Binary Hack Research & DevelopmentGot a well-founded knack with your binary Pokémon hacks? Love reverse-engineering them? For the traditional Pokémon ROM hacker, this is the spot for polling and gathering your ideas, and then implementing them! Share your hypothesis, get ideas from others, and collaborate to create!
I'm receiving errors when compiling a battle script using BSP. The error message says that an attempt was made to load a program with an incorrect format. (Exception from HRESULT: 0x8007000b)
here are the other details:
Spoiler:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.BadImageFormatException: An attempt was made to load a program with an incorrect format. (Exception from HRESULT: 0x8007000B)
at System.Data.SQLite.UnsafeNativeMethods.sqlite3_config_none(SQLiteConfigOpsEnum op)
at System.Data.SQLite.SQLite3.StaticIsInitialized()
at System.Data.SQLite.SQLiteLog.Initialize()
at System.Data.SQLite.SQLiteConnection..ctor(String connectionString, Boolean parseViaFramework)
at System.Data.SQLite.SQLiteConnection..ctor(String connectionString)
at Battle_Script_Pro.Form1.DebugCommands()
at Battle_Script_Pro.Form1.DebugWrittenScript()
at Battle_Script_Pro.Form1.btnCompile_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Greetings to all, I finally decided to release these animations ported/fixed by me from kleenexfeu's Emerald attack base. They are all for Firered obviously.
For those animations already available in FR, I won't include them here.
Usage:
1. For each piece of codes, you need to add one line at the beginning:
Code:
.equ SizeRom, 0x[Your offset to insert]
Example:
Spoiler:
I want to insert a piece of codes at 0x800000, so I write:
Alright! Since I've gotten into move animations nowadays, I've come up Vespiquen's signature moves: Attack Order, Defend Order, and Heal Order. They are all animations by the way. Their effects will be explained later.
But first, here's the particle to be used in those moves:
I used Twister's sheet to redraw the bees which I got its original particle from DPPt. Wherever you have inserted the particle, take note of its index number.
Attack Order:
Spoiler:
FireRed:
Spoiler:
00 YY 28 00 97 27 00 4A 27 0A 03 28 01 19 E5 00 3F 02 XX XX XX 08 82 05 78 00 46 00 05 00 46 00 1E 00 04 01 02 XX XX XX 08 82 05 73 00 37 00 06 00 3C 00 19 00 04 01 02 XX XX XX 08 82 05 73 00 3C 00 07 00 3C 00 1E 00 02 XX XX XX 08 82 05 73 00 37 00 0A 00 3C 00 1E 00 04 03 02 XX XX XX 08 82 05 64 00 32 00 04 00 32 00 1A 00 04 01 02 XX XX XX 08 82 05 69 00 19 00 08 00 3C 00 14 00 04 01 02 XX XX XX 08 82 05 73 00 28 00 0A 00 30 00 1E 00 04 03 02 XX XX XX 08 82 05 78 00 1E 00 06 00 2D 00 19 00 02 XX XX XX 08 82 05 73 00 23 00 0A 00 3C 00 1E 00 04 03 02 XX XX XX 08 82 05 69 00 14 00 08 00 28 00 00 00 04 03 02 XX XX XX 08 82 05 14 00 FF 00 0F 00 20 00 00 00 02 XX XX XX 08 82 05 6E 00 0A 00 08 00 20 00 14 00 05 02 08 7C 3E 08 83 04 E0 FF F0 FF 01 00 03 00 19 84 00 3F 03 D1 8C 09 08 02 05 01 00 03 00 00 00 0C 00 01 00 03 D1 8C 09 08 02 05 03 00 03 00 00 00 0C 00 01 00 04 04 02 50 7C 3E 08 83 02 01 00 03 00 19 84 00 3F 04 04 02 50 7C 3E 08 83 02 01 00 03 00 19 84 00 3F 04 04 02 08 7C 3E 08 83 04 20 00 14 00 01 00 03 00 19 84 00 3F 05 0B 03 0D 08
*YY is the particle index of the bees.
*Insert at XX XX XX:
YY 28 YY 28 D0 C9 3A 08 00 2C 3E 08 00 00 00 00 FC 1C 23 08 11 2D 0A 08
Emerald:
Spoiler:
00 YY 28 00 97 27 00 4A 27 0A 03 28 01 19 EC 00 3F 02 XX XX XX 08 82 05 78 00 46 00 05 00 46 00 1E 00 04 01 02 XX XX XX 08 82 05 73 00 37 00 06 00 3C 00 19 00 04 01 02 XX XX XX 08 82 05 73 00 3C 00 07 00 3C 00 1E 00 02 XX XX XX 08 82 05 73 00 37 00 0A 00 3C 00 1E 00 04 03 02 XX XX XX 08 82 05 64 00 32 00 04 00 32 00 1A 00 04 01 02 XX XX XX 08 82 05 69 00 19 00 08 00 3C 00 14 00 04 01 02 XX XX XX 08 82 05 73 00 28 00 0A 00 30 00 1E 00 04 03 02 XX XX XX 08 82 05 78 00 1E 00 06 00 2D 00 19 00 02 XX XX XX 08 82 05 73 00 23 00 0A 00 3C 00 1E 00 04 03 02 XX XX XX 08 82 05 69 00 14 00 08 00 28 00 00 00 04 03 02 XX XX XX 08 82 05 14 00 FF 00 0F 00 20 00 00 00 02 XX XX XX 08 82 05 6E 00 0A 00 08 00 20 00 14 00 05 02 58 73 59 08 83 04 E0 FF F0 FF 01 00 03 00 19 8B 00 3F 03 85 54 0D 08 02 05 01 00 03 00 00 00 0C 00 01 00 03 85 54 0D 08 02 05 03 00 03 00 00 00 0C 00 01 00 04 04 02 A0 73 59 08 83 02 01 00 03 00 19 8B 00 3F 04 04 02 A0 73 59 08 83 02 01 00 03 00 19 8B 00 3F 04 04 02 58 73 59 08 83 04 20 00 14 00 01 00 03 00 19 8B 00 3F 05 0B 03 0D 08
*YY is the particle index of the bees.
*Insert at XX XX XX:
YY 28 YY 28 0C 49 52 08 88 23 59 08 00 00 00 00 A8 C6 2E 08 69 F2 0F 08
Defend Order:
Spoiler:
FireRed:
Spoiler:
00 YY 28 00 97 27 00 4A 27 0A 03 28 01 19 E5 00 3F 02 XX XX XX 08 82 05 78 00 46 00 05 00 46 00 1E 00 04 01 02 XX XX XX 08 82 05 73 00 37 00 06 00 3C 00 19 00 04 01 02 XX XX XX 08 82 05 73 00 3C 00 07 00 3C 00 1E 00 02 XX XX XX 08 82 05 73 00 37 00 0A 00 3C 00 1E 00 04 03 02 XX XX XX 08 82 05 64 00 32 00 04 00 32 00 1A 00 04 01 02 XX XX XX 08 82 05 69 00 19 00 08 00 3C 00 14 00 04 01 02 XX XX XX 08 82 05 73 00 28 00 0A 00 30 00 1E 00 04 03 02 XX XX XX 08 82 05 78 00 1E 00 06 00 2D 00 19 00 02 XX XX XX 08 82 05 73 00 23 00 0A 00 3C 00 1E 00 04 03 02 XX XX XX 08 82 05 69 00 14 00 08 00 28 00 00 00 04 03 02 XX XX XX 08 82 05 14 00 FF 00 0F 00 20 00 00 00 02 XX XX XX 08 82 05 6E 00 0A 00 08 00 20 00 14 00 05 00 C8 27 05 0B 02 0D 04 01 0E 27 B2 1C 08 05 08
*YY is the particle index of the bees.
*Insert at XX XX XX:
YY 28 YY 28 D0 C9 3A 08 00 2C 3E 08 00 00 00 00 FC 1C 23 08 11 2D 0A 08
Emerald:
Spoiler:
00 YY 28 00 97 27 00 4A 27 0A 03 28 01 19 EC 00 3F 02 XX XX XX 08 82 05 78 00 46 00 05 00 46 00 1E 00 04 01 02 XX XX XX 08 82 05 73 00 37 00 06 00 3C 00 19 00 04 01 02 XX XX XX 08 82 05 73 00 3C 00 07 00 3C 00 1E 00 02 XX XX XX 08 82 05 73 00 37 00 0A 00 3C 00 1E 00 04 03 02 XX XX XX 08 82 05 64 00 32 00 04 00 32 00 1A 00 04 01 02 XX XX XX 08 82 05 69 00 19 00 08 00 3C 00 14 00 04 01 02 XX XX XX 08 82 05 73 00 28 00 0A 00 30 00 1E 00 04 03 02 XX XX XX 08 82 05 78 00 1E 00 06 00 2D 00 19 00 02 XX XX XX 08 82 05 73 00 23 00 0A 00 3C 00 1E 00 04 03 02 XX XX XX 08 82 05 69 00 14 00 08 00 28 00 00 00 04 03 02 XX XX XX 08 82 05 14 00 FF 00 0F 00 20 00 00 00 02 XX XX XX 08 82 05 6E 00 0A 00 08 00 20 00 14 00 05 00 C8 27 05 0B 02 0D 04 01 0E 87 D6 2C 08 05 08
*YY is the particle index of the bees.
*Insert at XX XX XX:
YY 28 YY 28 0C 49 52 08 88 23 59 08 00 00 00 00 A8 C6 2E 08 69 F2 0F 08
Heal Order:
Spoiler:
FireRed:
Spoiler:
00 YY 28 00 97 27 00 4A 27 0A 03 28 01 19 E5 00 3F 02 XX XX XX 08 82 05 78 00 46 00 05 00 46 00 1E 00 04 01 02 XX XX XX 08 82 05 73 00 37 00 06 00 3C 00 19 00 04 01 02 XX XX XX 08 82 05 73 00 3C 00 07 00 3C 00 1E 00 02 XX XX XX 08 82 05 73 00 37 00 0A 00 3C 00 1E 00 04 03 02 XX XX XX 08 82 05 64 00 32 00 04 00 32 00 1A 00 04 01 02 XX XX XX 08 82 05 69 00 19 00 08 00 3C 00 14 00 04 01 02 XX XX XX 08 82 05 73 00 28 00 0A 00 30 00 1E 00 04 03 02 XX XX XX 08 82 05 78 00 1E 00 06 00 2D 00 19 00 02 XX XX XX 08 82 05 73 00 23 00 0A 00 3C 00 1E 00 04 03 02 XX XX XX 08 82 05 69 00 14 00 08 00 28 00 00 00 04 03 02 XX XX XX 08 82 05 14 00 FF 00 0F 00 20 00 00 00 02 XX XX XX 08 82 05 6E 00 0A 00 08 00 20 00 14 00 05 00 2F 27 05 0B 02 0D 04 01 0E C9 56 1D 08 05 08
*YY is the particle index of the bees.
*Insert at XX XX XX:
YY 28 YY 28 D0 C9 3A 08 00 2C 3E 08 00 00 00 00 FC 1C 23 08 11 2D 0A 08
Emerald:
Spoiler:
00 YY 28 00 97 27 00 4A 27 0A 03 28 01 19 EC 00 3F 02 XX XX XX 08 82 05 78 00 46 00 05 00 46 00 1E 00 04 01 02 XX XX XX 08 82 05 73 00 37 00 06 00 3C 00 19 00 04 01 02 XX XX XX 08 82 05 73 00 3C 00 07 00 3C 00 1E 00 02 XX XX XX 08 82 05 73 00 37 00 0A 00 3C 00 1E 00 04 03 02 XX XX XX 08 82 05 64 00 32 00 04 00 32 00 1A 00 04 01 02 XX XX XX 08 82 05 69 00 19 00 08 00 3C 00 14 00 04 01 02 XX XX XX 08 82 05 73 00 28 00 0A 00 30 00 1E 00 04 03 02 XX XX XX 08 82 05 78 00 1E 00 06 00 2D 00 19 00 02 XX XX XX 08 82 05 73 00 23 00 0A 00 3C 00 1E 00 04 03 02 XX XX XX 08 82 05 69 00 14 00 08 00 28 00 00 00 04 03 02 XX XX XX 08 82 05 14 00 FF 00 0F 00 20 00 00 00 02 XX XX XX 08 82 05 6E 00 0A 00 08 00 20 00 14 00 05 00 2F 27 05 0B 02 0D 04 01 0E DF 79 2D 08 05 08
*YY is the particle index of the bees.
*Insert at XX XX XX:
YY 28 YY 28 0C 49 52 08 88 23 59 08 00 00 00 00 A8 C6 2E 08 69 F2 0F 08
Overall, they are created from Twister's animation. I'd plan on Recover but misdirection of the bees on the particles might occur. Anyway, these are the best ones. Attack Order is plainly Twister's animation. Defend Order is combined Twister's animation with Endure's animation. Heal Order is combined Twister's animation with the healing animation. Use Slash's effect for Attack Order's effect. Use Cosmic Power's effect for Defend Order. And, use Recover's effect for Healing Order. Tada! You now have the three Order moves!
I will come up with Ruby soon since the one I've downloaded isn't organized.
Found a bug with it...
Firstly even if opponent vespiqueen(pokemon) uses this move the bees rotate around the player pokemon for the Defend order ..... and after this move is used a weired cut-off graphics of moves appear in the position where the bees were seen.....
Hope you will get to it soon :)
um? fairy wind is just a damaging move and its effects are covered under pound
worry seed was already done and just sets the ability to insomnia like it should
unless if these are animations?
um? fairy wind is just a damaging move and its effects are covered under pound
worry seed was already done and just sets the ability to insomnia like it should
unless if these are animations?
Sorry, I would like to know if a new post has already been opened for 7th generation attacks. Sorry if I'm annoying is not my intention just want to see if anyone can get me out of my doubt.
Sorry, I would like to know if a new post has already been opened for 7th generation attacks. Sorry if I'm annoying is not my intention just want to see if anyone can get me out of my doubt.
no thread has been made specifically for the purpose of generation 7 move attacks
however, this thread will likely expand to include them after gen 1-6 are done. i would personally not suggest making a new thread for these animations.
if you are, however, so inclined as to start 7th generation animations and post them to this thread, then feel free to do so <3
(not trying to mini-mod i swear, just personal opinion)
no thread has been made specifically for the purpose of generation 7 move attacks
however, this thread will likely expand to include them after gen 1-6 are done. i would personally not suggest making a new thread for these animations.
if you are, however, so inclined as to start 7th generation animations and post them to this thread, then feel free to do so <3
(not trying to mini-mod i swear, just personal opinion)
Okay, thank you very much for answering my question.
hello. newbie here. just wondering if anyone here is kind enough to give me the animation code for Hyper Beam -- that does not have the color change in the background. i'm trying to figure out how to remove it by myself but i just can't. this part of hacking is still new to me :(
anyway, i still tried to make my own animation and would like to share. i just hope they are good enough. :D
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 "<target> cannot be poisoned!" just to make it sound better than "it failed!" or "it doesn't affect <target>"
Parting Shot: linked with Baton Pass/Volt Switch/U-Turn (effect 127)
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
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
The black background comes from: 02 24 7B 3E 08 02 05 01 00 04 00 00 00 10 00 00 00 05 at the beginning of the script. And at the end I believe it is 02 24 7B 3E 08 02 05 01 00 04 00 10 00 00 00 00 00 08 that returns the background to normal. If you need an example, see my Light of Ruin script below. Hope this helps :)
Here are the results of putting printstring 0xXX into BSP:
Code:
Dec Hex (0xX) String:
1 1 Go! <pokemon>!
2 2 's! That's enough! Come back!
3 3 Go! 's!
4 4 <pokemon> used <move>!
5 5 freezes game
6 6 weird symbols "used <move>
7 7 same as 0x6
8 8 <move>! weird symbols <move>!
9 9 same as 0x6
10 A same as 0x8
11 B same as 0x8
12 C WHAT! Unbelievable! I picked the wrong pokemon!
13 D s gained<move>
14 E s grew to LV. <move>!!
15 F s learned <move>!!
16 10 s is trying to learn <move>!.
17 11 But 's can't learn more than four moves!
18 12 Delete a move to make room for <move>?
19 13 s forgot <move>
20 14 Stop Learning <move>!?
21 15 s Did not learn <move>
22 16 <pokemon> learned <move>!
23 17 <pokemon> attack missed!
24 18 <foe> protected itself!
25 19 <pokemon>'s stats won't go any higher!
26 1A <foe> avoided damage with <ability>
27 1B It doesn't affect <foe>…
28 1C <pokemon> fainted!
29 1D <foe> fainted!
30 1E <player name> got <money> for winning!
31 1F <player name> is out of usable pokemon!
32 20 <player name> panicked and lost <money>
33 21 <pokemon> prevents escape with <ability>
34 22 Hit 's times!
35 23 <pokemon> fell asleep!
36 24 <pokemon>'s <ability> made <foe> fall asleep
37 25 <foe> is already asleep!
38 26 <pokemon> is already asleep!
39 27 <foe> wasn't affected
40 28 <pokemon> was poisoned
41 29 <pokemon>'s <ability> poisoned <pokemon>
42 2A <pokemon> is hurt by poison
43 2B <foe> is already poisoned
44 2C <pokemon> is badly poisoned
45 2D <foe> had its energy drained
46 2E <pokemon> was burned!
47 2F <pokemon>'s <ability> burned <pokemon!>
48 30 <pokemon> is hurt by its burn!
49 31 <pokemon> was frozen solid!
50 32 <pokemon>'s <ability> froze <foe> solid!
51 33 <pokemon> is frozen solid!
52 34 <foe> was defrosted!
53 35 <pokemon> was defrosted!
54 36 <pokemon> was defrosted by <attack>!
55 37 <pokemon> is paralyzed! It may be unable to move!
56 38 <pokemon>'s <ability> paralyzed <foe>
57 39 <pokemon> is paralyzed! It can't move!
58 3A <foe> is already paralyzed!
59 3B <foe> was healed of paralysis!
60 3C <foe>'s dream was eaten!
61 3D <pokemon>'s 's won't go higher!
62 3E <foe>'s 's won't go lower!
63 3F Your team's 's stopped working!
64 40 The foe's 's stopped working!
65 41 <pokemon> is confused!
66 42 <pokemon> snapped out of confusion!
67 43 <pokemon> became confused!
68 44 <foe> is already confused
69 45 <foe> fell in love
70 46 <pokemon> is in love with <pokemon>
71 47 <pokemon> is immobilized by love
72 48 <foe> was blown away!
73 49 <pokemon> transformed into 's type!
74 4A <pokemon> flinched!
75 4B <foe> regained health!
76 4C <foe>'s HP is full!
77 4D Ally's <move> raised Sp. Def!
78 4E Foe's party is protected by Safeguard!
79 4F Ally's party is covered by a veil!
80 50 <pokemon>'s party is protected by Safeguard!
81 51 Ally's party is no longer protected by Safeguard
82 52 <pokemon> went to sleep!
83 53 <pokemon> slept and became healthy!
84 54 <pokemon> whipped up a whirlind!
85 55 <pokemon> took in sunlight!
86 56 <pokemon> lowered its head!
87 57 <pokemon> is glowing!
88 58 <pokemon> flew up high!
89 59 <pokemon> dug a hole!
90 5A <foe> was squeezed by <pokemon>'s bind!
91 5B <foe> was trapped in the vortex!
92 5C <foe> was wrapped by <pokemon>!
93 5D <pokemon> clamped <foe>!
94 5E <pokemon> is hurt by <>'s!
95 5F <pokemon> was freed from <>'s!
96 60 <pokemon> kept going and crashed
97 61 Ally became shrouded in mist
98 62 <pokemon> is protected by mist!
99 63 <pokemon> is getting pumped!
100 64 <pokemon> is hit with recoil!
101 65 <pokemon> protected itself!
102 66 <pokemon> is buffeted by the sandstorm!
103 67 <pokemon> is pelted by hail!
104 68 <foe> was seeded!
105 69 <foe> evaded the attack
106 6A <pokemon>'s health is sapped by leech seed!
107 6B <pokemon> is fast asleep
108 6C <pokemon> woke up!
109 6D But <pokemon>'s Uproar kept it awake!
110 6E <pokemon> woke up in the uproar
111 6F <pokemon> caused an uproar
112 70 <pokemon> is making an uproar!
113 71 <pokemon> calmed down
114 72 But <foe> can't sleep in an uproar!
115 73 <pokemon> stockpiled 's!
116 74 <pokemon> can't stockpile anymore!
117 75 But <foe> can't sleep in an uproar!
118 76 But the uproar kept <foe> awake!
119 77 <pokemon> stayed awake using it's <Ability>
120 78 <pokemon> is storing energy!
121 79 <pokemon> unleashed energy!
122 7A <pokemon> became confused due to fatigue
123 7B <player name> picked up <money>
124 7C <foe> is unaffected
125 7D <pokemon> transformed into 's!
126 7E <pokemon> made a subsititute
127 7F <pokemon> already has a substitute
128 80 the subsititute took damage instead of <pokemon>
129 81 <foe>'s substitute faded!
130 82 <pokemon> must recharge!
131 83 <foe>'s rage is building!
132 84 <foe>'s 's was disabled!
133 85 <pokemon>'s <move> is disabled!
134 86 <pokemon> is disabled no more!
135 87 <foe> got an Encore!
136 88 <pokemon>'s encore ended
137 89 <pokemon> took aim at <foe>
138 8A <pokemon> sketched 's!
139 8B <pokemon> is trying to take its foe with it
140 8C <foe> took <pokemon> with it!
141 8D Reduced <foe>'s 's by <attack>
142 8E <pokemon> stole <foe>'s <item>
143 8F <foe> can't escape now!
144 90 <foe> fell into a Nightmare
145 91 <pokemon> is locked in a Nightmare
146 92 <pokemon> cut its HP in half and laid a curse on <foe>
147 93 <pokemon> is afflicted by the curse
148 94 Spikes were scatted across the opponent's feet
149 95 <pokemon> is hurt by spikes
150 96 <pokemon> identified <foe>
151 97 <pokemon>'s Perish count fell to 's
152 98 <pokemon> braced itself
153 99 <pokemon> endured the hit
154 9A Magnitude 's!
155 9B <pokemon> cut its HP and maximized attack
156 9C <pokemon> copied <foe>'s stat changes
157 9D <pokemon> got free of <foe>'s 's
158 9E <pokemon> shed leech seed
159 9F <pokemon> blew away spikes
160 A0 <pokemon> fled from battle!
161 A1 <pokemon> foresaw an attack!
162 A2 <foe> took the 's attack!
163 A3 s's attack!
164 A4 <pokemon> became the center of attention!
165 A5 <pokemon> began charging power!
166 A6 Nature Power turned into <move>
167 A7 <pokemon>'s status turned to normal
168 A8 <pokemon> has no moves left!
169 A9 <foe> was subjected to torment!
170 AA <pokemon> can't use the same move twice in a row due to torment
171 AB <pokemon> is tightening its focus
172 AC <foe> fell for the taunt
173 AD <pokemon> can't use <move> after the taunt
174 AE <pokemon> is ready to help <foe>
175 AF <pokemon> switched items with its opponent
176 B0 <pokemon> copied <foe>'s <ability>
177 B1 <pokemon> made a wish
178 B2 s 's wish came true!
179 B3 <pokemon> planted its roots
180 B4 <pokemon> absorbed nutrients with its roots
181 B5 <foe> anchored itself with its roots
182 B6 <pokemon> made <foe> drowsy!
183 B7 <pokemon> knocked off <foe>'s <item>!
184 B8 <pokemon> swapped abilities with its opponent!
185 B9 <pokemon> sealed the opponent's move(s)!
186 BA <pokemon> can't use the sealed <move>
187 BB <pokemon> wants the opponent to bear a grudge
188 BC <pokemon> lost all of 's PP due to grudge
189 BD <pokemon> shrouded itself in <move>
190 BE <pokemon>'s <move> was bounced back by magic coat
191 BF <pokemon> waits for its foe to make a move
192 C0 <pokemon> snatched <foe>'s move!
193 C1 <pokemon>'s <ability> made it rain
194 C2 <pokemon>'s <ability> raises its speed
195 C3 <foe> was protected by <ability>
196 C4 <foe>'s <ability> prevents <pokemon> from using <attack>
197 C5 <pokemon> restored HP using its <Ability>
198 C6 <foe>'s <ability> made it 's type!
199 C7 <pokemon>'s <ability> prevents paralysis
200 C8 <pokemon>'s <ability> prevents romance
201 C9 <pokemon>'s <ability> prevents poisoning
202 CA <pokemon>'s <ability> prevents confusion
203 CB <pokemon>'s <ability> raises its fire power
204 CC <foe> anchors itself with <ability>
205 CD <pokemon>'s <ability> cuts <foe>'s attack
206 CE <pokemon>'s <ability> prevents stat loss
207 CF <pokemon>'s <ability> hurt <pokemon>
208 D0 <pokemon> traced 's's <move>
209 D1 sharply
210 D2 rose!
211 D3 harshly
212 D4 fell!
213 D5 <pokemon>'s 's <move>
214 D6 <foe>'s 's <move>
215 D7 same as 0xD5
216 D8 same as 0xD6
217 D9 A critical hit!
218 DA It's a One-Hit KO!
219 DB 1,2, and, …, poof!
220 DC And..
221 DD It's not very effective…
222 DE It's super effective!
223 DF Got away safely!
224 E0 Wild 's fled!
225 E1 No! There's no running from a trainer battle!
226 E2 Can't escape!
227 E3 Oak: No! There's no running from a trainer battle!
228 E4 But nothing happened!
Stat Changes (note: for this one you'll have to either insert the new palette to all of the stat change palettes, or repoint all the stat change palettes to the palette you inserted):
Spoiler:
Scary Face (based off the Gen IV one):
Spoiler:
Ice Particles:
Spoiler:
Bubble (note for Bubble and BubbleBeam animations, for some reason they use the Water Gun sprite at the end for the bubbles coming out bit, you need to change that to this sprite):
Spoiler:
And that's all for now. As always, all animations are for Emerald.
I read through whole of this thread and learned that all moves arent bug free...
Some of them wre not so good to use. So can anyone edit the main post to update the main post (I am hacking FR)