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Old April 22nd, 2016 (3:36 AM). Edited April 27th, 2016 by Chacha Dinosaur.
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Chacha Dinosaur Chacha Dinosaur is offline
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    Dynamic Emerald Attack Rombase

    Introduction:-
    The aim of this project is to provide a dynamic rombase for Emerald with attacks and abilities from 4th-6th generations as well as updated moves, abilities and mechanics up to the latest Generation games.
    The project is started by kleenexfeu. All the work till now has been done by him (except for a single tweak of Weakness Policy by me). But the ownership of this base has been now transferred to me.

    The term dynamic here means that the hacker can decide where to place the rombase data (except the hooking part) in his/her project. So this feature enables the rombase to be compatible with in-progress hacks without needing to restarting their game to accomdate this base. (Though older saves will not be compatible after applying this base)
    Also, this rombase is open-source. The coding part is mainly done in assembly language.

    Features:-
    Spoiler:

    -Working mega evolution, wish and primal reversion with animation and particles! (Credits to MrDS for a part of the animation and the particles)
    -Working Arceus/Giratina forms
    -Double type attacks! (to account for flying press, but you can now add any other combination)
    -Triple type Pokemon! (to account for trick or treat and forest's curse, or any other custom you'd want to use)
    -Repointed/Expanded particles/animation backgrounds (Credits to MrDS/Shadowraze for their tutorial, Chaos Rush/Doesntknowhowtoplay for their general research in battle animation)
    -Repointed/Expanded/decapped moves names/descriptions (Credits to MrDS for few newer move names because of the character restriction. Huge thanks to Le pug. He pretty much contributed to 2/3rd of the move descriptions)
    -Repointed/Expanded/decapped abilities names/descriptions
    -PSS icons (Credits to Darthathron, and Tlatchli for the port on Emerald)
    -Rewritten the whole damage calc, to include a no. of abilities/moves as well as the PSS split and proper AI handliing for variable base power moves.
    -Speed calculation rewritten (Credits to KDS)
    -Switch-in check rewritten
    -Accuracy calc rewritten
    -Total rewrite of ability something
    -Support for 1024 moves (A bit of everyone : Jambo51, MrDS and Me for fixing the lasts bugs)
    -Fairy type (Thanks MrDS for his tutorial)
    -Type chart updated
    -New abilities :
    Spoiler:

    No guard
    Poison Touch
    Defiant @ Credits to KDS
    Competitive @ Credits to KDS
    Tangled Feet
    Overcoat (+ grass type immune to powder moves)
    Bulletproof
    Mummy
    Gooey
    Justified
    Rattled
    Protean
    Imposter
    Desolate Land
    Delta Stream
    Primordial Sea
    Multitype
    Heatproof
    Multiscale
    Fur Coat
    Flower Gift (doesn't change cherrim form)
    Analytic
    Toxic Boost
    Flare Boost
    Adaptability
    Iron Fist
    Strong Jaw
    Mega Launcher
    Reckless
    Sand Force
    Tinted Lens
    Filter
    Solid Rock
    Weak Armor
    Anger Point
    Aftermath
    Normalize
    Aerilate
    Pixilate
    Refrigerate
    Stance Change
    Super Luck
    Scrappy
    Tough Claws
    Technician
    Sniper
    Slow Start @ Credits to KDS
    Regenerator
    Gale Wing @ Credits to KDS
    Prankster @ Credits to KDS
    Storm Drain @ Credits to KDS/MrDS and me
    Sap Sipper @ Credits to KDS/MrDS and me
    Dry Skin @ Credits to KDS/MrDS and me
    Motor Drive @ Credits to KDS/MrDS and me
    Solar power
    Unaware
    Snow Cloak
    Wonder Skin
    Victory Start
    Bad Dreams
    Poison Heal
    Sand Rush
    Snow Warning
    Ice Body
    Sand Rush
    Sand Force
    Hydration
    Infiltrator
    Mold breaker @ Credits to KDS for the biggest part of this one, MrDS for the port and me for the improvement
    Teravolt
    Turboblaze
    Download
    Fairy Aura
    Dark Aura
    Aura Break
    Other abilities have their names/descriptions, but don't do anything.

    -A bunch of move effects:
    Spoiler:

    Punishment
    Stored power
    Acrobatics
    Payback
    Foul Play
    Psystrike/shock/secred sword
    Sacred Sword
    Wring out/Crush grip
    Flying press
    Trick or treat @ not scripted yet
    forest's curse @ not scripted yet
    trick room
    wonder room
    magic room
    Electroball
    gyroball
    Discharge @ Credit to KDS
    Petal Blizzard @ Credit to KDS
    Lava Plume @ Credit to KDS
    Sludge Wave @ Credit to KDS
    Boomburst @ Credit to KDS
    Venoshock
    Hex
    Thousand arrows/smack down
    Heavy Slam
    Heat crash
    Brine
    Hurricane
    Freeze Dry
    Miracle Eye @ not scripted yet
    Shell Smash @ Credits to mamamamama
    Quiver Dance @ Credits to mamamamama
    Flare Blitz @ Credits to mamamamama
    Tail Glow @ Credit to MrDS
    Cotton Guard
    Fire/Thunder/Ice Fang @ credit to MrDS
    Lucky Chant
    Magnet Rise
    Tailwind
    Telekinesis @ not scripted yet
    Metal Burst

    -New item effects:
    Spoiler:

    Choice Specs
    Choice Scarf @ Credit to KDS
    Life Orb @ Credit to KDS for the recoil
    TimeSpace Orbs
    Expert belt
    Weakness Policy
    Iron Ball (doesn't remove immunity from spikes yet)
    Safety Goggles
    Wide lens
    Focus Sash
    Air Baloon (not finished, need to make it pop)
    Pink Scarf
    Eviolite
    Assault Vest (status moves not restricted yet)
    Flame Orb
    Toxic Orb

    -Updated abilities:
    Spoiler:

    Stench
    Sturdy
    Trace
    Drizzle
    Drought
    Pressure
    Lighting rod
    Keen eye
    Soundproof
    Absorb-type abilities

    -Updated Move Effects
    Spoiler:

    Charge @ Credits to mamamamama
    Mud sport
    Water sport
    Surf @ Credits to KDS
    Facade
    Toxic
    Blizzard
    Taunt @ Credit to KDS
    Hidden Power @ Credit to KDS
    Facade
    Disable @ Credit to Doesntknowhowtoplay
    Encore @ Credit to Doesntknowhowtoplay
    Knock off
    Wrap/whirlpool and such
    Sound based moves
    Body slam
    Minimize

    -Updated item effects:
    Spoiler:

    Light ball



    Installation And Usage:-
    Spoiler:

    Installing the base:
    Spoiler:

    1) Put all of these files in the same folder where your assembler is there. (Preferably, HackMew's Thumb assembler)
    2) Go in the defines folder, and open the file named 'startcode.asm' in a text editor, change "Myloc" to the place you want to insert your code.
    3) If you specify a value for "Myloc" less than 0xD97BC0, set Condition_To_Assemble to 1, otherwise keep it to 0. Also make sure you have 0x30000 bytes of freespace and the offset ends with a 0,4,8 or C.
    4) Assemble the file "rombase".
    5) Now you have to create a patch, the original unmodifed file to use is the "basepatch.bin", the modified file is your binary output, named "rombase.bin" by default.
    6) Apply this patch to your Rom using a patcher.
    7) Enjoy!


    Setting up Mega Evolutions/Primal reversion:
    Spoiler:

    # Make the Pokemon use their mega/primal forms:

    1) Open G3T, select the pokemon that you want to Mega Evolve.
    2) In the evolution part, choose the kind of mega/primal you want. Index 252 = Wish mega evolution (with move), 253 = Primal reversion (with item), 254 = Regular mega evolution (with item).
    3) In the "nothing required" part of G3T, you have to put the index of the Orb/Stone/Attack supposed to make your pokémon Mega Evolve/Primal Revert.
    4) In the "evolve to" part, the target must be your mega/primal form

    # Make the poke revert:
    1) Now you go in the Mega/Primal form in G3T, and do the same thing than above except two part :
    -In "nothing required" part, you set the argument to 0
    -In the "evolve to" part, the target is your non-mega evolved mega/primal form.


    Customize a bit:
    Spoiler:

    In the "defines.asm" file, there are no of item, ability related indexes in the starting portion of file, feel free to change them if you know what you're doing.
    For example, you can adjust the index of aegislash blade/shield, to make it able to transform for Stance Change.
    Same thing goes for items like life orb, griseous orb, etc.


    Using new item effects:
    Spoiler:

    Sadly, the data (icons, effects and descriptions) for new items have not been inserted yet. Only the in-battle effects for these items are implemented. So for now, create these items using David Cobb's item creation tutorials and then follow these steps:
    1) Look into "define.asm", there are lines like ".equ LifeOrbEffect, 0x43". This means 0x43 (67 in decimals) is the item Effect number for the item. You can change it if you want.
    2) Go in the item editor of G3T, change the special 1 to match with the effect number you want.

    You can also do this with PGE using a similar method.


    Altering Movesets:
    Spoiler:

    Sadly G3T, doesn't have the feature to support the learnset style for 1024 moves. So you will need to edit "movesetpoke.asm" "tablemoveset.asm" manually.


    Usage with PGE:
    Spoiler:

    PGE supports Jambo style learnsets but it does not load things like Move Table Data like G3T without needing to specify the table offsets in its ini files.
    So you need to edit the PGE ini manually to make the base work with PGE:
    1. Make a copy of "roms.ini" in GBA and paste the ini the same directory where the ROM is pesent.
    2. Open the pasted ini and scroll to the [BPEE] section.
    3. In the ini, go the last line of the [BPEE] section and insert this line "MoveTableHack=True"
    5. Open the patched ROM in a hex editor
    6. In the hex editor go to the offset x148. Look at the first 4 bytes from here. It is the pointer to the move names data in reverse hex. Convert to normal hex. Note it and in the ini file, change the value after AttackNames= to the corresponding value you obtained in hex removing the 08 prefix.
    e.g If the contents of the ROM at x148 is '64 55 F0 08', then you should specify 'AttackNames=F05564' in the ini.
    7. Similarly, AbilityNames at x1C0
    8. AttackData at x1CC
    9. ContestMoveData at x0x1C3E98
    10. AttackDescriptionTable at x0x1C3EFC
    11. AbilityDescriptionTable at x1C4
    12. AttackAnimationTable at x0xA3A44




    Planned Features:-
    Spoiler:

    - Make an installer that would automate the installation process and ensure proper updates
    - Implement moves and abilities that have not been finished yet.
    - Revamp of move Battle Scripts to match End Move events up to latest Generation standards. (for e.g activation of Color Change after the last strike of a multi-strike move).
    - Expanded the item data and insert item data.
    - Damage reducing berries
    - More item effects
    - Expanded evolution slots and add all new evolution methods (optional)
    - Pokedex Expansion (optional)
    - Implement Mega Evolution icons near HP bars.
    - AI support for newer abilities and moves


    Bugs/Suggestions:-
    Feel free to give ideas, submit bugs, report incomplete moves etc. The aim is to get all things properly working.
    Also, you can mention the moves, abilities etc. that usually have a high usage in-game which have not been implemented or partially implemented. So in that way, I will save the useless crappy abilities, moves etc. for later.

    Notes:-
    Spoiler:

    - Currently only available for TESTING since it has not been tested with Roms having an expanded Pokedex yet.
    - Requires x30000 bytes of free space.
    - Currents only supports LIPS patcher for patching and starting offsets xFD0000 and lower, due to support only till 16 MB. Also I recommend using HackMew's THUMB Assembler. Link Here
    - If you are planning to use LePugs's Emerald decap patch along with this. Then apply LePugs's patch first.
    - Alwaays remember the Golden Rule. Make a backup before you patch.


    Download Link:-
    https://www.dropbox.com/s/4otrrbza0rvz9zs/Base_Emeraldpreusage.zip?dl=0

    Credits:-
    Spoiler:

    (From kleenexfeu's side)
    Touched - I started to learn ASM with him, he taught me countless tricks, explained so many things, I wouldn't have been able to do this without his teaching.
    mamamamama - His wonderful rombase helped a lot for the move animation/description, huge thanks to him!
    Le Pug - Hundreds of move description, he really saved me a lot of time! Thanks a lot!
    KDS - Several routines and battlescripts (Defiant, multi-target moves, items, speed system...), advices, tricks that we taught to each other, big thanks!
    MrDollSteak - Several routines (Redirections moves, absorb abilities), his tutorial to expand particles/types, ability descriptions, battle graphics, big thanks too!
    DizzyEgg - Help to test mechanics on showdown, to figure out how the genVI engine works, also a lot of help for the documentation, and beta testing!
    Contributors to the Move Resource thread
    Contributors to the Quick Research and developement thread
    Doesntknowhowtoplay - advices, but mostly for his hack on the pokémon encryption, it's awesome and it helped a lot!
    FBI - He wrote a little yet so useful script to convert regular strings into something readable by the assembler, thanks!
    Kleenexfeu - For everything else

    Relevant Advertising!

      #2    
    Old April 22nd, 2016 (5:41 AM).
    Ayonn-'s Avatar
    Ayonn- Ayonn- is offline
    The Unbelivable
       
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      Sounds really good, it makes me even hesitate between FR and EM
      __________________
      In current project...
        #3    
      Old April 22nd, 2016 (5:49 AM).
      kleenexfeu kleenexfeu is offline
         
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        Finally, hope you'll do great with the base.
        In the planned features, you can add items expansion, I always planned to do it but never had time to do so. It'd be handy with all of the new item effect, the berries, the mega stones etc.
        Anyways, good luck with that!
        __________________
        Links for my work:
        Dynamic Emerald Attack ROMbase
        Arceus and Giratina Forms

        Touched's Emerald IDB + Battle stuff (probably outdated)
        Touched's Emerald IDB 6.8 + Battle stuff (probably outdated)
          #4    
        Old April 22nd, 2016 (6:35 AM).
        BluRose BluRose is offline
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          Wow! The only real thing that FireRed can say for itself nowadays is that it has the Hacked Engine, but even most of these features are easy to implement yourself...
          One question, though: How does one have working Giratina/Arceus formes without having expanded Pokémon? Or is it just confirmed that it works?
          __________________
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            #5    
          Old April 22nd, 2016 (9:03 AM).
          jirachiwishmaker's Avatar
          jirachiwishmaker jirachiwishmaker is offline
             
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            I am so sorry, I cannot assemble it successful. Is there any steps I have missing?

            Attached Images
            File Type: png 2016-04-23 00_59_01.png‎ (44.6 KB, 1224 views) (Save to Dropbox)
              #6    
            Old April 22nd, 2016 (10:00 AM).
            kleenexfeu kleenexfeu is offline
               
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              Quote:
              Originally Posted by jirachiwishmaker View Post
              I am so sorry, I cannot assemble it successful. Is there any steps I have missing?

              Apparently some file are missing, did you move some directory/files? They are all sorted, the code can't be assembled if you move things around
              __________________
              Links for my work:
              Dynamic Emerald Attack ROMbase
              Arceus and Giratina Forms

              Touched's Emerald IDB + Battle stuff (probably outdated)
              Touched's Emerald IDB 6.8 + Battle stuff (probably outdated)
                #7    
              Old April 22nd, 2016 (10:38 AM).
              Chacha Dinosaur's Avatar
              Chacha Dinosaur Chacha Dinosaur is offline
              Adamant and adaptive dinosaur.
                 
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                Quote:
                Originally Posted by Ayonn- View Post
                Sounds really good, it makes me even hesitate between FR and EM
                Thanks. Choose your base wisely. Personally, I like both.

                Quote:
                Originally Posted by kleenexfeu View Post
                Finally, hope you'll do great with the base.
                In the planned features, you can add items expansion, I always planned to do it but never had time to do so. It'd be handy with all of the new item effect, the berries, the mega stones etc.
                Anyways, good luck with that!
                Ya. I will add it. It will be a optional feature though.

                Quote:
                Originally Posted by BluRose View Post
                Wow! The only real thing that FireRed can say for itself nowadays is that it has the Hacked Engine, but even most of these features are easy to implement yourself...
                One question, though: How does one have working Giratina/Arceus formes without having expanded Pokémon? Or is it just confirmed that it works?
                I haven't tested it yet. But it should work along with the replaced Pokemon method also. Kleenex coded this so he can elaborate.

                Quote:
                Originally Posted by jirachiwishmaker View Post
                I am so sorry, I cannot assemble it successful. Is there any steps I have missing?
                Oops, I accidentally deleted a folder. Re-download.
                  #8    
                Old April 22nd, 2016 (11:55 AM).
                Ayonn-'s Avatar
                Ayonn- Ayonn- is offline
                The Unbelivable
                   
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                  Quote:
                  Originally Posted by KDS View Post
                  Thanks. Choose your base wisely. Personally, I like both.


                  Ya. I will add it. It will be a optional feature though.


                  I haven't tested it yet. But it should work along with the replaced Pokemon method also. Kleenex coded this so he can elaborate.


                  Oops, I accidentally deleted a folder. Re-download.

                  I know that hacking FR is easier, but some of your features are amazing, really ! And I played both, EM is in my heart ahaha...Awesome job again
                    #9    
                  Old April 22nd, 2016 (3:08 PM).
                  kleenexfeu kleenexfeu is offline
                     
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                    Quote:
                    Originally Posted by BluRose View Post
                    Wow! The only real thing that FireRed can say for itself nowadays is that it has the Hacked Engine, but even most of these features are easy to implement yourself...
                    One question, though: How does one have working Giratina/Arceus formes without having expanded Pokémon? Or is it just confirmed that it works?
                    Before assemblîg the base, you can choose the indexes of the pokes that will behave as arceus and the indexes of the plate. So it should works with expanded dex too. For non expanded dex, I'm sure it works as I tested it many times
                    __________________
                    Links for my work:
                    Dynamic Emerald Attack ROMbase
                    Arceus and Giratina Forms

                    Touched's Emerald IDB + Battle stuff (probably outdated)
                    Touched's Emerald IDB 6.8 + Battle stuff (probably outdated)
                      #10    
                    Old April 22nd, 2016 (5:43 PM).
                    LCCoolJ95's Avatar
                    LCCoolJ95 LCCoolJ95 is offline
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                      Uh...
                      __________________
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                      Pokémon Theta Emerald EX: https://www.pokecommunity.com/showthread.php?t=386240
                        #11    
                      Old April 22nd, 2016 (6:29 PM).
                      Gamer2020's Avatar
                      Gamer2020 Gamer2020 is offline
                      Accept no Imitations!
                         
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                        Quote:
                        Originally Posted by KDS View Post

                        Usage with GBAPGE:

                        Spoiler:

                        GBAPGE supports Jambo style learnsets but it does not load things like Move Table Data like G3T without needing to specify the table offsets in its ini files.
                        So you need to edit the GBAPGE ini manually to make it work with GBAPGE.
                        1. Open the patched ROM in a hex editor.
                        2. Open "roms.ini" in GBAPGE and scroll to the [BPEE] section.
                        3. In the hex editor go to the offset x148. Look at the first 4 bytes from here. It is the pointer to the move names data in reverse hex. Convert to normal hex. Note it and in the ini file, change the value after AttackNames=&H to the corresponding value you obtained in hex removing the 08 prefix.
                        e.g If at x148: 64 55 F0 08 then 'AttackNames=&HF05564' in the ini.
                        4. Similarly, AbilityNames at x1C0
                        5. AttackData at x1CC
                        6. ContestMoveData at x0x1C3E98
                        7. AttackDescriptionTable at x0x1C3EFC
                        8. AbilityDescriptionTable at x1C4
                        9 .AttackAnimationTable at x0xA3A44
                        First of all, the "GBA" prefix was dropped ages ago, making the program just "Pokemon Game Editor" but that's not too important. Offsets aren't prefixed with "&H" in the ini anymore, using your example "AttackNames=F05564" is the correct way. Also to define that you are using Jambo51's format you specify "MoveTableHack=True" in the ini. Most likely you are using an older version of Pokemon Game Editor. Regardless, nice job.
                        __________________

                          #12    
                        Old April 22nd, 2016 (7:04 PM).
                        C me's Avatar
                        C me C me is offline
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                          Quote:
                          Originally Posted by KDS View Post
                          Also, you can mention the moves, abilities etc. that usually have a high usage in-game which have not been implemented or partially implemented. So in that way, I will save the useless crappy abilities, moves etc. for later.
                          Well in competitive battling entry hazards like stealth rock/toxic spikes are used a lot, it would be nice to see them implemented.

                          (You knew I'd ask this disn't you )
                            #13    
                          Old April 22nd, 2016 (7:13 PM). Edited April 22nd, 2016 by jirachiwishmaker.
                          jirachiwishmaker's Avatar
                          jirachiwishmaker jirachiwishmaker is offline
                             
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                            Although it was compiled successfully, but the Lunar IPS doesn't recognize its file type: .bin. How can I do?

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                              #14    
                            Old April 22nd, 2016 (10:33 PM).
                            Chacha Dinosaur's Avatar
                            Chacha Dinosaur Chacha Dinosaur is offline
                            Adamant and adaptive dinosaur.
                               
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                              Quote:
                              Originally Posted by Ayonn- View Post
                              I know that hacking FR is easier, but some of your features are amazing, really ! And I played both, EM is in my heart ahaha...Awesome job again
                              Thanks again!

                              Quote:
                              Originally Posted by LCCoolJ95 View Post
                              Uh...
                              Did you make any changes in "startcode.asm". Also try using HackMew's assembler. Link provided in the notes section.

                              Quote:
                              Originally Posted by Gamer2020 View Post
                              First of all, the "GBA" prefix was dropped ages ago, making the program just "Pokemon Game Editor" but that's not too important. Offsets aren't prefixed with "&H" in the ini anymore, using your example "AttackNames=F05564" is the correct way. Also to define that you are using Jambo51's format you specify "MoveTableHack=True" in the ini. Most likely you are using an older version of Pokemon Game Editor. Regardless, nice job.
                              Thanks! OP updated in accordance with the new version!

                              Quote:
                              Originally Posted by C me View Post
                              Well in competitive battling entry hazards like stealth rock/toxic spikes are used a lot, it would be nice to see them implemented

                              (You knew I'd ask this disn't you )
                              Well, I'll move it in a higher priority list. It not used too much, in-game though. But with properly planned trainers with a modified AI they can provide a challenge.

                              Quote:
                              Originally Posted by jirachiwishmaker View Post
                              Although it was compiled successfully, but the Lunar IPS doesn't recognize its file type: .bin. How can I do?
                              You didn't create the patch.
                              Open Lunar IPS. Click the 'Create IPS' patch button. Then select 'basepatch.bin' as the original unmodified file. And 'rombase.bin' as the modified file. It will create the ips file. Then apply the ips.
                                #15    
                              Old April 22nd, 2016 (11:23 PM).
                              Gamer2020's Avatar
                              Gamer2020 Gamer2020 is offline
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                                Quote:
                                Originally Posted by KDS View Post
                                Thanks! OP updated in accordance with the new version!
                                Also forgot to mention, the roms.ini shouldn't be edited directly anymore either. All that's needed is an ini with the same name in the same directory.

                                Example:


                                Any plans of putting this on Github? This is something I'd consider helping with since I've been thinking about doing something similar.
                                __________________

                                  #16    
                                Old April 23rd, 2016 (1:56 AM).
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                                goranthegreat goranthegreat is offline
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                                  How do I even assemble a asm file?
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                                  #Helga pataki!
                                    #17    
                                  Old April 23rd, 2016 (3:24 AM).
                                  jirachiwishmaker's Avatar
                                  jirachiwishmaker jirachiwishmaker is offline
                                     
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                                    Tailwind effect is incomplete, the failed string part was missing. When I reused it again, the game would be crashed immediately.
                                      #18    
                                    Old April 23rd, 2016 (6:38 AM). Edited April 23rd, 2016 by jiangzhengwenjzw.
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                                    jiangzhengwenjzw jiangzhengwenjzw is offline
                                    You can (not) redo.
                                       
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                                      Quote:
                                      Originally Posted by KDS View Post
                                      stuff
                                      I've successfully created the patch but i didn't follow your instruction:
                                      I use the default offset for Myloc (0xFC7C00), but I should use ".equ Condition_To_Assemble, 0" to compile.

                                      However you've said in your thread:
                                      Quote:
                                      If you specify a value for "Myloc" less than 0xD97BC0, set Condition_To_Assemble to 0, otherwise set it to 1.
                                      and in the file startcode.asm:
                                      Quote:
                                      @@@ Set the Condition_To_Assemble below to 1 if you're assembling your code before the 0xD97BC0 region, set it to 1 otherwise.
                                      So.............. (Sad look)

                                      If anyone want to see the patch:
                                      http://www.mediafire.com/download/xyy3od6zrht0yxv/KdsDynEmPatch.ips
                                        #19    
                                      Old April 23rd, 2016 (7:05 AM).
                                      INDIAN MEW(ARAZI)'s Avatar
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                                        looking great.looking promising.

                                        good luck for base.
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                                          #20    
                                        Old April 23rd, 2016 (7:15 AM). Edited April 23rd, 2016 by Chacha Dinosaur.
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                                        Chacha Dinosaur Chacha Dinosaur is offline
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                                          Quote:
                                          Originally Posted by Gamer2020 View Post
                                          Also forgot to mention, the roms.ini shouldn't be edited directly anymore either. All that's needed is an ini with the same name in the same directory.

                                          Example:

                                          Any plans of putting this on Github? This is something I'd consider helping with since I've been thinking about doing something similar.
                                          I'll add this point also. Though, I already assumed that the hacker is putting the ROM and the ini in the same folder.
                                          I'll put this to GitHub, once I manage to finish the automated installer.

                                          Quote:
                                          Originally Posted by goranthegreat View Post
                                          How do I even assemble a asm file?
                                          Check FBI's ASM tutorial in this sub-forum.

                                          Quote:
                                          Originally Posted by jirachiwishmaker View Post
                                          Tailwind effect is incomplete, the failed string part was missing. When I reused it again, the game would be crashed immediately.
                                          That was a mistake on my part. Now it is corrected. Re-download.

                                          Quote:
                                          Originally Posted by jiangzhengwenjzw View Post
                                          I've successfully created the patch but i didn't follow your instruction:
                                          I use the default offset for Myloc (0xFC7C00), but I should use ".equ Condition_To_Assemble, 0" to compile.

                                          However you've said in your thread:

                                          and in the file startcode.asm:


                                          So.............. (Sad look)

                                          If anyone want to see the patch:
                                          http://www.mediafire.com/download/xyy3od6zrht0yxv/KdsDynEmPatch.ips
                                          Whoopsy! OP updated. What is mentioned in the ASM file is correct.. In the OP.

                                          Quote:
                                          Originally Posted by INDIAN MEW(ARAZI) View Post
                                          looking great.looking promising.

                                          good luck for base.
                                          Thanks!
                                            #21    
                                          Old April 23rd, 2016 (8:11 AM).
                                          ElijahCabugao's Avatar
                                          ElijahCabugao ElijahCabugao is offline
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                                            Base on the features, This is quiet amazing dude... Good luck on this rom base dude...
                                              #22    
                                            Old April 23rd, 2016 (12:53 PM). Edited April 23rd, 2016 by LCCoolJ95.
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                                              In the file where you have to change the indexes for Pokemon like Aegislash and Arceus, Giratina does not have an index number to replace. For Giratina Origin, it exists. But Giratina Altered, does not.

                                              Also, I'll test this with an expanded Pokédex to see if some things need work.
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                                                #23    
                                              Old April 23rd, 2016 (2:28 PM).
                                              kleenexfeu kleenexfeu is offline
                                                 
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                                                Just add a define "GiratinaIndex", I forgit it at the time
                                                Also, when you test with pokedex expansion, make sure the free ram I used and the ram used by the dex don't overwrite each other otherwise weird things will happen
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                                                  #24    
                                                Old April 23rd, 2016 (7:02 PM).
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                                                jiangzhengwenjzw jiangzhengwenjzw is offline
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                                                  Quote:
                                                  Originally Posted by KDS View Post
                                                  Whoopsy! OP updated. What is mentioned in the ASM file is correct.. In the OP.
                                                  I can see that you've corrected it Will a firered port be available after finishing the project?
                                                    #25    
                                                  Old April 23rd, 2016 (7:07 PM).
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                                                    I think that fire red port is called MRDS decap and attack rombase or my patch since it has most of this stuff and I'm trying to add most of if possible
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