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  #126    
Old July 23rd, 2013 (1:05 AM).
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    Where is Sprites Data? I want add more sprites to my game. And I do not know where it is. I want resize Trainer Sprites bank.
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      #127    
    Old July 23rd, 2013 (8:18 AM). Edited July 23rd, 2013 by LCCoolJ95.
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      Quote:
      Originally Posted by Ksiazek Bartlomiej View Post
      Where is Sprites Data? I want add more sprites to my game. And I do not know where it is. I want resize Trainer Sprites bank.
      Dude, wrong thread. This is not a sprite thread.

      Quote:
      Originally Posted by Ksiazek Bartlomiej View Post
      Can you told me what is pointer of Attacks in Pokemon Ruby?
      Look for my post. I found the animation table for Ruby. Even though no one cared to acknowledge me for that...god...
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        #128    
      Old July 23rd, 2013 (12:41 PM).
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      pawell6 pawell6 is offline
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        Quote:
        Originally Posted by Kurapika View Post
        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??
        Hmm, I made acrobatics effect using BSP:
        #dynamic 0x(offset)
        #include items.bsh
        #org @start
        jumpifhalfword 0x1 0x2023c12 0x0 0x1d6900
        setbyte damagemultiplier 0x2
        goto 0x1d6900
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          #129    
        Old July 23rd, 2013 (1:45 PM).
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          @pawel, Your code checks only the held item at slot1, which is Player's 1st Pokémon. If that Pokémon is holding an item, Acrobatics will deal normal damage even tough if it is used by a different Pokémon (foe Pokémon, Player's 2nd Pokémon and 2nd foe Pokémon).

          I can't use BSP on my computer... But I think the full code of Acrobatics wil be something like this:
          Spoiler:

          #dynamic 0x(offset)
          #org @start
          jumpifbyte 0x0 0x02023D6B 0x0 @slot1
          jumpifbyte 0x0 0x02023D6B 0x1 @slot2
          jumpifbyte 0x0 0x02023D6B 0x2 @slot3
          jumpifhalfword 0x0 0x02023D1A 0x0 @doubledamage
          goto 0x1D6900

          @slot1
          jumpifhalfword 0x0 0x02023C12 0x0 @doubledamage
          goto 0x1D6900

          @slot2
          jumpifhalfword 0x0 0x02023C6A 0x0 @doubledamage
          goto 0x1D6900

          @slot3
          jumpifhalfword 0x0 0x02023CC2 0x0 @doubledamage
          goto 0x1D6900

          @doubledamage
          setbyte damagemultiplier 0x2
          goto 0x1D6900
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            #130    
          Old July 24th, 2013 (8:12 AM). Edited July 24th, 2013 by pawell6.
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          pawell6 pawell6 is offline
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            Quote:
            Originally Posted by Kurapika View Post
            @pawel, Your code checks only the held item at slot1, which is Player's 1st Pokémon. If that Pokémon is holding an item, Acrobatics will deal normal damage even tough if it is used by a different Pokémon (foe Pokémon, Player's 2nd Pokémon and 2nd foe Pokémon).

            I can't use BSP on my computer... But I think the full code of Acrobatics wil be something like this:
            Spoiler:

            #dynamic 0x(offset)
            #org @start
            jumpifbyte 0x0 0x02023D6B 0x0 @slot1
            jumpifbyte 0x0 0x02023D6B 0x1 @slot2
            jumpifbyte 0x0 0x02023D6B 0x2 @slot3
            jumpifhalfword 0x0 0x02023D1A 0x0 @doubledamage
            goto 0x1D6900

            @slot1
            jumpifhalfword 0x0 0x02023C12 0x0 @doubledamage
            goto 0x1D6900

            @slot2
            jumpifhalfword 0x0 0x02023C6A 0x0 @doubledamage
            goto 0x1D6900

            @slot3
            jumpifhalfword 0x0 0x02023CC2 0x0 @doubledamage
            goto 0x1D6900

            @doubledamage
            setbyte damagemultiplier 0x2
            goto 0x1D6900
            Thanks for your answer. I've got 2 questions. So you're trying to say that if user bank adress (0x02023D6B) has value 0x0 then it refers to player first pokemon , value 0x1 refers to opponent pokemon, value 0x2 refers to partner pokemon and value 0x3 refers to opponent's partner pokemon?

            And where did you find adresses 0x02023D1A, 0x02023C6A, 0x02023CC2? I only found 0x02023C12 using JPAN thread about battle scripts.

            Anyway I also had some problems with newer verion of BSP, so I'm using older version. I could send it to you.
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              #131    
            Old July 24th, 2013 (8:57 AM).
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            Jambo51 Jambo51 is offline
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              Quote:
              Originally Posted by pawell6 View Post
              Anyway I also had some problems with newer verion of BSP, so I'm using older version. I could send it to you.
              Quote:
              Originally Posted by Kurapika View Post
              I can't use BSP on my computer...
              Talk to me. What errors are you getting?
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                #132    
              Old July 24th, 2013 (9:24 AM).
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              Kurapika Kurapika is offline
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                @pawel, yeah, you are right. I found the other pointers by adding 0x58 everytime since the size of data for each one one of the 4 pokemon is 0x58 (88 bytes). All of this is mentioned by JPAN in his research about battle scripts.
                Thank you but older versions of BSP don't work for me.
                Finally, Head Smack's 1/2 recoil:
                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 80 01 0B 01 0C 01 10 64 00 E3 01 XX XX XX 08 28 47 69 1D 08
                @0x08XXXXXX: 10 1C 00 28 47 69 1D 089..

                It does not work graphically perfectly if the user faints from recoil. Fixable if you are good at making custom animations.
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                  #133    
                Old July 24th, 2013 (1:44 PM).
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                  @Kurapika, I did the same you wrote I've got the same adresses, thank you very much, everything is clear now

                  @Jambo51, The problem is when i try to open the newest BSP it start at all. When I copy BattleScriptPro.Ini from older version into data folder program starts normally, but then it have problem with loading my rom (with extended table of moves), program says: "There was a problem parsing the pointer from the rom". Then I paste the newest BattleScriptPro.Ini and the program works fine, but it's annoying. So most of the time I'm using older version.
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                    #134    
                  Old July 27th, 2013 (7:57 AM).
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                    I don't know what the limiting hex values I have to replace are. Without that, I cannot add in new moves. What do I have to replace?
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                      #135    
                    Old July 28th, 2013 (1:36 PM).
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                      #136    
                    Old July 29th, 2013 (11:15 AM). Edited July 30th, 2013 by Enigmatic Emolga.
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                      @pawell6 I followed your custom description tutorial on post #48, but the following happens:

                      In the PGE, I enter the description, change the offset to an empty one from Karate Chop's, hit 'Repoint', and it goes blank. Then, when I reload the attack, it switched right back to Karate Chop's offset and description! How can I properly change this in PGE?

                      EDIT: Found out about the description thing. It was the whole credits thing. And PGE's repoint button is useless...back to hex...

                      EDIT2: Okay, got everything done, except that Roar of Time isn't playing along... It keeps revering back to Normal type from Dragon! How can I change the type with hex so it switches to Dragon and STAYS at Dragon?
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                        #137    
                      Old September 1st, 2013 (1:49 PM). Edited September 1st, 2013 by pokepie.
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                        I'm having an issue in where the new moves do not show up in PGE (It starts at Tackle and ends of Doom Desire). I probably did something stupid, but does anybody have any idea why they are not showing up?

                        EDIT: I'm just going to shoot myself now, I cannot believe I actually made that mistake.
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                          #138    
                        Old September 1st, 2013 (5:16 PM).
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                          Quote:
                          Originally Posted by pokepie View Post
                          I'm having an issue in where the new moves do not show up in PGE (It starts at Tackle and ends of Doom Desire). I probably did something stupid, but does anybody have any idea why they are not showing up?

                          EDIT: I'm just going to shoot myself now, I cannot believe I actually made that mistake.
                          Did you edit the roms.ini?
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                            #139    
                          Old September 1st, 2013 (5:18 PM).
                          pokepie pokepie is offline
                             
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                            Quote:
                            Originally Posted by LCCoolJ95 View Post
                            Did you edit the roms.ini?
                            I did, but I accidentally edited the information for Ruby, not FireRed.
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                              #140    
                            Old September 2nd, 2013 (6:30 AM).
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                              Quote:
                              Originally Posted by pokepie View Post
                              I did, but I accidentally edited the information for Ruby, not FireRed.
                              There's your problem. You just edited the wrong data. It's fine. Just download another version of the roms.ini file and redo it.
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                                #141    
                              Old September 2nd, 2013 (11:33 AM).
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                                @Pyro the Magma Fox, You can download the newest PGE, it's repoint buttons all work!
                                As for Roar of Time, your issue is pretty strange... Try with the newest PGE.
                                If it still doesn't work, you have 2 ways to change it in hex:
                                1- Look for this hex data: 50 96 00 5A 05 00 00 00 and replace 00 by 10 (But before doing so, change Hyper Beam's base power or accuracy temporarly!)
                                2- Take Roar of Time ID (f.e.: If you inserted it just after Psycho Boost the ID will be 355), then multiply this ID by 12, now open your rom in a Hex Editor, go to the offset in which your moves table is located at, select ID * 12 number of bytes, what comes right after the selection is Roar of Time's data, the 1st byte, 50, is the effect, the 2nd byte, 96, is the base power, and the third byte is the type (00 = Normal, 10 = Dragon).

                                Get the newest PGE from here: http://www.pokecommunity.com/showthread.php?t=299112
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                                  #142    
                                Old September 3rd, 2013 (7:01 PM).
                                pokepie pokepie is offline
                                   
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                                  Quote:
                                  Originally Posted by LCCoolJ95 View Post
                                  There's your problem. You just edited the wrong data. It's fine. Just download another version of the roms.ini file and redo it.
                                  I just edited the data back (I didn't screw up things too much) using your earlier post, but it doesn't matter much since I'm not using Ruby anyways.

                                  Now for another problem:

                                  I inserted Hammer Arm into my FireRed ROM at location 0x920000. At first, it looks like it is doing everything right: it says, "Arcanine used Hammer Arm!", displays the attack animation (using Mega Punch's attack animation at the moment), but instead of damaging, it tells me that Arcanine changed to grass type. I've tested it multiple times, and it always changes to grass type, so I know that it's most likely using Camouflage's effect. My bytes at offset 0x910354 are 00 00 92 08 5F 86 1D 08, just like it said in the guide. I am using effect 214. I have it listed as a 100 base power Fighting move, but it doesn't do any damage. My bytes at 920000 are 2E 85 3E 02 02 D8 28 00 69 1D 08.
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                                    #143    
                                  Old September 4th, 2013 (1:45 PM).
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                                    @Pokepie, Open your rom in a hex editor, go to the offset where you inserted the new moves effects table, select 856 bytes (213*4 bytes), right after the selection, you should see a pointer to Camouflage effect duplicated, replace the second one by 00 00 92 08, if Camouflage's effect isn't duplicated, then you derped either when you repointed the moves table or when extended it...
                                    Also, just as a note, the Hammer Arm effect you're using is not working perfectly (Clear Body ability), I guess Doesn'tKnowHowToPlay made a better version of it.
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                                      #144    
                                    Old September 22nd, 2013 (6:34 PM).
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                                      Thank you for the tutorial, itman. Now I have 135 new moves ready to be edited
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                                        #145    
                                      Old September 22nd, 2013 (7:38 PM).
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                                      Orifiel Orifiel is offline
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                                        Okay, the tutorial was very helpful..
                                        My first time sucks so, I guess I need to keep trying.
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                                          #146    
                                        Old October 6th, 2013 (6:06 PM).
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                                        EricaHarper EricaHarper is offline
                                           
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                                          Hmmm.. I'm new here, and have been observing the move hacking everyone has been doing. I do understand that this tutorial is for fire red, but using the inis for PGE and BSP, this thread and a few others, have gotten a lot of this to work for pokemon emerald. That is, until I am to create new effects. I cannot locate psycho boost's effect for the life of me. Much of the data in emerald is quite different from Fr/Lg, and even ruby and sapphire's. Any assistance would be greatly appreciated.
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                                            #147    
                                          Old October 7th, 2013 (6:55 AM).
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                                            Quote:
                                            Originally Posted by EricaHarper View Post
                                            Hmmm.. I'm new here, and have been observing the move hacking everyone has been doing. I do understand that this tutorial is for fire red, but using the inis for PGE and BSP, this thread and a few others, have gotten a lot of this to work for pokemon emerald. That is, until I am to create new effects. I cannot locate psycho boost's effect for the life of me. Much of the data in emerald is quite different from Fr/Lg, and even ruby and sapphire's. Any assistance would be greatly appreciated.
                                            I totally agree with EH. I did the same thing for Ruby. I found all the offsets, except for where the effects table is. I would love it if there was some way that the effects found already were ported over to Ruby. That would be fantastic and such a help indeed.
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                                              #148    
                                            Old October 7th, 2013 (7:50 AM).
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                                            EricaHarper EricaHarper is offline
                                               
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                                              Tip for LCCool: Actually,the offset for the effect table in pkmn ruby is at 1D6BBC, according to battle script pros ini. It says emeralds is at 2D86A8.

                                              I didn't have a problem with that. Rather, I have an issue when using psycho boosts pointer to find its effect. I get: 2E 88 44 02 02 00 49 00 00 3D... I'd tell you the rest but the thing is, the pointer after psycho boost's effect points to an offset that comes before psycho boost in the hexadecimal system. furthermore, the byte FB is nowhere to be found. I'm beginning to think that the way emerald conveys its effects in the table is completely different from how fire red does in its own. Can anyone confirm this?
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                                                #149    
                                              Old October 7th, 2013 (4:40 PM).
                                              ron50 ron50 is offline
                                                 
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                                                can anyone help me understand how to create the Physical/Special Split like diamond and pearl has but put it into emeralds please?
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                                                  #150    
                                                Old October 8th, 2013 (7:09 AM). Edited October 8th, 2013 by LCCoolJ95.
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                                                  Quote:
                                                  Originally Posted by EricaHarper View Post
                                                  Tip for LCCool: Actually,the offset for the effect table in pkmn ruby is at 1D6BBC, according to battle script pros ini. It says emeralds is at 2D86A8.
                                                  But in the roms.ini for the Pokemon Game Editor, the Attack Animation Table for Emerald is 2C8D6C.

                                                  Quote:
                                                  Originally Posted by ron50 View Post
                                                  can anyone help me understand how to create the Physical/Special Split like diamond and pearl has but put it into emeralds please?
                                                  http://www.pokecommunity.com/showpost.php?p=7465618&postcount=163

                                                  The second link is for Emerald.
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