Tools, Tutorials & Resources Various tools to help you develop your hacks can be found here.

TrollandToad.com
Reply
 
Thread Tools
  #101    
Old April 23rd, 2013 (4:48 PM). Edited April 23rd, 2013 by Kurapika.
Kurapika's Avatar
Kurapika Kurapika is offline
Grudgebearer
     
    Join Date: Feb 2013
    Location: Lavendar Town - Morocco
    Gender: Male
    Nature: Naughty
    Posts: 406
    Hi guys, so, I can't figure out how to make a sound-based move. (like Growl, Sing, ...)
    Do I have to find and modify the abilities Soundproof/Cacophony?? :x :x
    Because I studied the moves data table thouroughtly and there is no sound-based parameter ... I guess
    By the way, talking about the moves data table I figured them all except of the 3 bytes who are quiet strange, can anyone please enlighten this:
    From what I understood, every move's datas are stored in 12 bytes in this form:
    [Effect ID] [Power] [Type] [Accuracy] [PP] [effect's %Chance] [Target] [Priority] [Affected by King's Rock, BrightPowder, Magic Coat, Snatch, Protect/Detect, contact] [00] [00] [00]
    So, the last 3 bytes are always set to 0, EXCEPT for TWO moves: Hidden Power and DragonBreath.
    Hidden Power's datas: 87 46 00 64 0A 00 00 00 32 00 01 00
    DragonBreath's datas: 06 3C 10 64 14 1E 00 00 32 00 01 00
    Does anyone know what it means?

    Also, does anyone have an idea on how to extend Metronome's range to the new moves??? PLEEEEEAASE.
    Or how to make a 1/2 recoil effect? (like Head Smash)

    Finally, here are the moves I have made: (I only made them by coping other moves, BPS won't work for me. I have no idea if I can use it correctly anyway.)
    V-Create (Nothing amazing, just added -Speed to pawel16's Close Combat and changed -Def/-spDef into -Atk/-Def)
    Spoiler:
    00 01 5E 69 1D 08 00 00 02 03 04 05 06 07 09 0A 0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 12 40 00 2E 85 3E 02 02 D6 15 2E 85 3E 02 02 D7 15 2E 85 3E 02 02 D8 15 28 47 69 1D 08


    Fire/Ice/Thunder Fang (Copied from Jambo51's Flare Blitz)
    Spoiler:
    00 01 5E 69 1D 08 00 00 02 03 04 05 06 07 09 0A 0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 12 40 00 2E 85 3E 02 02 (flinch)88 15 2E 85 3E 02 02 (burn/freeze/paralyz)03/04/05 15 28 47 69 1D 08


    Dragon Tail/Circle Throw (Uhm, a basic damage-dealing move that ... lol... points to Roar's effect in the end but skips the part where it checks accuracy and specialflags. THE ANIMATION OF THE MOVE WILL BE SHOWN TWICE!! I couldn't figure out how to fix this. XX YY ZZ 08 is a pointer to Roar's effect; in my rom it is stored at B0 6C 1D 08, normally. To skip the part where it checks accuracy you must skip 5 bytes, so, in my case, I ended the effect with this pointer B5 6C 1D 08.)
    Spoiler:
    00 01 5E 69 1D 08 00 00 02 03 04 05 06 07 09 0A 0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 12 40 00 28 XX YY ZZ 08


    Hone Claws (Copied from Bulk Up, Dragon Dance & Calm Mind, ...)
    Spoiler:
    00 02 03 20 01 03 (*Note1)01 0C XX XX XX 08 20 01 00 (*Note2)06 0C E7 85 1D 08 (@XXX)09 0A 2E DF 3F 02 02 00 48 01 (*Note3)42 00 2E DE 3F 02 02 (+Atk)11 89 41 YY YY YY 08 29 00 87 3E 02 02 02 YY YY YY 08 13 7C E5 3F 08 12 40 00 (@YYY)2E DE 3F 02 02 (+Accuracy)16 89 41 EE NN DD 08 29 00 87 3E 02 02 02 EE NN DD 08 13 7C E5 3F 08 (@END)12 40 00 28 4E 69 1D 08
    When I compared Bulk Up, Dragon Dance and Calm Mind, only differences were in the "internal" pointers (duh), stats (duh) and the bytes I marked with (*Notes)
    *Note1: This apparently checks on weither Attack (01) is maxed or not. The next byte (0C), aparently, has to do with the game's message (OC = stats won't go any higher, while 00 = stat won't go any lower)
    *Note2: This apparently checks on weither Accuracy (06) is maxed or not. The next byte, aparently, has to do with the game's message (OC = stats won't go any higher, while 00 = stat won't go any lower)
    *Note3: This byte is weird, I only understood it when I converted it to binary... for exemple: 42 is 01000010 in binary. It seems that each bit is connected to one of the stats, from left to right: Evasion, Accuracy, Sp. Def., Sp. Atk, Speed, Def., Atk. and the last one is HP I guess, lol. So, 42 (01000010), supposedly, tells the game to check on Accuracy and Attack, but putting any value there doesn't seem to affect anything tough. (In Calm Mind it had the value: 30 = 00110000, Bulk Up: 06 = 00000110, Dragon Dance: 0A = 00001010)


    Shift Gear (Same way I did with Hone Claws, copied from Dragon Dance, Bulk Up ...)
    Spoiler:
    00 02 03 20 01 03 01 0C XX XX XX 08 20 01 00 03 0C E7 85 1D 08 (@XXX)09 0A 2E DF 3F 02 02 00 48 01 0A 00 2E DE 3F 02 02 (+Atk)11 89 41 YY YY YY 08 29 00 87 3E 02 02 02 YY YY YY 08 13 7C E5 3F 08 12 40 00 (@YYY)2E DE 3F 02 02 (+Accuracy)16 89 41 EE NN DD 08 29 00 87 3E 02 02 02 EE NN DD 08 13 7C E5 3F 08 (@END)12 40 00 28 4E 69 1D 08


    Coil (Copied from Curse. XX YY ZZ 08 is a pointer to (@XYZ), same with UU VV WW 08 which points to (@UVW), ... etc. It works like Curse, so it doesn't show the grey animation like in Bulk Up, Calm Mind... and if all 3 stats are maxed it simply say "but it failed" instead of giving 3 succesive messages. If you wan't the gray animation then do it by copying Bulk Up I guess.)
    Spoiler:
    00 02 03 20 01 02 01 0C XX YY ZZ 08 20 01 01 02 0C XX YY ZZ 08 20 01 00 06 0C F2 7D 1D 08 (@XYZ)31 6C 3D 02 02 6B 3D 02 02 01 2E DC 3F 02 02 01 09 0A 2E DE 3F 02 02 11 89 41 UU VV WW 08 13 7C E5 3F 08 12 40 00 (@UVW)2E DE 3F 02 02 12 89 41 II JJ KK 08 13 7C E5 3F 08 12 40 00 (@IJK)2E DE 3F 02 02 16 89 41 EE NN DD 08 13 7C E5 3F 08 12 40 00 (@END)28 4E 69 1D 08


    Quiver Dance (Exact same way I did with Coil, copied from Curse.)
    Spoiler:
    00 02 03 20 01 02 04 0C XX YY ZZ 08 20 01 01 05 0C XX YY ZZ 08 20 01 00 03 0C F2 7D 1D 08 (@XYZ)31 6C 3D 02 02 6B 3D 02 02 01 2E DC 3F 02 02 01 09 0A 2E DE 3F 02 02 14 89 41 UU VV WW 08 13 7C E5 3F 08 12 40 00 (@UVW)2E DE 3F 02 02 15 89 41 II JJ KK 08 13 7C E5 3F 08 12 40 00 (@IJK)2E DE 3F 02 02 13 89 41 EE NN DD 08 13 7C E5 3F 08 12 40 00 (@END)28 4E 69 1D 08


    Shell Smash (Same way I did with Coil and Quiver Dance, copied Curse and repeated the part that changes the stats twice before ENDing the effect. Of course, no grey/red/green animation... But the rest works perfectly!)
    Spoiler:
    00 02 03 20 01 02 02 00 XX XX XX 08 20 01 02 05 00 XX XX XX 08 20 01 01 01 0C XX XX XX 08 20 01 01 04 0C XX XX XX 08 20 01 00 03 0C F2 7D 1D 08 (@XXX)31 6C 3D 02 02 6B 3D 02 02 01 2E DC 3F 02 02 01 09 0A 2E DE 3F 02 02 92 89 41 YY YY YY 08 13 7C E5 3F 08 12 40 00 (@YYY)2E DE 3F 02 02 95 89 41 ZZ ZZ ZZ 08 13 7C E5 3F 08 12 40 00 (@ZZZ)2E DE 3F 02 02 21 89 41 MM MM MM 08 13 7C E5 3F 08 12 40 00 (@MMM)2E DE 3F 02 02 24 89 41 NN NN NN 08 13 7C E5 3F 08 12 40 00 (@NNN)2E DE 3F 02 02 23 89 41 EE NN DD 08 13 7C E5 3F 08 12 40 00 (@END)28 4E 69 1D 08


    Tail Glow (Copied from Bulk Up, it increases Sp. Atk 1 stage then 2 stages, lol. I don't know how to make it increase Sp. Atk once and drastically...)
    Spoiler:
    00 02 03 20 01 03 04 0C XX XX XX 08 20 01 00 04 0C E7 85 1D 08 (XX)09 0A 2E DF 3F 02 02 00 48 01 10 00 2E DE 3F 02 02 14 89 41 YY YY YY 08 29 00 87 3E 02 02 02 YY YY YY 08 13 7C E5 3F 08 12 40 00 (YY)2E DE 3F 02 02 24 89 41 ZZ ZZ ZZ 08 29 00 87 3E 02 02 02 ZZ ZZ ZZ 08 13 7C E5 3F 08 12 40 00 (ZZ)28 4E 69 1D 08


    Cotton Guard
    (Same way I made Tail Glow...)
    Spoiler:
    00 02 03 20 01 03 02 0C XX XX XX 08 20 01 00 02 0C E7 85 1D 08 (XX)09 0A 2E DF 3F 02 02 00 48 01 04 00 2E DE 3F 02 02 12 89 41 YY YY YY 08 29 00 87 3E 02 02 02 YY YY YY 08 13 7C E5 3F 08 12 40 00 (YY)2E DE 3F 02 02 22 89 41 ZZ ZZ ZZ 08 29 00 87 3E 02 02 02 ZZ ZZ ZZ 08 13 7C E5 3F 08 12 40 00 (ZZ)28 4E 69 1D 08


    Miscellaneous (Copied from Overheat's effect.)
    Spoiler:
    Flame Charge
    2E 85 3E 02 02 D1 28 00 69 1D 08
    Charge Beam/Fiery Dance
    2E 85 3E 02 02 D2 28 00 69 1D 08
    Acid Spray
    2E 85 3E 02 02 32 28 00 69 1D 08
    Mess up with the 6th byte by putting in it other values, there is a **** load of effects.


    Is there some sort of tutorial, guide, or anything that gives some details or a list of the meaning of some bytes and such?? Please, I barely have an unclear idea on what some stuff does...
    __________________
    Reply With Quote

    Relevant Advertising!

      #102    
    Old April 23rd, 2013 (5:27 PM).
    Eren Jaeger's Avatar
    Eren Jaeger Eren Jaeger is offline
    Pianoist
       
      Join Date: Apr 2013
      Location: EARTH
      Gender: Male
      Nature: Serious
      Posts: 155
      Very helpful! But patience is in need here.. oh man.
      __________________
      Music is art
      Reply With Quote
        #103    
      Old April 23rd, 2013 (6:43 PM).
      MrDollSteak's Avatar
      MrDollSteak MrDollSteak is offline
      Formerly known as 11bayerf1
         
        Join Date: Dec 2008
        Location: Hong Kong
        Age: 22
        Gender: Male
        Posts: 815
        Quote:
        Originally Posted by Kurapika View Post
        Is there some sort of tutorial, guide, or anything that gives some details or a list of the meaning of some bytes and such?? Please, I barely have an unclear idea on what some stuff does...
        There's a list on the original post under Step Six in Creating New Move effects:

        Quote:
        That byte (FB) is soley responsible for the special attack drop. Now, how do we turn it into a speed drop?

        Here is a list of what you can do by changing this byte. These are the ones that work 100% of the time. Meaning, these effects will ALWAYS happen. There are more (I didn't test from 00-C0) but I'm sure they are the same effects, just with less of a chance of happening. I know 01 has a 10% chance of putting an opponent to sleep, 03 has a 10% chance of burning an opponent, etc...

        Spoiler:

        C1: Puts yourself to sleep.
        C2: Poisons yourself.
        C3: Burns yourself.
        C4: Freezes yourself.
        C5: Paralyzes yourself.
        C6: Badly poisons yourself.
        C7: Confuses yourself.
        C9: Freezes opponent.
        CA: Uproar's effect.
        CB: Payday's effect.
        CD: Sand Tomb's effect.
        CE: 1/4 Recoil damage.
        CF: Raises users attack one level.
        D0: Raises users defense one level.
        D1: Raises users speed one level.
        D2: Raises users special attack one level.
        D3: Raises users special defense one level.
        D4: Raises users accuracy one level.
        D5: Raises users evasion one level.
        D6: Lowers users attack one level.
        D7: Lowers users defense one level.
        D8: Lowers users speed one level.
        D9: Lowers users special attack one level.
        DA: Lowers users special defense level.
        DB: Lowers users accuracy level.
        DC: Lowers users evasion one level.
        DD: Takes a turn to recover (Hyper Beam, etc...)
        DF: Thief's effect
        E2: Users stats all raise one level (Except Accuracy and Evasion).
        E5: Users attack and defense lower one level.
        E6: 1/3 Recoil.
        E7: Users attack raises two levels.
        E8: Users defense raises two levels.
        E9: Users speed raises two levels.
        EA: Users special attack raises two levels.
        EB: Users special defense raises two levels.
        EC: Users accuracy raises two levels.
        ED: Users evasion raises two levels.
        EE: Users attack lowers two levels.
        EF: Users defense lowers two levels.
        F0: Users speed lowers two levels.
        F1: Users special attack lowers two levels.
        F2: Users special defense lowers two levels.
        F3: Users accuracy lowers two levels.
        F4: Users evasion lowers two levels.
        F5: Outrage's effect.
        F6: Knock Off's effect.
        FB: Users special attack lowers two levels.
        __________________
        Reply With Quote
          #104    
        Old May 9th, 2013 (5:00 PM).
        Kurapika's Avatar
        Kurapika Kurapika is offline
        Grudgebearer
           
          Join Date: Feb 2013
          Location: Lavendar Town - Morocco
          Gender: Male
          Nature: Naughty
          Posts: 406
          Hello guys, so I found that using the burn effect, even by replacing one of the existing effects that cause burn (Will-O-Wisp, Blaze Kick & the one that most Fire moves have) the burn doesn't work correctly.
          Ok, how does it not work correctly?
          It burns Fire-type Pokémon except if they have Flash Fire ability... normally, Fire Pokémon shouldn't get burned at all.
          So, moves with more than 1 secondary effect like Flare Blitz, Fire Fang, ... can burn Fire Pokémon...
          I tested Ice Fangs on Ice Pokémon, they don't get Frozen even when I put the chance at 100%. So I thinK the checking for Fire Pokémon works differently than for Ice Pokémon... I think, tough, this can be fixed if we make these moves check target's type before and skip the burn chance in case of a Fire-typed target...
          __________________
          Reply With Quote
            #105    
          Old May 11th, 2013 (6:31 AM).
          Tomi01 Tomi01 is offline
             
            Join Date: Jan 2011
            Posts: 4
            Can somebody tell me how to make a "hit+effect" move, like Flare Blitz with never miss accuracy, like Clear Smog? The Clear Smog code, what is posted before works, but it doesn't have never miss accuracy, so my question is, how to add never miss accuracy code to create a move effect like Clear Smog.
            Reply With Quote
              #106    
            Old May 17th, 2013 (1:47 AM). Edited May 17th, 2013 by Kurapika.
            Kurapika's Avatar
            Kurapika Kurapika is offline
            Grudgebearer
               
              Join Date: Feb 2013
              Location: Lavendar Town - Morocco
              Gender: Male
              Nature: Naughty
              Posts: 406
              @tomi, removing the 01 at the beginning of the effect should do the trick, I guess.

              As of my previous problem with Fire-typed Pokémon getting burned when hit by custom effects like Fire Fang and Flare Blitz I found a fix for it:
              22 00 0A XX XX XX 08
              This piece of code checks if the target has FIRE type, in which case it will jump to the point XX XX XX 08. Now, I am still trying to figure out how to extend the effect of Metronome to include the new moves. Does anyone have some clues about that?
              __________________
              Reply With Quote
                #107    
              Old May 18th, 2013 (5:21 AM).
              ~Anbuja's Avatar
              ~Anbuja ~Anbuja is offline
              Let's Keep It Simple
                 
                Join Date: Oct 2010
                Location: In Snorlax Stomach
                Gender: Male
                Nature: Lonely
                Posts: 321
                I have a question at the move effect table:
                After I repoint that table and all, and adding new move effect pointers at the end, and putting the end of that table.
                Do I still need free space after the end for when I add another effect pointer in that table?

                If yes then I gotta re-repoint that table D:
                But its not of a issue.
                __________________
                Reply With Quote
                  #108    
                Old May 18th, 2013 (5:35 AM).
                Tomi01 Tomi01 is offline
                   
                  Join Date: Jan 2011
                  Posts: 4
                  Okay, the Clear Smog code is working now, I had to just modify the first 00 to 01. So the code is:

                  01 01 5E 69 1D 08 00 00 02 03 04 05 06 07 09 0A 0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 12 40 00 0F 12 40 00 0A 8A 10 F9 00 12 40 00 15 28 47 69 1D 08
                  Reply With Quote
                    #109    
                  Old May 18th, 2013 (5:54 AM).
                  Kurapika's Avatar
                  Kurapika Kurapika is offline
                  Grudgebearer
                     
                    Join Date: Feb 2013
                    Location: Lavendar Town - Morocco
                    Gender: Male
                    Nature: Naughty
                    Posts: 406
                    @Anbuja, there are 213 effects originally, you can add new ones up to 256, so, after re-pointing the table, just put after it as much 00s as move effects you may need * 4. Or just go for the maximum and replace 186 FFs with 00s, 186 bytes is not too much.
                    __________________
                    Reply With Quote
                      #110    
                    Old May 27th, 2013 (8:41 PM).
                    rhettz_emboar's Avatar
                    rhettz_emboar rhettz_emboar is offline
                    Did you just pee??
                       
                      Join Date: Mar 2013
                      Location: Philippines
                      Gender: Male
                      Posts: 66
                      Woah what a great TuT!
                      But is there a way to add moves to emerald?
                      __________________


                      I hate people like you..
                      [/SIZE]
                      Reply With Quote
                        #111    
                      Old July 6th, 2013 (8:34 PM).
                      Garuga17's Avatar
                      Garuga17 Garuga17 is offline
                         
                        Join Date: Apr 2011
                        Location: Indonesia
                        Age: 22
                        Gender: Male
                        Nature: Relaxed
                        Posts: 43
                        I got a question, i cant edit trainer's pokemon in A-trainer, i guess a-trainer doesn't use the edited .ini ......

                        Is there any resolution?
                        __________________
                        dunno what to write here....
                        Reply With Quote
                          #112    
                        Old July 14th, 2013 (1:35 PM).
                        LCCoolJ95's Avatar
                        LCCoolJ95 LCCoolJ95 is offline
                        Limited Capacity
                           
                          Join Date: May 2009
                          Location: The World That Never Was
                          Age: 22
                          Gender: Male
                          Nature: Naive
                          Posts: 527
                          I found the Ruby's Attack Animation Table Offset: 1C7168

                          Some one test this and see if it works.
                          __________________
                          "The greatest obstacle in life is Yourself. Overcome it, and you will achieve the greatest accomplishment of all." -Art Beins, 1982

                          Pokémon Theta Emerald EX: https://www.pokecommunity.com/showthread.php?t=386240
                          Reply With Quote
                            #113    
                          Old July 15th, 2013 (5:14 AM).
                          pawell6's Avatar
                          pawell6 pawell6 is offline
                          The truthseeker
                             
                            Join Date: Feb 2010
                            Location: Poland
                            Age: 29
                            Gender: Male
                            Posts: 50
                            Quote:
                            Originally Posted by Garuga17 View Post
                            I got a question, i cant edit trainer's pokemon in A-trainer, i guess a-trainer doesn't use the edited .ini ......

                            Is there any resolution?
                            Use trainer editor made by Jambo51 posted in toolbox forum.
                            __________________
                            Most of new moves is done. Fixing timing of some animations and updating learnsets in progress.
                            Reply With Quote
                              #114    
                            Old July 17th, 2013 (5:24 AM).
                            Kurapika's Avatar
                            Kurapika Kurapika is offline
                            Grudgebearer
                               
                              Join Date: Feb 2013
                              Location: Lavendar Town - Morocco
                              Gender: Male
                              Nature: Naughty
                              Posts: 406
                              These codes are for Fire Red BPRE
                              Hex effect
                              1C 00 FF 00 00 00 51 80 1D 08 28 00 69 1D 08
                              Venoshock effect
                              1C 00 88 00 00 00 51 80 1D 08 28 00 69 1D 08
                              Venoshock effect with a poison hax
                              1C 00 88 00 00 00 51 80 1D 08 2E 85 3E 02 02 02 28 00 69 1D 08
                              Dragon Tail/Circle Throw effect
                              00 01 5E 69 1D 08 00 00 02 03 04 05 06 07 09 0A 0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 12 40 00 1E 00 15 08 94 1D 08 21 00 00 04 00 00 00 27 8F 1D 08 8F F2 7D 1D 08

                              The Dragon Tail effect works perfectly regarding type-immunities, accuracy, ...etc, but, it will repeat most animations twice, if you want to fix that, you need to make a custom animation similar to Solarbeam's animation.
                              __________________
                              Reply With Quote
                                #115    
                              Old July 17th, 2013 (9:25 PM). Edited July 17th, 2013 by MrDollSteak.
                              MrDollSteak's Avatar
                              MrDollSteak MrDollSteak is offline
                              Formerly known as 11bayerf1
                                 
                                Join Date: Dec 2008
                                Location: Hong Kong
                                Age: 22
                                Gender: Male
                                Posts: 815
                                Quote:
                                Originally Posted by Kurapika View Post
                                These codes are for Fire Red BPRE
                                Hex effect
                                1C 00 FF 00 00 00 51 80 1D 08 28 00 69 1D 08
                                Venoshock effect
                                1C 00 88 00 00 00 51 80 1D 08 28 00 69 1D 08
                                Venoshock effect with a poison hax
                                1C 00 88 00 00 00 51 80 1D 08 2E 85 3E 02 02 02 28 00 69 1D 08
                                Dragon Tail/Circle Throw effect
                                00 01 5E 69 1D 08 00 00 02 03 04 05 06 07 09 0A 0E 5C 00 3A 0B 00 0C 00 0D 12 40 00 0F 12 40 00 1E 00 15 08 94 1D 08 21 00 00 04 00 00 00 27 8F 1D 08 8F F2 7D 1D 08

                                The Dragon Tail effect works perfectly regarding type-immunities, accuracy, ...etc, but, it will repeat most animations twice, if you want to fix that, you need to make a custom animation similar to Solarbeam's animation.
                                What do you mean by Poison Hax?

                                Also great work with Dragon Tail, I couldn't manage to turn off the second animation either.

                                You should submit all of these to the 4th Gen Move Resource made by Shadowraze/Tajaros
                                __________________
                                Reply With Quote
                                  #116    
                                Old July 17th, 2013 (10:54 PM).
                                Kurapika's Avatar
                                Kurapika Kurapika is offline
                                Grudgebearer
                                   
                                  Join Date: Feb 2013
                                  Location: Lavendar Town - Morocco
                                  Gender: Male
                                  Nature: Naughty
                                  Posts: 406
                                  I meant by poison hax a chance to poison the target, just for those (like me, lol) who want Venoshock to have a chance of 10% to inflict poison.
                                  __________________
                                  Reply With Quote
                                    #117    
                                  Old July 17th, 2013 (11:42 PM).
                                  MrDollSteak's Avatar
                                  MrDollSteak MrDollSteak is offline
                                  Formerly known as 11bayerf1
                                     
                                    Join Date: Dec 2008
                                    Location: Hong Kong
                                    Age: 22
                                    Gender: Male
                                    Posts: 815
                                    Quote:
                                    Originally Posted by Kurapika View Post
                                    I meant by poison hax a chance to poison the target, just for those (like me, lol) who want Venoshock to have a chance of 10% to inflict poison.
                                    Ah fair enough! Did you have any luck with the sound based moves?
                                    Chances are it'll be in the routine that loads the ability itself. There's probably a
                                    battle script that checks if Soundproof is present and blocks certain moves.
                                    __________________
                                    Reply With Quote
                                      #118    
                                    Old July 18th, 2013 (6:30 AM). Edited July 19th, 2013 by Kurapika.
                                    Kurapika's Avatar
                                    Kurapika Kurapika is offline
                                    Grudgebearer
                                       
                                      Join Date: Feb 2013
                                      Location: Lavendar Town - Morocco
                                      Gender: Male
                                      Nature: Naughty
                                      Posts: 406
                                      Yes, apparently, sound-based moves are checked elsewhere. But, you can check for Soundproof ability anytime with this:
                                      1E 00 2D XX XX XX 08
                                      To check for Cacophony use this:
                                      1E 00 4C XX XX XX 08
                                      And to check for both use them both. XX XX XX 08 is a pointer to the move's effect if the target is sound-proof.

                                      Exemple:
                                      The effect of Sleep Powder, Spore, Sing and Grass Whistle
                                      00 02 03 1D 00 00 00 00 01 F2 7D 1D 08 1C 00 07 00 00 00 B0 69 1D 08 84 CC 69 1D 08 1C 00 FF 00 00
                                      Lets make Sleep Powder and Spore useless against Soundproof and Cacophony:
                                      00 02 03 1E 00 2D XX XX XX 08 1E 00 4C XX XX XX 08 1D 00 00 00 00 01 F2 7D 1D 08 1C 00 07 00 00 00 B0 69 1D 08 84 CC 69 1D 08 1C 00 FF 00 00
                                      @0x08XXXXXX:
                                      10 D2 00 12 40 00 28 4E 69 1D 08 (This will mimic the message of soundproof blocking a move)
                                      __________________
                                      Reply With Quote
                                        #119    
                                      Old July 19th, 2013 (7:11 AM).
                                      MrDollSteak's Avatar
                                      MrDollSteak MrDollSteak is offline
                                      Formerly known as 11bayerf1
                                         
                                        Join Date: Dec 2008
                                        Location: Hong Kong
                                        Age: 22
                                        Gender: Male
                                        Posts: 815
                                        Quote:
                                        Originally Posted by Kurapika View Post
                                        Yes, apparently, sound-based moves are checked elsewhere. But, you can check for Soundproof ability anytime with this:
                                        1E 00 43 XX XX XX 08
                                        To check for Cacophony use this:
                                        1E 00 76 XX XX XX 08
                                        And to check for both use them both. XX XX XX 08 is a pointer to the move's effect if the target is sound-proof.

                                        Exemple:
                                        The effect of Sleep Powder, Spore, Sing and Grass Whistle
                                        00 02 03 1D 00 00 00 00 01 F2 7D 1D 08 1C 00 07 00 00 00 B0 69 1D 08 84 CC 69 1D 08 1C 00 FF 00 00
                                        Lets make Sleep Powder and Spore useless against Soundproof and Cacophony:
                                        00 02 03 1E 00 43 XX XX XX 08 1E 00 76 XX XX XX 08 1D 00 00 00 00 01 F2 7D 1D 08 1C 00 07 00 00 00 B0 69 1D 08 84 CC 69 1D 08 1C 00 FF 00 00
                                        @0x08XXXXXX:
                                        10 D2 00 12 40 00 28 4E 69 1D 08 (This will mimic the message of soundproof blocking a move)
                                        The problem with doing that though, is it will affect all moves that use that effect. So to make a specific move resistant to sound, you'd have to give it a unique effect. Which is annoying because we only have so many extra spots for move effects.
                                        __________________
                                        Reply With Quote
                                          #120    
                                        Old July 19th, 2013 (8:13 AM). Edited July 19th, 2013 by Kurapika.
                                        Kurapika's Avatar
                                        Kurapika Kurapika is offline
                                        Grudgebearer
                                           
                                          Join Date: Feb 2013
                                          Location: Lavendar Town - Morocco
                                          Gender: Male
                                          Nature: Naughty
                                          Posts: 406
                                          Sadly, that's the only way I can think of, I have no idea how to deal with abilities directly.

                                          EDIT:
                                          Hell yeah! I searched the IDs of sound-based moves with a hex editor, I found them in a nicely ordered table located at 0x08250104.
                                          This is the table:
                                          2D 00 2E 00 2F 00 30 00 67 00 AD 00 FD 00 3F 01 40 01 30 01 FF FF 00 00
                                          (FF FF 00 00 is probably the part that tells it's the end of the table?? I'm not sure about that, but I kept it just for safety.)
                                          I repointed that table and extended it (by adding Bubble and SmokeScreen as sound-based moves in it) and it worked!!!
                                          By the way, Heal Bell and Perish Song are not present in this table, their respective effects checks for Soundprood. I think it is because these 2 moves target the user, which makes sense.
                                          __________________
                                          Reply With Quote
                                            #121    
                                          Old July 19th, 2013 (7:16 PM). Edited July 19th, 2013 by MrDollSteak.
                                          MrDollSteak's Avatar
                                          MrDollSteak MrDollSteak is offline
                                          Formerly known as 11bayerf1
                                             
                                            Join Date: Dec 2008
                                            Location: Hong Kong
                                            Age: 22
                                            Gender: Male
                                            Posts: 815
                                            Quote:
                                            Originally Posted by Kurapika View Post
                                            Sadly, that's the only way I can think of, I have no idea how to deal with abilities directly.

                                            EDIT:
                                            Hell yeah! I searched the IDs of sound-based moves with a hex editor, I found them in a nicely ordered table located at 0x08250104.
                                            This is the table:
                                            2D 00 2E 00 2F 00 30 00 67 00 AD 00 FD 00 3F 01 40 01 30 01 FF FF 00 00
                                            (FF FF 00 00 is probably the part that tells it's the end of the table?? I'm not sure about that, but I kept it just for safety.)
                                            I repointed that table and extended it (by adding Bubble and SmokeScreen as sound-based moves in it) and it worked!!!
                                            By the way, Heal Bell and Perish Song are not present in this table, their respective effects checks for Soundprood. I think it is because these 2 moves target the user, which makes sense.
                                            That's fascinating! Brilliant work. This is actually incredibly useful. I think if theres a unique move that doesn't share it's effect, and happens to be sound based. It would make more sense to put it there. But this table is fantastic for say Bug Buzz which shares its ability with multiple moves. Great work Kurapika!

                                            EDIT: After some testing I've found it does indeed work. However it doesn't work 100% with the new moves.The moves don't play and it says Soundproof Blocked which is fine, however, instead of displaying the new move names correctly it spouts hex numbers. I'll try and find the thing that causes this. Other than that it seems fine.
                                            __________________
                                            Reply With Quote
                                              #122    
                                            Old July 20th, 2013 (9:38 AM). Edited July 20th, 2013 by Kurapika.
                                            Kurapika's Avatar
                                            Kurapika Kurapika is offline
                                            Grudgebearer
                                               
                                              Join Date: Feb 2013
                                              Location: Lavendar Town - Morocco
                                              Gender: Male
                                              Nature: Naughty
                                              Posts: 406
                                              Hi!
                                              To fix that issue of Soundproof VS new moves go to 0x080D7E96 you will find the limiter (B1 20 40 00 81 42) that this tutorial suggested us to overwrite with 00 00 00 00 00 00. I am not sure, but, apparently, we only need to replace the first byte B1 with FF. (B1 = 177 in decimal. and 177 multiplied by 2 = 354. In Gen3 we have 354 moves)

                                              Anyway, replacing that limiter will fix the issue with Soundproof VS new moves along with Disable VS new moves.

                                              I discovered that when I was trying to figure out how to extend Metronome to new moves. I partially succeeded in that:
                                              Metronome uses an ASM code located at 0x08029754, in that code I found a byte = B1, I replaced it with FF and now Metronome is including the new moves too. (FF = 255 in decimal. 255 multiplied by 2 = 511. The maximum of moves we can have is 511 and I am using them all.)
                                              If you are using only, say, 400 moves, then replace B1 with C8 instead of FF. (C8 is 200 in decimal. 200 multiplied by 2 = 400.)

                                              Now, Metronome is including new moves, but there are some moves that Metronome does not select (such us itself, Sketch, Mimic, ...etc) those moves are gathered in a list located at 0x082507E8:
                                              Spoiler:
                                              76 00 A5 00 A6 00 66 00 FE FF 44 00 F3 00 B6 00 C5 00 CB 00 C2 00 D6 00 A8 00 0A 01 21 01 0E 01 57 01 0F 01 08 01 FF FF
                                              Every 2 bytes (half word) is a move ID, f.e.: 67 00 = Metronome. FF FF apparently is the end of the table while FE FF is probably a sort of a separator, to separate Metronome, Struggle, Sketch and Mimic from the other moves.

                                              I tried repointing and extending this list but it won't work, I think the only way to fix it is to completely hack Metronome's ASM code... But I don't have enough skill for that. :/
                                              __________________
                                              Reply With Quote
                                                #123    
                                              Old July 20th, 2013 (6:47 PM).
                                              MrDollSteak's Avatar
                                              MrDollSteak MrDollSteak is offline
                                              Formerly known as 11bayerf1
                                                 
                                                Join Date: Dec 2008
                                                Location: Hong Kong
                                                Age: 22
                                                Gender: Male
                                                Posts: 815
                                                Quote:
                                                Originally Posted by Kurapika View Post
                                                Hi!
                                                To fix that issue of Soundproof VS new moves go to 0x080D7E96 you will find the limiter (B1 20 40 00 81 42) that this tutorial suggested us to overwrite with 00 00 00 00 00 00. I am not sure, but, apparently, we only need to replace the first byte B1 with FF. (B1 = 177 in decimal. and 177 multiplied by 2 = 354. In Gen3 we have 354 moves)

                                                Anyway, replacing that limiter will fix the issue with Soundproof VS new moves along with Disable VS new moves.

                                                I discovered that when I was trying to figure out how to extend Metronome to new moves. I partially succeeded in that:
                                                Metronome uses an ASM code located at 0x08029754, in that code I found a byte = B1, I replaced it with FF and now Metronome is including the new moves too. (FF = 255 in decimal. 255 multiplied by 2 = 511. The maximum of moves we can have is 511 and I am using them all.)
                                                If you are using only, say, 400 moves, then replace B1 with C8 instead of FF. (C8 is 200 in decimal. 200 multiplied by 2 = 400.)

                                                Now, Metronome is including new moves, but there are some moves that Metronome does not select (such us itself, Sketch, Mimic, ...etc) those moves are gathered in a list located at 0x082507E8:
                                                Spoiler:
                                                76 00 A5 00 A6 00 66 00 FE FF 44 00 F3 00 B6 00 C5 00 CB 00 C2 00 D6 00 A8 00 0A 01 21 01 0E 01 57 01 0F 01 08 01 FF FF
                                                Every 2 bytes (half word) is a move ID, f.e.: 67 00 = Metronome. FF FF apparently is the end of the table while FE FF is probably a sort of a separator, to separate Metronome, Struggle, Sketch and Mimic from the other moves.

                                                I tried repointing and extending this list but it won't work, I think the only way to fix it is to completely hack Metronome's ASM code... But I don't have enough skill for that. :/
                                                That's fantastic! You've been very busy. I think in the case of Metronome, that's not a huge problem, as most of the new moves that we can create are generally attack or stat-up moves. So they don't really need to be added to the banned list of moves.
                                                __________________
                                                Reply With Quote
                                                  #124    
                                                Old July 22nd, 2013 (12:04 PM).
                                                AtecainCorp.'s Avatar
                                                AtecainCorp. AtecainCorp. is offline
                                                Rejishan awake...
                                                   
                                                  Join Date: Jun 2008
                                                  Location: Takoabe Town (Region Thonsu)
                                                  Age: 24
                                                  Gender: Male
                                                  Nature: Hardy
                                                  Posts: 1,250
                                                  Can you told me what is pointer of Attacks in Pokemon Ruby?
                                                  __________________
                                                  - My new Project comming Soon
                                                  Reply With Quote
                                                    #125    
                                                  Old July 22nd, 2013 (1:05 PM). Edited July 22nd, 2013 by Kurapika.
                                                  Kurapika's Avatar
                                                  Kurapika Kurapika is offline
                                                  Grudgebearer
                                                     
                                                    Join Date: Feb 2013
                                                    Location: Lavendar Town - Morocco
                                                    Gender: Male
                                                    Nature: Naughty
                                                    Posts: 406
                                                    Yeah, actually, for Metronome, instead of bothering understanding its ASM, it is far more simple to put the banned moves at the bottom of the list of moves and then exclude them from Metronome's range.

                                                    Anyway, I've been working on Acrobatics' effect:
                                                    Spoiler:
                                                    00 01 5E 69 1D 08 00 00 29 00 6B 3D 02 02 03 XX XX XX 08 29 00 6B 3D 02 02 02 YY YY YY 08 29 00 6B 3D 02 02 01 ZZ ZZ ZZ 08 2A 00 12 3C 02 02 00 00 DD DD DD 08 28 00 69 1D 08
                                                    (XXX)2A 00 1A 3D 02 02 00 00 DD DD DD 08 28 00 69 1D 08
                                                    (YYY)2A 00 C2 3C 02 02 00 00 DD DD DD 08 28 00 69 1D 08
                                                    (ZZZ)2A 00 6A 3C 02 02 00 00 DD DD DD 08 28 00 69 1D 08
                                                    (DDD)2E D2 3F 02 02 02 28 00 69 1D 08

                                                    It takes too much time and space to make it in hex, but it is much more simple and shorter in ASM. The problem is that there is no callasm in battle scripts... the only way I made it work is by overwriting another command's ASM code and calling that command in Acrobatics' effect...
                                                    Does anyone please know if it is possible to call ASM without having to alter the existing commands??

                                                    Quote:
                                                    Originally Posted by Ksiazek Bartlomiej View Post
                                                    Can you told me what is pointer of Attacks in Pokemon Ruby?
                                                    Here:
                                                    Spoiler:
                                                    [AXVE]
                                                    ROMName=Pokémon Ruby (English)
                                                    ItemData=&H3C5564
                                                    AttackNames=&H1F8320
                                                    TMData=&H376504
                                                    NumberOfItems=349
                                                    NumberOfAttacks=354
                                                    PokemonNames=&H1F716C
                                                    NumberOfPokemon=412
                                                    NationalDexTable=&H1FC516
                                                    SecondDexTable=&H1FC1E0
                                                    PokedexData=&H3B1858
                                                    NumberOfDexEntries=387
                                                    PokemonData=&H1FEC18
                                                    AbilityNames=&H1FA248
                                                    NumberOfAbilities=78
                                                    Pointer2PointersToMapBanks=&H53324
                                                    MapLabelData=&H3E73C8
                                                    NumberOfMapLabels=88
                                                    PokemonFrontSprites=&H1E8354
                                                    PokemonBackSprites=&H1E97F4
                                                    PokemonNormalPal=&H1EA5B4
                                                    PokemonShinyPal=&H1EB374
                                                    IconPointerTable=&H3BBD20
                                                    IconPalTable=&H3BC400
                                                    CryTable=&H452590
                                                    FootPrintTable=&H3B4EE4
                                                    PokemonAttackTable=&H207BC8
                                                    PokemonEvolutions=&H203B68
                                                    TMHMCompatibility=&H1FD0F0
                                                    EnemyYTable=&H1E7C74
                                                    PlayerYTable=&H1E9114
                                                    EnemyAltitudeTable=&H1ECB14
                                                    AttackData=&H1FB12C
                                                    ContestMoveData=&H3CF594
                                                    ContestMoveEffectData=&H3D00AC
                                                    AttackDescriptionTable=&H3C09D8
                                                    AbilityDescriptionTable=&H
                                                    StarterPokemon=&H3F76C4
                                                    StarterPokemonLevel=&H821A8
                                                    StarterEncounterPokemon=&HB8EC
                                                    StarterEncounterPokemonLevel=&HB8FA
                                                    AttackAnimationTable=&H
                                                    IconPals=&HE966D8
                                                    __________________
                                                    Reply With Quote
                                                    Reply

                                                    Quick Reply

                                                    Join the conversation!

                                                    Create an account to post a reply in this thread, participate in other discussions, and more!

                                                    Create a PokéCommunity Account

                                                    Sponsored Links
                                                    Thread Tools

                                                    Posting Rules
                                                    You may not post new threads
                                                    You may not post replies
                                                    You may not post attachments
                                                    You may not edit your posts

                                                    BB code is On
                                                    Smilies are On
                                                    [IMG] code is On
                                                    HTML code is Off

                                                    Forum Jump


                                                    All times are GMT -8. The time now is 2:50 PM.