb r0, [r0]
                                	cmp r0, #0x1
                                	beq EnemySide
                                	cmp r0, #0x3
                                	bne CheckCounter
                                	
                                EnemySide:
                                	add r1, #0x1	@2nd byte of lucky chant RAM is enemy counter
                                
                                CheckCounter:
                                	ldrb r0, [r1]
                                	cmp r0, #0x0
                                	beq Return		@no lucky chant, keep original crit marker val
                                	mov r0, #0x1
                                	ldr r1, .CritMarker
                                	strb r0, [r1]			@if lucky chant active, set crit marker to no critical hit
                                	
                                Return:
                                	ldr r1, .ScriptPointer
                                	ldr r0, [r1]
                                	add r0, #0x1
                                	ldr r4, =(0x0801e58c +1)
                                	bx r4
                                	
                                .align 2
                                .CritMarker:	.word 0x02023d71
                                .ScriptPointer:	.word 0x02023d74
                                .TargetBank:	.word 0x02023d6c
                                .LuckyChantLoc:	.word 0x02XXXXXX	@2 bytes of free RAM


                                Enjoy!
                                Reply With Quote
                                  #391    
                                Old October 3rd, 2017 (9:34 PM).
                                desvol's Avatar
                                desvol desvol is offline
                                   
                                  Join Date: Oct 2016
                                  Gender: Male
                                  Posts: 16
                                  Does anyone have Emerald version Water Shuriken animation?Currently making Emerald 802, Greninja Battle Blond already done, when kill one pokemon will become Ash-Greninja, only water shuriken lack of animation
                                  Reply With Quote
                                    #392    
                                  Old October 6th, 2017 (10:09 AM).
                                  pikachux2's Avatar
                                  pikachux2 pikachux2 is offline
                                  Never Evolve
                                     
                                    Join Date: Mar 2010
                                    Location: USA
                                    Gender: Male
                                    Nature: Jolly
                                    Posts: 83
                                    Hey, I'm trying to download Battle Script Pro from the GitHub page and it builds with errors in Microsoft Visual 2017, so I tried to get an older version, which it recommends, but I don't have a subscription; therefore I can't. In order to convert battle scripts to asm or whatever language, I need BSP correct? If I do, does some one have a exe that doesn't need to be compiled?
                                    Reply With Quote
                                      #393    
                                    Old 5 Days Ago (8:50 AM). Edited 3 Days Ago by Megax Rocker.
                                    Megax Rocker's Avatar
                                    Megax Rocker Megax Rocker is offline
                                       
                                      Join Date: Jan 2016
                                      Posts: 108
                                      Quote:
                                      Originally Posted by ghoulslash View Post
                                      Here are some effects and animations for Fire Red. I will convert animations to commands when I get the chance.

                                      Effects:
                                      Spoiler:
                                      Magma Storm/Infestation: see this post

                                      Venom Drench: linked with venoshock (effect 224 in MrDS's rombase)
                                      Spoiler:
                                      #dynamic 0x(offset)

                                      #org @start
                                      jumpifhalfword 0x0 0x2023D4A 0x1A6 0x905420 //venoshock
                                      attackcanceler
                                      attackstring
                                      ppreduce
                                      jumpifstatus 0x0 0x88 @venomdrench
                                      goto 0x81D7DF2

                                      #org @venomdrench
                                      jumpifstat 0x0 0x2 0x1 0x0 @loweratk
                                      jumpifstat 0x0 0x2 0x4 0x0 @loweratk
                                      jumpifstat 0x0 0x0 0x3 0x0 0x81D694E
                                      goto 0x81D694E

                                      #org @loweratk
                                      attackanimation
                                      waitanimation
                                      setbyte 0x2023FDF 0x0
                                      playstatchangeanimation 0x0 0x20 0x1
                                      setbyte 0x2023FDE 0x91
                                      statbuffchange 0x1 false @lowerspatk
                                      jumpifbyte 0x0 0x2023E87 0x2 @lowerspatk
                                      printfromtable 0x83FE588
                                      waitmessage 0x40

                                      #org @lowerspatk
                                      setbyte 0x2023FDE 0x94
                                      statbuffchange 0x1 false @lowerspeed
                                      jumpifbyte 0x0 0x2023E87 0x2 @lowerspeed
                                      printfromtable 0x83FE588
                                      waitmessage 0x40

                                      #org @lowerspeed
                                      setbyte 0x2023FDE 0x93
                                      statbuffchange 0x1 false 0x81D694E
                                      jumpifbyte 0x0 0x2023E87 0x2 0x81D694E
                                      printfromtable 0x83FE588
                                      waitmessage 0x40
                                      goto 0x81D694E


                                      Burn Up: linked with effect 125 for defrosting (flame wheel, flare blitz, etc)
                                      Spoiler:
                                      #dynamic 0x(offset)

                                      #org @start
                                      jumpifhalfword 0x0 0x2023D4A 0x(moveID) @burnuptypecheck
                                      setbyte 0x2023E85 0x3
                                      jumpifhalfword 0x0 0x2023D4A 0x1B2 0x8905527 //flare blitz
                                      goto 0x81D6900

                                      #org @burnuptypecheck
                                      attackcanceler
                                      accuracycheck 0x81D695E 0x0
                                      attackstring
                                      ppreduce
                                      jumpiftype 0x1 0xA @burnup
                                      jumpiftype2 0x1 0xA @burnup
                                      goto 0x81D7DF2

                                      #org @burnup
                                      calculatedamage
                                      attackanimation
                                      waitanimation
                                      missmessage
                                      cmd5c 0x0
                                      waitstate
                                      graphicalhpupdate 0x0
                                      datahpupdate 0x0
                                      critmessage
                                      waitmessage 0x0
                                      resultmessage
                                      waitmessage 0x0
                                      callasm 0x8(asm_offset+1) //change fire type to ???
                                      setword 0x203C020 0x8AAAAAA
                                      printstring 0x184
                                      waitmessage 0x40
                                      goto 0x81D6947

                                      At String 0xAAAAAA: FD 0F 00 D6 E9 E6 E2 D9 D8 00 DD E8 E7 D9 E0 DA 00 E3 E9 E8 AB FF says " burned itself out!"

                                      ASM routine at 0x(asm_offset): (thanks to SphericalIce's roost effect for being used as a surrogate)
                                      Spoiler:
                                      Code:
                                      .text
                                      .align 2
                                      .thumb
                                      .thumb_func
                                      .global change_fire_type
                                      
                                      GetPkmnType1:
                                      push {r0-r5}
                                      ldr r1, .BattleData
                                      ldr r0, .PokeIndex
                                      ldrb r0, [r0]
                                      mov r2, #0x58
                                      mul r2, r0
                                      add r1, #0x21
                                      add r1, r2
                                      ldrb r0, [r1]
                                      ldrb r2, [r1, #0x1]
                                      mov r3, #0xA			@fire type = 0xA
                                      cmp r0, r3
                                      beq ChangeType1
                                      cmp r2, r3
                                      beq ChangeType2
                                      b End
                                      
                                      ChangeType1:
                                      mov r4, #0x9			@type = ????
                                      strb r4, [r1]
                                      cmp r2, r3
                                      beq ChangeType2
                                      b End
                                      
                                      ChangeType2:
                                      mov r4, #0x9			@type = ????
                                      strb r4, [r1, #0x1]
                                      b End
                                      
                                      End:
                                      pop {r0-r5}
                                      bx lr
                                      
                                      .align 2
                                      .BattleData:        .word 0x02023BE4
                                      .PokeIndex:        .word 0x02023D6B




                                      Toxic Thread: linked with poison gas effect (66)
                                      Spoiler:
                                      #dynamic 0x(offset)

                                      #org @start
                                      jumpifhalfword 0x0 0x2023D4A 0x8B 0x81D7181 //poisongas
                                      attackcanceler
                                      accuracycheck 0x81D695E 0x0
                                      attackstring
                                      ppreduce
                                      jumpifstat 0x0 0x0 0x3 0x0 @justpoison //if speed is minimal, just poison
                                      attackanimation
                                      waitanimation
                                      setbyte 0x2023FDF 0x0
                                      playstatchangeanimation 0x0 0x8 0x1
                                      setbyte 0x2023FDE 0x93
                                      statbuffchange 0x1 false @poison
                                      jumpifbyte 0x0 0x2023E87 0x2 @poison
                                      printfromtable 0x83FE588
                                      waitmessage 0x40
                                      goto @poison

                                      #org @justpoison
                                      attackanimation
                                      waitanimation
                                      goto @poison

                                      #org @poison
                                      jumpifability 0x0 0x11 0x81D6E4F
                                      jumpifsecondarystatus 0x0 0x1000000 @cantpoison
                                      jumpifstatus 0x0 0x8 @cantpoison
                                      jumpifstatus 0x0 0x80 @cantpoison
                                      jumpiftype 0x0 0x3 @cantpoison
                                      jumpiftype 0x0 0x8 @cantpoison
                                      jumpifstatus 0x0 0xFF @cantpoison
                                      jumpifhalverset 0x0 0x20 0x81D8B39
                                      setbyte 0x2023E85 0x2
                                      seteffecttarget
                                      resultmessage
                                      waitmessage 0x40
                                      goto 0x81D694E

                                      #org @cantpoison
                                      pause 0x20
                                      setword 0x203C020 0x8AAAAAA
                                      printstring 0x184
                                      waitmessage 0x40
                                      goto 0x81D694E

                                      String at 0xAAAAAA: FD 10 00 D7 D5 E2 E2 E3 E8 00 D6 D9 00 E4 E3 DD E7 E3 E2 D9 D8 AB FF says " cannot be poisoned!" just to make it sound better than "it failed!" or "it doesn't affect "


                                      Parting Shot: linked with Baton Pass/Volt Switch/U-Turn (effect 127)
                                      Spoiler:
                                      #dynamic 0x(offset)

                                      #org @start
                                      jumpifhalfword 0x0 0x2023D4A 0xE2 0x81D7995 //baton pass
                                      jumpifhalfword 0x0 0x2023D4A 0x(moveID) @partingshot
                                      attackcanceler
                                      accuracycheck 0x81D695E 0x0
                                      attackstring
                                      ppreduce
                                      call 0x8905656
                                      jumpifcannotswitch 0x81 0x81D694E
                                      goto 0x81D79A0

                                      #org @partingshot
                                      attackcanceler
                                      attackstring
                                      ppreduce
                                      attackanimation
                                      waitanimation
                                      jumpifstat 0x0 0x2 0x4 0x0 @spatk
                                      jumpifstat 0x0 0x0 0x1 0x0 @checkswitch
                                      goto @checkswitch

                                      #org @spatk
                                      setbyte 0x2023FDF 0x0
                                      playstatchangeanimation 0x0 0x12 0x1
                                      setbyte 0x2023FDE 0x94
                                      statbuffchange 0x1 false @atk
                                      jumpifbyte 0x0 0x2023E87 0x2 @atk
                                      printfromtable 0x83FE588
                                      waitmessage 0x40

                                      #org @atk
                                      setbyte 0x2023FDE 0x91
                                      statbuffchange 0x1 false @checkswitch
                                      jumpifbyte 0x0 0x2023E87 0x2 @checkswitch
                                      printfromtable 0x83FE588
                                      waitmessage 0x40
                                      goto @checkswitch

                                      #org @checkswitch
                                      jumpifcannotswitch 0x81 0x81D694E
                                      goto 0x81D79A0


                                      Aurora Veil: linked with Light Screen (effect 35). Note this doesn't take battle with allies into account as it does in game
                                      Spoiler:
                                      #dynamic 0x(offset)

                                      #org @start
                                      jumpifhalfword 0x0 0x2023D4A 0x(moveID) @auroraveil
                                      attackcanceler
                                      attackstring
                                      ppreduce
                                      setlightscreen
                                      goto 0x81D7172

                                      #org @auroraveil
                                      attackcanceler
                                      attackstring
                                      ppreduce
                                      jumpifhalfword 0x0 0x02023F1C 0x80 @succeed
                                      goto 0x81D7DF2

                                      #org @succeed
                                      setlightscreen
                                      setreflect
                                      attackanimation
                                      waitanimation
                                      setword 0x203C020 0x8AAAAAA
                                      printstring 0x184
                                      waitmessage 0x40
                                      goto 0x81D694E

                                      String at 0xAAAAAA: BB E9 E6 E3 E6 D5 00 D0 D9 DD E0 00 E4 E6 E3 E8 D9 D7 E8 D9 D8 00 D5 DB D5 DD E2 E7 E8 00 E4 DC ED E7 DD D7 D5 E0 FE D5 E2 D8 00 E7 E4 D9 D7 DD D5 E0 00 E1 E3 EA D9 E7 AB FF


                                      Updated Fell Stinger (raises attack 3 stages if enemy faints). Linked with metal claw effect (139)
                                      Spoiler:

                                      #dynamic 0x(offset)
                                      #freespacebyte 0xFF

                                      #org @start
                                      jumpifhalfword 0x0 0x2023D4A 0x(moveID) @fellstinger
                                      setbyte 0x2023E85 0x4F
                                      goto 0x81D6900

                                      #org @fellstinger
                                      attackcanceler
                                      accuracycheck 0x81D695E 0x0
                                      attackstring
                                      ppreduce
                                      calculatedamage
                                      attackanimation
                                      waitanimation
                                      missmessage
                                      cmd5c 0x0
                                      waitstate
                                      graphicalhpupdate 0x0
                                      datahpupdate 0x0
                                      critmessage
                                      waitmessage 0x40
                                      resultmessage
                                      waitmessage 0x40
                                      jumpiffainted 0x0 @fainted
                                      goto 0x81D6947

                                      #org @fainted
                                      setbyte 0x2023FDF 0x0
                                      playstatchangeanimation 0x1 0x2 0x0
                                      setbyte 0x2023FDE 0x31
                                      statbuffchange 0x1 true 0x81D6947
                                      jumpifbyte 0x0 0x2023E87 0x2 0x81D6947
                                      setword 0x203C020 0x8(string_offset)
                                      printstring 0x184
                                      goto 0x81D6947

                                      Hex at (string_offset): FD 0F B4 E7 00 D5 E8 E8 D5 D7 DF 00 D8 E6 D5 E7 E8 DD D7 D5 E0 E0 ED 00 E6 E3 E7 D9 AB FF which says "'s attack drastically rose!"

                                      This method skips the stat change animation but still does the appropriate stat checks, etc.

                                      Sparkling Aria:
                                      Spoiler:

                                      Requires KDS' cureprimarystatus command, found here
                                      Code:
                                      #dynamic 0xoffset
                                      #freespacebyte 0xFF
                                      
                                      #org @checkstatus
                                      jumpifsecondarystatus 0x0 0x1000000 0x81D6926
                                      jumpifstatus 0x0 0x10 @sparklingaria
                                      goto 0x81D6926
                                      
                                      #org @sparklingaria
                                      attackcanceler
                                      accuracycheck 0x81D695E 0x0
                                      attackstring
                                      ppreduce
                                      calculatedamage
                                      attackanimation
                                      waitanimation
                                      missmessage
                                      cmd5c 0x0
                                      waitstate
                                      graphicalhpupdate 0x0
                                      datahpupdate 0x0
                                      critmessage
                                      waitmessage 0x40
                                      resultmessage
                                      waitmessage 0x40
                                      jumpifbyte 0x4 0x02023DCC 0x8 0x81D694E
                                      faintpokemon 0x0 0x0 0x0
                                      jumpiffainted 0x0 0x81D694E
                                      cureprimarystatus 0x0 0x81D694E
                                      setword 0x203C020 0x08XXXXXX
                                      printstring 0x184
                                      waitmessage 0x40
                                      cmd98 0x0
                                      goto 0x81D694E
                                      At 0x08XXXXXX ->
                                      Code:
                                      FD 10 00 EB D5 E7 00 DC D9 D5 E0 D9 D8 00 E3 DA 00 D6 E9 E6 E2 AB FF 00


                                      Spirit Shackle:
                                      Spoiler:

                                      Combine with Mean Look Effect (111)
                                      Code:
                                      #dynamic 0x(offset)
                                      #freespacebyte 0xFF
                                      
                                      #org @start
                                      attackcanceler
                                      attackstring
                                      ppreduce
                                      jumpifhalfword 0x0 0x2023D4A 0x(moveID) @soulshackle
                                      accuracycheck 0x81D7DF2 0xFFFE
                                      jumpifsecondarystatus 0x0 0x4000000 0x81D7DF2
                                      jumpifsecondarystatus 0x0 0x1000000 0x81D7DF2
                                      attackanimation
                                      waitanimation
                                      setbyte 0x2023E85 0x20
                                      seteffecttarget
                                      printstring 0x8F
                                      waitmessage 0x40
                                      goto 0x81D694E
                                      
                                      #org @soulshackle
                                      accuracycheck 0x81D695E 0x0
                                      calculatedamage
                                      attackanimation
                                      waitanimation
                                      missmessage
                                      cmd5c 0x0
                                      waitstate
                                      datahpupdate 0x0
                                      graphicalhpupdate 0x0
                                      critmessage
                                      waitmessage 0x40
                                      resultmessage
                                      jumpifbyte 0x0 0x2023E85 0x20 0x81D694E
                                      setbyte 0x2023E85 0x20
                                      seteffecttarget
                                      printstring 0x8F
                                      waitmessage 0x40
                                      goto 0x81D694E
                                      
                                      #org 0x1D7DF2
                                      pause 0x20
                                      orbyte 0x2023DCC 0x20
                                      resultmessage
                                      waitmessage 0x40
                                      goto 0x81D694E




                                      Animations:
                                      Spoiler:


                                      Light of Ruin
                                      Spoiler:
                                      00 01 28 00 2F 27 03 51 FC 0D 08 05 00 04 08 03 F9 A7 0B 08 0A 05 81 07 08 00 00 00 0C 00 FF 7F 04 0E 0E AF 28 1D 08 0E AF 28 1D 08 0E AF 28 1D 08 0E AF 28 1D 08 0E AF 28 1D 08 0E AF 28 1D 08 0E AF 28 1D 08 0E AF 28 1D 08 0E AF 28 1D 08 0E AF 28 1D 08 0E AF 28 1D 08 0E AF 28 1D 08 0E AF 28 1D 08 0E AF 28 1D 08 0E AF 28 1D 08 03 F9 A7 0B 08 0A 05 81 07 03 00 0C 00 00 00 FF 7F 05 20 05 00 A3 27 04 0A 19 D0 00 C0 03 1D 8B 09 08 02 05 00 00 01 00 00 00 04 00 01 00 05 04 1E 1F 39 CF 0D 08 07 F0 00 C0 FF 3F 00 01 00 0F 00 00 00 05 00 03 F9 89 09 08 02 05 00 00 00 00 04 00 32 00 01 00 03 6D 9F 0B 08 02 07 A3 27 01 00 0C 00 1F 00 10 00 00 00 00 00 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 03 1D 8B 09 08 02 05 01 00 04 00 00 00 32 00 01 00 03 F9 A7 0B 08 0A 05 04 00 02 00 00 00 0B 00 39 67 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 03 F9 A7 0B 08 0A 05 04 00 02 00 0B 00 00 00 39 67 05 08


                                      Toxic Thread
                                      Spoiler:
                                      00 C3 27 00 C4 27 0A 03 04 00 02 24 7B 3E 08 05 05 01 00 02 00 00 00 09 00 00 00 05 28 01 1C 7A 00 C0 09 06 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 0E A5 15 1D 08 00 A7 27 00 A6 27 0E 4B F1 1C 08 05 19 7B 00 3F 02 A8 72 3E 08 82 02 00 00 0A 00 04 04 02 A8 72 3E 08 82 02 00 00 FE FF 04 04 02 A8 72 3E 08 82 02 00 00 16 00 05 0B 03 04 01 05 02 24 7B 3E 08 05 05 01 00 02 00 09 00 00 00 00 00 08


                                      Accelerock
                                      Spoiler:
                                      00 4A 27 00 97 27 0A 02 0C 0C 08 03 7D 90 09 08 02 05 00 00 18 00 06 00 01 00 05 00 03 99 AB 0B 08 02 04 00 00 04 00 07 00 03 00 19 88 00 C0 04 04 03 F9 89 09 08 02 05 01 00 05 00 00 00 06 00 01 00 02 08 7C 3E 08 84 04 00 00 00 00 01 00 01 00 19 74 00 3F 02 54 4E 3D 08 02 05 01 00 03 00 00 00 05 00 01 00 02 CC 73 3E 08 82 06 05 00 00 00 EC FF 18 00 0E 00 01 00 02 CC 73 3E 08 82 06 00 00 05 00 14 00 E8 FF 0E 00 02 00 02 CC 73 3E 08 82 06 FB FF 00 00 EC FF E8 FF 0E 00 02 00 05 0B 02 0D 05 08


                                      Psychic Fangs
                                      Spoiler:
                                      0E BB 59 1D 08 00 9B 27 00 97 27 0A 01 0C 0C 08 19 9A 00 3F 02 30 79 3E 08 02 06 00 00 E0 FF 00 00 00 00 33 03 0A 00 02 30 79 3E 08 02 06 00 00 20 00 04 00 00 00 CD FC 0A 00 04 0A 02 08 7C 3E 08 02 04 00 00 00 00 01 00 02 00 03 F9 89 09 08 05 05 01 00 00 00 04 00 07 00 01 00 05 0B 01 0D 04 01 0A 03 0C 0C 08 03 6D 61 07 08 05 05 00 00 7B 03 0C 00 01 00 01 00 03 59 3A 0B 08 05 01 00 00 19 A3 00 3F 05 03 6D 61 07 08 05 05 00 00 7B 03 0C 00 01 00 01 00 03 59 3A 0B 08 05 01 02 00 19 B9 00 C0 05 0D 0B 03 0E C7 59 1D 08 08


                                      Sludge Wave
                                      Spoiler:
                                      14 24 17 03 2D B8 0B 08 05 04 00 00 00 00 00 00 FF FF 03 8D B3 0A 08 02 01 01 00 04 18 1B 9C 00 C0 3F 02 00 05 00 A7 27 00 A6 27 0E 4B F1 1C 08 0E C7 59 1D 08 08


                                      Dragon Hammer:
                                      Spoiler:
                                      14 10 17 03 2D B8 0B 08 05 04 00 00 00 00 00 00 FF FF 00 05 28 0A 01 0C 0C 08 19 91 00 C0 02 00 69 3E 08 02 06 02 00 00 00 04 00 02 00 08 00 1F 00 05 01 05 28 00 06 28 02 54 4E 3D 08 02 02 06 00 04 00 04 04 19 BA 00 3F 02 48 69 3E 08 82 02 0A 00 F6 FF 05 01 06 28 03 B5 94 0B 08 05 03 05 00 0A 00 32 00 03 B5 94 0B 08 05 03 04 00 0A 00 32 00 19 E3 00 00 04 0A 02 3C 7B 3E 08 02 07 01 00 03 00 01 00 00 00 0E 00 FF 7F 0E 00 04 10 02 3C 7B 3E 08 02 07 01 00 03 00 01 00 00 00 0E 00 FF 7F 0E 00 05 00 97 27 03 1D 8B 09 08 02 05 01 00 03 00 00 00 0A 00 01 00 02 B0 7C 3E 08 83 05 F6 FF F8 FF 01 00 01 00 08 00 19 74 00 3F 04 08 02 B0 7C 3E 08 83 05 0A 00 08 00 01 00 01 00 08 00 19 86 00 3F 05 0B 01 0D 0E C7 59 1D 08 08


                                      Ice Hammer
                                      Spoiler:
                                      14 0F 17 03 2D B8 0B 08 05 04 00 00 00 00 00 00 FF FF 00 9F 27 00 97 27 0A 03 28 01 0C 0C 08 19 80 00 3F 02 E0 66 3E 08 02 08 F0 FF 00 00 00 00 00 00 0A 00 01 00 03 00 00 00 05 19 84 00 3F 02 08 7C 3E 08 03 04 00 00 00 00 01 00 02 00 03 F9 89 09 08 05 05 01 00 04 00 00 00 06 00 01 00 05 0B 03 0D 05 03 B5 94 0B 08 05 03 05 00 0A 00 32 00 03 B5 94 0B 08 05 03 04 00 0A 00 32 00 19 E3 00 00 04 0A 02 3C 7B 3E 08 02 07 01 00 03 00 01 00 00 00 0E 00 FF 7F 0E 00 04 10 02 3C 7B 3E 08 02 07 01 00 03 00 01 00 00 00 0E 00 FF 7F 0E 00 05 0E C7 59 1D 08 08


                                      Precipice Blades
                                      Spoiler:
                                      14 15 16 03 01 98 0B 08 05 03 01 00 05 00 FF FF 00 97 27 00 5A 27 00 4A 27 0A 03 28 01 0C 0C 08 03 D1 4B 0B 08 02 00 05 03 D5 9B 09 08 04 04 00 00 00 00 01 00 02 00 19 86 00 3F 05 0B 03 0D 00 2E 28 00 C7 27 02 A4 35 3E 08 82 03 01 00 F8 FF 00 00 19 81 00 3F 04 04 02 A4 35 3E 08 82 03 01 00 08 00 00 00 03 1D 8B 09 08 02 05 01 00 04 00 00 00 12 00 01 00 19 81 00 3F 00 C7 27 02 A4 35 3E 08 82 03 01 00 F8 FF 00 00 19 81 00 3F 04 04 02 A4 35 3E 08 82 03 01 00 08 00 00 00 03 1D 8B 09 08 02 05 01 00 04 00 00 00 12 00 01 00 19 81 00 3F 00 C7 27 02 A4 35 3E 08 82 03 01 00 F8 FF 00 00 19 81 00 3F 04 04 02 A4 35 3E 08 82 03 01 00 08 00 00 00 03 1D 8B 09 08 02 05 01 00 04 00 00 00 12 00 01 00 19 81 00 3F 00 9F 27 00 2D 28 0A 03 04 28 19 81 00 3F 02 3C 7B 3E 08 02 07 1F 00 03 00 01 00 FF 7F 0A 00 00 00 0A 00 02 80 7C 3E 08 03 04 00 00 00 00 01 00 14 00 03 F9 89 09 08 05 05 01 00 07 00 00 00 09 00 01 00 05 0B 03 0D 0E C7 59 1D 08 08


                                      Liquidation
                                      Spoiler:
                                      00 A4 27 00 AB 27 00 9D 27 00 97 27 0A 01 0C 0C 08 02 54 4E 3D 08 02 02 04 00 04 00 04 06 02 08 7C 3E 08 02 04 00 00 00 00 01 00 02 00 03 F9 89 09 08 02 05 01 00 03 00 00 00 06 00 01 00 19 84 00 3F 05 0E A2 8C 1C 08 05 0B 03 0D 08


                                      Darkest Lariat
                                      Spoiler:
                                      14 00 17 03 2D B8 0B 08 05 04 00 00 00 00 00 00 FF FF 00 97 27 0A 03 0C 0C 08 19 80 00 C0 1D 84 00 3F 0A 1D 80 00 C0 14 1D 84 00 3F 1E 1D 80 00 C0 28 1D 84 00 3F 32 1D 80 00 C0 3C 1D 84 00 3F 46 1D 80 00 C0 50 1D 84 00 3F 5A 03 85 8F 09 08 02 05 00 00 EE FF 06 00 06 00 04 00 03 85 8F 09 08 02 05 01 00 12 00 06 00 06 00 04 00 0E 0B 03 1D 08 0E 0B 03 1D 08 0E 0B 03 1D 08 05 0B 03 0D 0E C7 59 1D 08 08


                                      Sparkling Aria
                                      Spoiler:
                                      00 E4 27 00 E5 27 00 A2 27 00 AB 27 00 83 27 19 85 00 C0 03 F9 A7 0B 08 0A 05 81 07 02 00 00 00 04 00 00 00 05 0A 00 0C 0C 08 19 85 00 C0 02 DD DD DD 08 02 01 00 00 04 19 04 14 04 0F 04 0A 04 06 0B 00 0D 05 0A 01 28 01 0C 0C 08 04 01 0E 4D 9D 1C 08 03 05 97 09 08 05 05 00 00 03 00 00 0C 08 00 01 00 0E 4D 9D 1C 08 0E 4D 9D 1C 08 03 C1 AB 0A 08 02 03 00 00 03 00 78 00 03 C1 AB 0A 08 02 03 00 00 03 00 78 00 04 78 04 1E 05 03 F9 A7 0B 08 0A 05 81 07 02 00 04 00 00 00 00 00 05 0B 01 0D 08

                                      At 02 DD DD DD 08: E4 27 A2 27 60 CB 3A 08 F0 1C 23 08 00 00 00 00 C8 61 3E 08 1D E7 0A 08


                                      Zing Zap
                                      Spoiler:
                                      00 E3 27 00 E4 27 00 11 27 00 35 27 0A 00 0C 0C 08 05 00 04 0C 05 03 A1 EF 0A 08 05 00 19 D6 00 3F 05 03 F9 89 09 08 02 05 01 00 00 00 06 00 12 00 01 00 03 F9 A7 0B 08 05 05 01 00 03 00 10 00 00 00 FF 7F 03 F9 A7 0B 08 05 05 04 00 00 00 10 00 10 00 00 00 04 04 03 F9 A7 0B 08 05 05 04 00 00 00 00 00 00 00 00 00 05 0B 00 0D 05 00 97 27 00 1B 27 03 B5 94 0B 08 05 03 01 00 05 00 0E 00 0B 00 0D 0E D4 58 1D 08 08


                                      Oblivion Wing:
                                      Spoiler:
                                      14 00 17 03 2D B8 0B 08 05 04 00 00 00 00 00 00 FF FF 00 A3 27 04 0A 19 D0 00 C0 03 1D 8B 09 08 02 05 00 00 01 00 00 00 04 00 01 00 05 04 1E 1F 39 CF 0D 08 07 F0 00 C0 FF 3F 00 01 00 0F 00 00 00 05 00 03 F9 89 09 08 02 05 00 00 00 00 04 00 32 00 01 00 03 6D 9F 0B 08 02 07 A3 27 01 00 0C 00 1F 00 10 00 00 00 00 00 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 03 1D 8B 09 08 02 05 01 00 04 00 00 00 32 00 01 00 03 F9 A7 0B 08 0A 05 04 00 02 00 00 00 0B 00 39 67 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 0E D8 2A 1D 08 03 F9 A7 0B 08 0A 05 04 00 02 00 0B 00 00 00 39 67 05 05 00 A3 27 00 2F 27 19 C5 00 3F 03 F9 89 09 08 02 05 01 00 05 00 00 00 0F 00 01 00 03 B1 98 09 08 05 05 FA FF FA FF 0F 00 01 00 01 00 05 0C 0C 08 03 F9 89 09 08 02 05 01 00 00 00 02 00 19 00 01 00 0E 89 0A 1D 08 05 04 0F 0E C9 56 1D 08 05 0B 03 0D 04 01 0E C7 59 1D 08 08


                                      Fire Lash:
                                      Spoiler:
                                      00 2D 27 0A 03 2A 01 02 FC 5D 3E 08 03 04 00 00 00 00 38 00 00 00 19 89 00 C0 04 02 02 FC 5D 3E 08 03 04 00 00 00 00 38 00 04 00 19 89 00 C0 04 02 02 FC 5D 3E 08 03 04 00 00 00 00 38 00 08 00 19 89 00 C0 04 02 02 FC 5D 3E 08 03 04 00 00 00 00 38 00 0C 00 19 89 00 C0 04 02 02 FC 5D 3E 08 03 04 00 00 00 00 38 00 10 00 19 89 00 C0 04 02 02 FC 5D 3E 08 03 04 00 00 00 00 38 00 14 00 19 89 00 C0 04 02 02 FC 5D 3E 08 03 04 00 00 00 00 38 00 18 00 19 89 00 C0 05 02 9C 4E 3D 08 02 05 00 00 18 00 00 00 00 00 06 00 04 04 03 F9 89 09 08 02 05 01 00 05 00 00 00 08 00 01 00 03 6D 61 07 08 03 05 01 00 1F 00 0C 00 01 00 01 00 19 8A 00 3F 00 C7 27 02 A4 35 3E 08 82 03 01 00 F8 FF 00 00 19 81 00 3F 04 04 02 A4 35 3E 08 82 03 01 00 08 00 00 00 03 1D 8B 09 08 02 05 01 00 04 00 00 00 12 00 01 00 19 81 00 3F 0E 50 09 1D 08 04 07 02 84 4E 3D 08 02 03 00 00 00 00 09 00 05 0B 03 08 02 FC 5D 3E 08 03 03 00 00 00 00 32 00 04 04 0F 08


                                      Gyro Ball:
                                      Spoiler:
                                      14 08 17 03 2D B8 0B 08 05 04 00 09 00 04 00 00 FF FF 00 D2 27 00 D3 27 00 32 28 1C 71 00 C0 1C 02 03 ED 86 0B 08 05 03 01 00 00 00 00 00 05 0C 00 10 00 20 00 03 49 60 07 08 03 05 00 00 10 00 10 00 00 00 01 00 19 B6 00 C0 1F 39 CF 0D 08 07 C1 00 C0 FF 3F 00 03 00 04 00 00 00 0F 00 04 0F 1F 39 CF 0D 08 07 A1 00 C0 FF 3F 00 05 00 05 00 00 00 05 00 02 10 52 91 08 82 03 10 00 10 00 08 00 04 14 03 C1 5F 0A 08 02 00 05 0E C7 59 1D 08 08


                                      Spirit Shackle:
                                      Spoiler:
                                      02 24 7B 3E 08 05 05 01 00 02 00 00 00 09 00 00 00 05 00 13 27 00 9A 27 00 97 27 04 00 0A 03 0C 0C 08 04 00 03 F1 76 0A 08 02 05 20 00 E8 FF 00 06 02 00 80 00 00 20 27 00 21 27 19 80 00 C0 02 30 EE 3F 08 02 00 04 02 19 98 00 3F 02 18 EE 3F 08 84 05 00 00 F4 FF 68 00 00 00 4B 00 02 18 EE 3F 08 84 05 00 00 F4 FF 48 00 01 00 4B 00 02 18 EE 3F 08 84 05 00 00 FA FF 38 00 01 00 4B 00 02 18 EE 3F 08 84 05 00 00 FA FF 58 00 00 00 4B 00 02 18 EE 3F 08 84 05 00 00 00 00 38 00 00 00 4B 00 02 18 EE 3F 08 84 05 00 00 00 00 58 00 01 00 4B 00 02 18 EE 3F 08 84 05 00 00 06 00 48 00 00 00 4B 00 02 18 EE 3F 08 84 05 00 00 06 00 68 00 01 00 4B 00 02 18 EE 3F 08 84 05 00 00 0C 00 48 00 00 00 4B 00 02 18 EE 3F 08 84 05 00 00 0C 00 38 00 01 00 4B 00 02 18 EE 3F 08 84 05 00 00 12 00 50 00 00 00 4B 00 02 18 EE 3F 08 84 05 00 00 12 00 48 00 01 00 4B 00 0E BA 9A 1C 08 02 24 7B 3E 08 05 05 01 00 02 00 09 00 00 00 00 00 05 0D 0B 03 04 00 08


                                      Shadow Bone:
                                      Spoiler:
                                      14 02 17 03 2D B8 0B 08 05 04 00 00 00 00 00 00 FF FF 00 10 27 00 97 27 0A 03 28 01 0C 0C 08 19 B4 00 3F 02 40 7A 3E 08 02 05 D6 FF E7 FF 00 00 00 00 0F 00 04 0C 02 08 7C 3E 08 02 04 00 00 00 00 01 00 01 00 03 F9 89 09 08 05 05 01 00 00 00 05 00 05 00 01 00 02 3C 7B 3E 08 02 07 07 00 05 00 01 00 00 00 0A 00 00 00 00 00 19 74 00 3F 05 0A 03 03 AD 58 0B 08 02 00 03 F9 89 09 08 02 05 01 00 03 00 00 00 28 00 01 00 19 72 00 3F 05 0B 03 15 17 08 03 6D 61 07 08 02 05 00 00 FF 7F 0A 00 02 00 01 00 03 F9 89 09 08 02 05 00 00 03 00 00 00 20 00 01 00 19 72 00 3F 05 0B 03 0D 05 15 17 08


                                      Topsy-Turvy
                                      Spoiler:
                                      14 00 17 03 2D B8 0B 08 05 04 00 00 00 00 00 00 FF FF 00 D4 27 0A 02 03 E5 9C 0B 08 02 06 01 00 02 00 06 00 01 00 0B 00 00 00 0C 0C 08 1C C1 00 C0 05 0A 02 F8 6D 3E 08 02 04 00 00 00 00 00 00 00 00 03 05 97 09 08 05 05 00 00 05 00 00 0A 08 00 00 00 04 7F 04 04 19 B6 00 C0 03 B1 98 09 08 05 05 FB FF FB FF 0A 00 00 00 01 00 03 F9 A7 0B 08 09 05 02 00 02 00 0A 00 00 00 FF 03 04 1E 0B 01 0D 05 04 01 0A 03 0C 0C 08 03 6D 61 07 08 05 05 00 00 7B 03 0C 00 01 00 01 00 03 59 3A 0B 08 05 01 00 00 19 A3 00 3F 05 03 6D 61 07 08 05 05 00 00 7B 03 0C 00 01 00 01 00 03 59 3A 0B 08 05 01 02 00 19 B9 00 C0 05 0D 0B 03 0E C7 59 1D 08 08


                                      Bolt Strike:
                                      Spoiler:
                                      00 E3 27 00 E4 27 00 11 27 00 35 27 00 11 27 00 97 27 0A 00 0C 0C 08 19 CE 00 C0 02 D4 61 3E 08 02 01 00 00 04 19 19 CE 00 C0 04 14 19 CE 00 C0 04 0F 19 CE 00 C0 04 0A 04 06 1C CE 00 C0 06 05 05 0A 01 0C 0C 08 02 54 4E 3D 08 02 02 04 00 04 00 04 06 02 08 7C 3E 08 02 04 00 00 00 00 01 00 02 00 03 F9 89 09 08 02 05 01 00 03 00 00 00 06 00 01 00 19 84 00 3F 05 0B 01 0D 00 E3 27 0A 00 0C 0C 08 05 00 04 0C 05 03 A1 EF 0A 08 05 00 19 D6 00 3F 05 03 F9 89 09 08 02 05 01 00 00 00 06 00 12 00 01 00 03 F9 A7 0B 08 05 05 01 00 03 00 10 00 00 00 FF 7F 03 F9 A7 0B 08 05 05 04 00 00 00 10 00 10 00 00 00 04 04 03 F9 A7 0B 08 05 05 04 00 00 00 00 00 00 00 00 00 05 0B 00 0D 08


                                      Dragon Rush
                                      Spoiler:
                                      14 1B 17 03 2D B8 0B 08 05 04 00 0A 00 00 00 00 FF FF 00 A6 27 00 2D 27 00 37 27 00 97 27 19 8F 00 C0 03 F9 A7 0B 08 0A 05 02 00 04 00 00 00 08 00 7F 02 03 F9 89 09 08 05 05 00 00 00 00 02 00 0F 00 01 00 02 XX XX XX 08 02 07 00 00 1C 00 10 02 1E 00 0D 00 32 00 00 00 04 02 02 XX XX XX 08 02 07 00 00 20 00 E0 01 14 00 10 00 D2 FF 00 00 04 02 02 XX XX XX 08 02 07 00 00 21 00 40 02 14 00 08 00 2A 00 00 00 04 02 02 XX XX XX 08 02 07 00 00 1F 00 90 01 19 00 0B 00 D6 FF 00 00 04 02 02 XX XX XX 08 02 07 00 00 1C 00 00 02 19 00 10 00 2E 00 00 00 04 02 02 XX XX XX 08 02 07 00 00 21 00 D0 01 1E 00 0F 00 CE FF 00 00 04 02 02 XX XX XX 08 02 07 00 00 1C 00 10 02 1E 00 0D 00 32 00 00 00 04 02 03 9D 94 09 08 05 07 00 00 E8 FF 08 00 17 00 0A 00 28 00 0A 00 04 23 02 3C 7B 3E 08 02 07 1F 00 03 00 01 00 00 00 0A 00 00 00 00 00 02 YY YY YY 08 04 04 F6 FF 00 00 01 00 00 00 1C 86 00 3F 0A 02 04 01 02 9C 4E 3D 08 02 05 01 00 F0 FF 00 00 00 00 03 00 05 03 D1 8C 09 08 02 05 01 00 04 00 00 00 0C 00 01 00 05 04 0A 02 84 4E 3D 08 02 03 00 00 00 00 06 00 04 05 02 84 4E 3D 08 02 03 01 00 00 00 07 00 05 0B 03 0D 0E C7 59 1D 08 08

                                      At 02 XX XX XX 08: B3 27 A6 27 18 CA 3A 08 F0 1C 23 08 00 00 00 00 FC 1C 23 08 F5 5D 07 08
                                      At 02 YY YY YY 08: 97 27 A6 27 58 CB 3A 08 F0 1C 23 08 00 00 00 00 F8 7B 3E 08 61 A5 0B 08


                                      Electro Ball:
                                      Spoiler:
                                      00 1B 27 00 E4 27 0A 00 0C 0C 08 19 CE 00 C0 02 D4 61 3E 08 02 01 00 00 04 19 19 CE 00 C0 04 14 19 CE 00 C0 04 0F 19 CE 00 C0 04 0A 04 06 1C CE 00 C0 06 05 05 00 32 28 00 02 XX XX XX 08 82 03 10 00 10 00 08 00 05 19 98 00 3F 03 1D 8B 09 08 02 05 01 00 04 00 00 00 08 00 01 00 0E D4 58 1D 08 05 0B 00 0D 08 08

                                      At 02 XX XX XX 08: 32 28 E4 27 38 CA 3A 08 F0 1C 23 08 00 00 00 00 04 76 3E 08 3D 56 0B 08


                                      Fell Stinger:
                                      Spoiler:
                                      02 24 7B 3E 08 05 05 01 00 02 00 00 00 09 00 00 00 05 00 35 27 00 97 27 00 24 27 24 0A A5 1C 08 17 0C 0C 08 02 50 35 3E 08 02 01 00 00 19 9B 00 C0 05 04 02 02 50 35 3E 08 02 01 01 00 02 BC 37 3E 08 84 03 00 00 00 00 0C 00 05 09 14 00 03 D1 8C 09 08 02 05 00 00 02 00 00 00 28 00 01 00 03 D1 8C 09 08 02 05 01 00 0A 00 00 00 28 00 01 00 02 98 7C 3E 08 83 04 00 00 00 00 01 00 03 00 19 9F 00 3F 04 04 02 98 7C 3E 08 83 04 00 00 02 00 01 00 03 00 19 9F 00 3F 04 04 02 98 7C 3E 08 83 04 FC FF 03 00 01 00 03 00 19 9F 00 3F 04 04 02 98 7C 3E 08 83 04 F8 FF FB FF 01 00 03 00 19 9F 00 3F 04 04 02 98 7C 3E 08 83 04 04 00 F4 FF 01 00 03 00 19 9F 00 3F 04 04 02 98 7C 3E 08 83 04 10 00 00 00 01 00 03 00 19 9F 00 3F 04 04 02 98 7C 3E 08 83 04 05 00 12 00 01 00 03 00 19 9F 00 3F 04 04 02 98 7C 3E 08 83 04 EF FF 0C 00 01 00 02 00 19 9F 00 3F 04 04 02 98 7C 3E 08 83 04 EB FF F1 FF 01 00 02 00 19 9F 00 3F 04 04 02 98 7C 3E 08 83 04 08 00 E5 FF 01 00 02 00 19 9F 00 3F 04 04 02 98 7C 3E 08 83 04 20 00 00 00 01 00 02 00 19 9F 00 3F 04 04 02 50 35 3E 08 02 01 02 00 00 57 27 03 B1 7F 0A 08 05 00 1C A3 00 3F 0F 04 05 04 01 0B 01 0D 05 02 24 7B 3E 08 05 05 01 00 02 00 09 00 00 00 00 00 08


                                      Metal Burst:
                                      Spoiler:
                                      00 97 27 00 A8 27 00 32 28 00 41 27 0E AA AA AA 08 05 0E BB BB BB 08 0A 01 0C 0C 08 03 51 08 0E 08 02 01 00 00 1C 9B 00 C0 08 02 05 02 50 7C 3E 08 83 02 01 00 03 00 03 D5 9B 09 08 02 05 00 00 01 00 1E 00 01 00 00 00 19 86 00 3F 05 0B 01 0D 08

                                      At 0E AA AA AA 08: (189 bytes)
                                      02 AB AB AB 08 02 06 F1 FF 00 00 00 00 00 00 20 00 3C 00 04 08 02 AB AB AB 08 02 06 0C 00 FB FF 00 00 00 00 20 00 3C 00 04 08 0F

                                      At 02 AB AB AB 08: 41 27 32 28 D8 C9 3A 08 F0 33 3E 08 00 00 00 00 FC 1C 23 08 0D 4D 0A 08

                                      At 0E BB BB BB 08: (148 bytes)
                                      04 03 02 BC BC BC 08 82 06 00 00 00 00 1E 00 00 FB 00 00 03 00 04 00 02 BC BC BC 08 82 06 00 00 00 00 1E 00 00 00 00 05 03 00 04 00 02 BC BC BC 08 82 06 00 00 00 00 1E 00 00 00 00 FB 03 00 04 00 02 BC BC BC 08 82 06 00 00 00 00 1E 00 00 05 00 03 03 00 04 00 02 BC BC BC 08 82 06 00 00 00 00 1E 00 00 FB 00 03 03 00 04 00 02 BC BC BC 08 82 06 00 00 00 00 1E 00 00 05 00 FD 03 00 04 00 02 BC BC BC 08 82 06 00 00 00 00 1E 00 00 FB 00 FD 03 00 0F

                                      At 02 BC BC BC 08: A8 27 A8 27 D0 C9 3A 08 F0 1C 23 08 00 00 00 00 FC 1C 23 08 5D 72 0B 08


                                      Foul Play:
                                      Spoiler:
                                      00 A6 27 00 DB 27 00 97 27 0A 01 0C 0C 08 02 54 4E 3D 08 02 02 04 00 04 00 04 06 02 08 7C 3E 08 02 04 00 00 00 00 01 00 02 00 03 F9 89 09 08 02 05 01 00 03 00 00 00 06 00 01 00 19 84 00 3F 19 5F 00 C0 02 24 7B 3E 08 02 05 1F 00 03 00 0A 00 00 00 00 00 02 AB AB AB 08 03 04 00 00 00 00 00 01 00 00 04 08 19 5F 00 C0 02 24 7B 3E 08 02 05 1F 00 03 00 0A 00 00 00 00 00 02 AB AB AB 08 03 04 00 00 00 00 00 01 00 00 05 0B 01 0D 08

                                      At 02 AB AB AB 08: DB 27 A6 27 A0 CA 3A 08 F0 1C 23 08 00 00 00 00 88 40 3E 08 9D 5D 07 08


                                      Wring Out:
                                      Spoiler:
                                      00 3E 28 0A 03 0C 0C 08 19 80 00 C0 1D 84 00 3F 0A 1D 80 00 C0 14 1D 84 00 3F 1E 1D 80 00 C0 28 1D 84 00 3F 32 1D 80 00 C0 3C 1D 84 00 3F 46 1D 80 00 C0 50 1D 84 00 3F 5A 03 85 8F 09 08 02 05 00 00 EE FF 06 00 06 00 04 00 03 85 8F 09 08 02 05 01 00 12 00 06 00 06 00 04 00 0E AB AB AB 08 0E AB AB AB 08 0E AB AB AB 08 05 0B 03 0D 08

                                      At 0E AB AB AB 08: (52 bytes)
                                      02 BC BC BC 08 03 04 00 00 F4 FF 01 00 01 00 04 08 02 BC BC BC 08 03 04 F4 FF 08 00 01 00 01 00 04 08 02 BC BC BC 08 03 04 0C 00 00 00 01 00 01 00 04 08 0F

                                      At 02 BC BC BC 08: 3E 28 3E 28 58 CB 3A 08 F0 1C 23 08 00 00 00 00 F8 7B 3E 08 61 A5 0B 08


                                      Guard Swap:
                                      Spoiler:

                                      00 0B 28 03 35 38 0B 08 03 01 01 00 03 6D 61 07 08 05 05 01 00 B0 55 0C 00 03 00 01 00 1C D2 00 C0 18 03 04 7C 1C 5F 00 C0 1C 02 03 ED 86 0B 08 05 03 00 00 00 00 00 00 02 3C 7B 3E 08 02 07 01 00 08 00 02 00 FF FF 0E 00 FF FF 00 00 05 1C D2 00 C0 18 03 04 10 03 35 38 0B 08 03 01 00 00 03 6D 61 07 08 05 05 00 00 B0 55 0C 00 03 00 01 00 05 08


                                      Power Swap:
                                      Spoiler:
                                      00 C0 27 00 0B 28 03 35 38 0B 08 03 01 01 00 03 6D 61 07 08 05 05 01 00 B0 55 0C 00 03 00 01 00 1C D2 00 C0 18 03 04 7C 00 15 27 0A 00 0C 0C 08 19 B8 00 C0 03 7D 90 09 08 02 05 00 00 10 00 06 00 01 00 04 00 02 AB AB AB 08 02 02 00 00 00 00 04 16 03 6D 9F 0B 08 02 07 15 27 02 00 02 00 F2 7F 10 00 00 00 00 00 05 0B 00 0D 04 01 05 1C D2 00 C0 18 03 04 10 03 35 38 0B 08 03 01 00 00 03 6D 61 07 08 05 05 00 00 B0 55 0C 00 03 00 01 00 05 08

                                      At 02 AB AB AB 08: 15 27 C0 27 A0 CB 3A 08 F0 1C 23 08 00 00 00 00 F4 3B 3E 08 7D 72 0A 08


                                      Smart Strike:
                                      Spoiler:
                                      00 34 28 00 13 27 00 97 27 00 32 28 00 1E 27 02 18 35 3E 08 28 00 02 30 35 3E 08 28 01 01 00 02 30 35 3E 08 28 01 02 00 02 30 35 3E 08 28 01 03 00 02 30 35 3E 08 28 01 04 00 04 78 10 07 FF FF 05 0A 03 28 01 0C 0C 08 0E 12 7F 1C 08 03 F9 89 09 08 02 05 01 00 03 00 00 00 0A 00 01 00 00 32 28 02 50 44 91 08 84 05 00 00 00 00 08 00 01 00 00 00 19 74 00 3F 02 F0 42 91 08 82 05 01 00 01 00 00 00 E8 FF 0A 00 02 F0 42 91 08 82 05 01 00 01 00 11 00 EF FF 0A 00 02 F0 42 91 08 82 05 01 00 01 00 18 00 00 00 0A 00 02 F0 42 91 08 82 05 01 00 01 00 11 00 11 00 0A 00 02 F0 42 91 08 82 05 01 00 01 00 00 00 18 00 0A 00 02 F0 42 91 08 82 05 01 00 01 00 EF FF 11 00 0A 00 02 F0 42 91 08 82 05 01 00 01 00 E8 FF 00 00 0A 00 02 F0 42 91 08 82 05 01 00 01 00 EF FF EF FF 0A 00 05 0B 03 0D 05 0B 00 0D 05 08 FF FF FF FF FF FF FF FF 00 0D 05 0B 03 0D 08


                                      Aurora Veil:
                                      Spoiler:
                                      14 14 16 03 2D B8 0B 08 05 04 00 04 00 00 00 00 FF FF 04 20 00 04 28 0A 02 0C 08 08 19 DA 00 C0 02 DC 44 3E 08 02 00 04 04 02 DC 44 3E 08 02 00 04 04 02 DC 44 3E 08 02 00 05 19 5F 00 C0 03 DD 9B 0B 08 02 06 0A 00 00 00 02 00 00 00 0A 00 FF 7F 05 0E C7 59 1D 08 05 0B 02 0D 08

                                      For some reason Electro ball, Gyro Ball and some other animations do not work.

                                      I remember Electro ball working but I don't know it doesn't now...


                                      Edit:

                                      I got the hang of move animations and I managed to create a working Water Shuriken animation for FR:

                                      Spoiler:

                                      00 2D 28 00 20 28 00 97 27 00 2E 28 0A 03 28 01 0C 0C 08 19 75 00 C0 02 00 A1 72 08 02 00 04 14 19 81 00 3F 02 30 A1 72 08 02 04 00 00 00 00 01 00 01 00 03 F9 89 09 08 05 05 01 00 05 00 00 00 05 00 01 00 04 11 19 77 00 C0 02 54 4E 3D 08 02 02 06 00 FC FF 05 0B 03 0D 08

                                      At XX XX XX :
                                      2D 28 20 28 38 CA 3A 08 F0 1C 23 08 00 00 00 00 20 7A 3E 08 6D 8B 0B 08

                                      At YY YY YY:
                                      2D 28 2E 28 58 CB 3A 08 F0 1C 23 08 00 00 00 00 F8 7B 3E 08 61 A5 0B 08


                                      As well as an updated version of Aqua Tail:
                                      Spoiler:

                                      00 A4 27 00 AB 27 00 9D 27 0A 03 0C 0C 08 03 F9 89 09 08 05 05 00 00 00 00 02 00 17 00 01 00 04 05 19 87 00 C0 02 B0 5A 3E 08 02 04 0A 00 0A 00 19 00 00 00 04 04 19 87 00 C0 02 B0 5A 3E 08 02 04 F1 FF 00 00 19 00 00 00 04 04 19 87 00 C0 02 B0 5A 3E 08 02 04 14 00 0A 00 19 00 00 00 04 04 19 87 00 C0 02 B0 5A 3E 08 02 04 00 00 F6 FF 19 00 00 00 04 04 19 87 00 C0 02 B0 5A 3E 08 02 04 F6 FF 0F 00 19 00 00 00 04 04 19 87 00 C0 02 B0 5A 3E 08 02 04 19 00 14 00 19 00 00 00 04 04 19 87 00 C0 02 B0 5A 3E 08 02 04 EC FF 14 00 19 00 00 00 04 04 19 87 00 C0 02 B0 5A 3E 08 02 04 0C 00 00 00 19 00 00 00 05 00 25 28 00 2E 28 00 97 27 02 54 4E 3D 08 02 02 04 00 06 00 04 04 19 73 00 3F 02 YY YY YY 08 82 02 F0 FF F0 FF 04 08 02 3C 7B 3E 08 02 07 1F 00 05 00 01 00 FF 7F 0A 00 00 00 00 00 02 08 7C 3E 08 83 04 00 00 00 00 01 00 02 00 19 84 00 3F 02 9C 4E 3D 08 02 05 01 00 F4 FF 0A 00 00 00 03 00 02 84 4E 3D 08 02 03 00 00 00 00 05 00 04 03 03 D1 8C 09 08 02 05 01 00 00 00 03 00 06 00 01 00 04 05 02 84 4E 3D 08 02 03 01 00 00 00 06 00 04 0A 05 0B 03 0D 08

                                      at YY YY YY 08: 25 28 2E 28 40 CA 3A 08 28 F7 3F 08 00 00 00 00 5C F7 3F 08 35 43 0E 08
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