MrDollSteak
Formerly known as 11bayerf1
- 858
- Posts
- 16
- Years
- Age 30
- Hong Kong
- Seen Aug 19, 2023
i have another request for abilites can u guys do ice body and magician for emerald?
Ice Body is written up at the moment but it's part of a huge set of routines so it might be a while. Magician I haven't looked into but I imagine it can go into the table that KDS did for the Life Orb thing.
So the Speed and Priority abilities are something I've had written up for awhile but since edited because of KDS and Kleenex's rewrite of the Turn Order Loader. This routine has new items included in it as well, and a few moves such as Trick Room and Tailwind.
Prankster, Gale Wings, Stall, Sand Rush, Slow Start and Quick Feet
Spoiler:
Fire Red
This routine replaces the entire Turn Order calculation to make it more efficient and to work with Gyro Ball and Electro Ball. The locations for Trick Room, Custap Berry, Slow Start and Tailwind refer to free ram locations that you allocate yourself. The one for Slow Start must be the same as the other routines for the ability.
Emerald
This routine replaces the entire Turn Order calculation to make it more efficient and to work with Gyro Ball and Electro Ball. The locations for Trick Room, Custap Berry, Slow Start and Tailwind refer to free ram locations that you allocate yourself. The one for Slow Start must be the same as the other routines for the ability.
If the command mov r10, r1 at the beginning of both routines is having trouble compiling, just set it to mov r0, r1, and once its inserted in your rom, change the hex manually of that section to 8A 46. It should be at 14CEE in Fire Red or 3CF26 in Emerald.
Spoiler:
Code:
.text
.align 2
.thumb
.thumb_func
.global TurnOrderLoader
.org 0x14CD8
Main:
push {r4-r7, lr}
mov r7, r10
mov r6, r9
mov r5, r8
push {r5-r7}
add sp, #0x04
lsl r0, r0, #0x18
lsr r0, r0, #0x18
mov r9, r0
lsl r1, r1, #0x18
lsr r1, r1, #0x18
mov r10, r1
mov r0, #0x0
str r0, [sp, #0x0]
#r9=UserBank
#r10=TargetBank
CheckTurn:
cmp r2, #0x0
bne BracketCalc
PriorityCalc:
mov r0, r9
bl PriorityBL
lsl r0, r0, #0x18
asr r3, r0, #0x18
mov r8, r3
mov r0, r10
bl PriorityBL
lsl r0, r0, #0x18
asr r4, r0, #0x18
mov r3, r8
cmp r3, r4
beq BracketCalc
cmp r3, r4
bge Exit @FirstBankGoesFirst
mov r2, #0x1
str r2, [sp, #0x0]
b Exit @SecondBankGoesFirst
BracketCalc:
mov r0, r9
bl BracketBL
mov r8, r0
mov r0, r10
bl BracketBL
mov r4, r0
mov r3, r8
cmp r3, r4
beq SpeedCalc
cmp r3, r4
bge Exit @FirstBankGoesFirst
mov r2, #0x1
str r2, [sp, #0x0]
b Exit @SecondBankGoesFirst
SpeedCalc:
mov r0, r9
bl SpeedBL
mov r8, r0
mov r0, r10
bl SpeedBL
mov r4, r0
mov r3, r8
cmp r3, r4
bne TrickRoomCheck
bl 0x044EC8
mov r1, #0x1
and r0, r1
cmp r0, #0x0
bne Exit
mov r2, #0x2 @SpeedTie
str r2, [sp, #0x0]
b Exit
TrickRoomCheck:
ldr r0, .TrickRoomLoc
ldrb r0, [r0]
cmp r0, #0x0
beq SpeedCheck
TrickRoom:
mov r8, r3
mov r3, r4
mov r4, r8
SpeedCheck:
cmp r3, r4
bcs Exit @FirstBankGoesFirst
mov r2, #0x1
str r2, [sp, #0x0]
Exit:
ldr r0, [sp, #0x0]
add sp, #0x4
pop {r3-r5}
mov r8, r3
mov r9, r4
mov r10, r5
pop {r4-r7}
pop {r1}
bx r1
.align 2
.TrickRoomLoc: .word 0x02TRTRTR
.align 2
PriorityBL:
mov r3, r0
LoadMenuChoice:
ldr r0, .MenuChoiceLoc
add r1, r3, r0
mov r0, #0x0
ldrb r1, [r1]
cmp r1, #0x0
bne Return
FightOptionChosen:
ldr r0, .ProtectStructure
lsl r1, r3, #0x4
add r1, r1, r0
ldrb r0, [r1]
lsl r0, r0, #0x1D
cmp r0, #0x0
bge LoadMoveIndex
Struggle:
mov r4, #0xA5
b BufferMoveData
LoadMoveIndex:
ldr r0, .Pointer
ldr r0, [r0, #0x0]
add r0, r3
add r0, #0x80
ldrb r0, [r0] @MoveSlotChosen
lsl r0, r0, #0x1
mov r1, #0x58
mul r1, r3
add r0, r0, r1
ldr r1, .BattleData
add r0, r0, r1
ldrh r4, [r0, #0xC]
BufferMoveData:
ldr r2, .MoveData
lsl r0, r4, #0x1
add r0, r0, r4
lsl r0, r0, #0x2
add r4, r0, r2
BufferBattleData:
ldr r0, .BattleData
add r0, #0x20
mov r1, #0x58
mul r1, r3
add r0, r0, r1
ldrb r1, [r0]
mov r0, #0x0
PranksterCheck:
cmp r1, #0x9F
bne GaleWingsCheck
Prankster:
ldrb r1, [r4, #0xA]
cmp r1, #0x2
bne LoadMovePriority
mov r0, #0x1
b LoadMovePriority
GaleWingsCheck:
cmp r1, #0xB2
bne LoadMovePriority
Galewings:
ldrb r1, [r4, #0x2]
cmp r1, #0x2
bne LoadMovePriority
mov r0, #0x1
LoadMovePriority:
ldrb r1, [r4, #0x7]
add r0, r0, r1
Return:
bx lr
.align 2
.MenuChoiceLoc: .word 0x02023D7C
.ProtectStructure: .word 0x02023E8C
.Pointer: .word 0x02023FE8
.BattleData: .word 0x02023BE4
.MoveData: .word 0x08250C04
.align 2
BracketBL:
push {lr}
mov r3, r0
mov r1, #0x58
ldr r0, .BattleDataItem
mul r1, r3
add r4, r0, r1
CheckItem:
ldrh r0, [r4, #0xE]
cmp r0, #0xAF
bne LoadItemEffect
EngimaBerry:
ldr r1, .EnigmaRamLoc
lsl r0, r3, #0x3
sub r0, r0, r3
lsl r0, r0, #0x2
add r0, r0, r1
ldrb r6, [r0, #0x7]
ldrb r5, [r0, #0x1A]
b QuickClawCheck
LoadItemEffect:
bl 0x9A924
lsl r0, r0, #0x18
lsl r6, r0, #0x18
ldrh r0, [r4, #0xE]
bl 0x9A948
lsl r0, r0, #0x18
lsl r5, r0, #0x18
QuickClawCheck:
cmp r6, #0x1A
bne CustapBerryCheck
QuickClawActivationCalc:
ldr r0, .RandomLoc
ldrh r7, [r0]
lsl r0, r5, #0x10
sub r0, r0, r5
mov r1, #0x64
bl 0x1E4018
cmp r7, r0
bge StallCheck
mov r7, #0x1
b StoreBracket
CustapBerryCheck:
cmp r6, #0x4D
bne LaggingTailCheck
CustapBerry:
CheckHP:
ldrh r0, [r4, #0x8]
ldrh r1, [r4, #0xC]
lsl r1, r1, #0x2
cmp r0, r1
bgt StallCheck
SetRamLoc:
mov r7, #0x1
ldr r0, .CustapBerryLoc
strb r7, [r0]
b StoreBracket
LaggingTailCheck:
cmp r6, #0x4A
bne StallCheck
LaggingTail:
mov r0, #0x2
neg r7, r0
b StoreBracket
StallCheck:
mov r7, #0x0
ldrb r0, [r4]
cmp r0, #0x65
bne StoreBracket
Stall:
mov r0, #0x1
neg r7, r0
StoreBracket:
mov r0, r7
PopRegister:
pop {r1}
bx r1
.align 2
.BattleDataItem: .word 0x2023C04
.EnigmaRamLoc: .word 0x2023F54
.RandomLoc: .word 0x2023E80
.CustapBerryLoc: .word 0x02CCCCCC
.align 2
SpeedBL:
push {lr}
add sp, #-0x4
mov r7, r0
mov r5, #0x58
ldr r6, .BattleData2
mul r5, r7
add r6, r5, r6
mov r5, #0x1
str r0, [sp, #0x0]
ApplyStatBoost:
ldrh r5, [r6, #0x6]
ldr r2, .StatModTable
ldrb r1, [r6, #0x1B]
lsl r1, r1, #0x1
add r2, r1, r2
ldrb r0, [r2]
mul r0, r5
ldrb r1, [r2, #0x1]
bl 0x1E4018
mov r5, r0
CloudNineCheck:
mov r0, #0x13
mov r1, #0x0
mov r2, #0xD
mov r3, #0x0
bl 0x19F18
lsl r0, r0, #0x18
cmp r0, #0x0
bne NoWeather
AirLockCheck:
mov r0, #0x0
str r0, [sp, #0x0]
mov r0, #0x13
mov r1, #0x0
mov r2, #0x4D
mov r3, #0x0
bl 0x19F18
lsl r0, r0, #0x18
cmp r0, #0x0
bne NoWeather
LoadWeather:
ldr r4, .WeatherLoc
ldrh r4, [r4]
add r2, r2, r6
add r2, #0x20
ldrb r2, [r2]
RainCheck:
mov r0, #0x7
and r0, r4
cmp r0, #0x0
beq SunCheck
SwiftSwimCheck:
cmp r2, #0x21
beq WeatherBoost
SunCheck:
mov r0, #0x60
and r0, r4
cmp r0, #0x0
beq SandstormCheck
ChlorophyllCheck:
cmp r2, #0x22
beq WeatherBoost
SandstormCheck:
mov r0, #0x18
and r0, r4
cmp r0, #0x0
beq NoWeather
SandRushCheck:
cmp r2, #0x93
bne NoWeather
WeatherBoost:
lsl r5, r5, #0x1
NoWeather:
mov r2, r6
add r2, #0x20
ldrb r2, [r2]
SlowStartCheck:
cmp r2, #0x71
bne TailwindCheck
ldr r0, .SlowStartLoc
add r0, r0, r7
CheckTurnCounter:
ldrb r0, [r0, #0x0]
cmp r0, #0x0
beq TailwindCheck
lsr r5, r5, #0x1
TailwindCheck:
ldr r0, .TailwindAddr
cmp r7, #0x1
beq EnemyTailwind
cmp r7, #0x3
beq EnemyTailwind
PlayerTailwind:
b CheckFlag
EnemyTailwind:
add r0, #0x1
CheckFlag:
ldrb r0, [r0, #0x0]
cmp r0, #0x0
beq CheckItem2
lsl r5, r5, #0x1
CheckItem2:
ldrh r0, [r6, #0x2e]
cmp r0, #0xAF
bne LoadItemEffect2
EnigmaBerry2:
ldr r1, .EnigmaRamLoc2
lsl r0, r7, #0x3
sub r0, r0, r3
lsl r0, r0, #0x2
add r0, r0, r1
ldrb r0, [r0, #0x7]
b MachoBraceCheck
LoadItemEffect2:
bl 0x9A924
lsl r0, r0, #0x18
lsr r0, r0, #0x18
MachoBraceCheck:
cmp r0, #0x18
bne IronBallCheck
lsr r5, r5, #0x1
IronBallCheck:
cmp r0, #0x47
bne QuickPowderCheck
lsr r5, r5, #0x1
QuickPowderCheck:
cmp r0, #0x48
bne ChoiceScarfCheck
ldrh r0, [r6]
cmp r0, #0x84
bne ChoiceScarfCheck
lsr r1, r5, #0x1
add r5, r1, r5
ChoiceScarfCheck:
cmp r0, #0x1D
bne BadgeCheck
bl 0x9A948
lsl r0, r0, #0x18
lsl r0, r0, #0x18
cmp r0, #0x2
bne BadgeCheck
lsr r0, r5, #0x1
add r5, r0, r5
BadgeCheck:
ldr r0, .BadgeLoc
ldr r0, [r0]
mov r1, #0x2
and r0, r1
cmp r0, #0x0
bne StatusCheck
ldr r0, .Flag
bl 0x6E6D0
lsl r0, r0, #0x18
cmp r0, #0x0
beq StatusCheck
mov r0, r7
bl 0x751C4
lsl r0, r0, #0x18
cmp r0, #0x0
bne StatusCheck
mov r0, #0x6E
mul r0, r5
mov r1, #0x64
bl 0x1E460C
mov r5, r0
StatusCheck:
ldr r0, [r6, #0x4c]
add r6, #0x20
ldrb r1, [r6, #0x0]
cmp r1, #0x9B
bne ParalysisCheck
QuickFeetCheck:
cmp r0, #0x0
beq ReturnSpeed
lsl r5, r5, #0x1
b ReturnSpeed
ParalysisCheck:
mov r1, #0x40
and r0, r1
cmp r0, #0x0
beq ReturnSpeed
lsr r5, r5, #0x2
ReturnSpeed:
mov r0, r5
add sp, #0x4
pop {r1}
bx r1
.align 2
.BattleData2: .word 0x02023BE4
.StatModTable: .word 0x0825DEAD
.WeatherLoc: .word 0x02023F1C
.SlowStartLoc: .word 0x02SSSSSS
.TailwindAddr: .word 0x02TTTTTT
.EnigmaRamLoc2: .word 0x02023F54
.BadgeLoc: .word 0x02022B4C
.Flag: .word 0x00000822
Emerald
Spoiler:
Code:
.text
.align 2
.thumb
.thumb_func
.global TurnOrderLoader
.org 0x3CF10
Main:
push {r4-r7, lr}
mov r7, r10
mov r6, r9
mov r5, r8
push {r5-r7}
add sp, #-0x4
lsl r0, r0, #0x18
lsr r0, r0, #0x18
mov r9, r0
lsl r1, r1, #0x18
lsr r1, r1, #0x18
mov r10, r1
mov r0, #0x0
str r0, [sp, #0x0]
#r9=UserBank
#r10=TargetBank
CheckTurn:
cmp r2, #0x0
bne BracketCalc
PriorityCalc:
mov r0, r9
bl PriorityBL
lsl r0, r0, #0x18
asr r3, r0, #0x18
mov r8, r3
mov r0, r10
bl PriorityBL
lsl r0, r0, #0x18
asr r4, r0, #0x18
mov r3, r8
cmp r3, r4
beq BracketCalc
cmp r3, r4
bge Exit @FirstBankGoesFirst
mov r2, #0x1
str r2, [sp, #0x0]
b Exit @SecondBankGoesFirst
BracketCalc:
mov r0, r9
bl BracketBL
mov r8, r0
mov r0, r10
bl BracketBL
mov r4, r0
mov r3, r8
cmp r3, r4
beq SpeedCalc
cmp r3, r4
bge Exit @FirstBankGoesFirst
mov r2, #0x1
str r2, [sp, #0x0]
b Exit @SecondBankGoesFirst
SpeedCalc:
mov r0, r9
bl SpeedBL
mov r8, r0
mov r0, r10
bl SpeedBL
mov r4, r0
mov r3, r8
cmp r3, r4
bne TrickRoomCheck
bl 0x6F5CC
mov r1, #0x1
and r0, r1
cmp r0, #0x0
bne Exit
mov r2, #0x2 @SpeedTie
str r2, [sp, #0x0]
b Exit
TrickRoomCheck:
ldr r0, .TrickRoomLoc
ldrb r0, [r0]
cmp r0, #0x0
beq SpeedCheck
TrickRoom:
mov r8, r3
mov r3, r4
mov r4, r8
SpeedCheck:
cmp r3, r4
bcs Exit @FirstBankGoesFirst
mov r2, #0x1
str r2, [sp, #0x0]
Exit:
ldr r0, [sp, #0x0]
add sp, #0x4
pop {r3-r5}
mov r8, r3
mov r9, r4
mov r10, r5
pop {r4-r7}
pop {r1}
bx r1
.align 2
.TrickRoomLoc: .word 0x02TRTRTR
.align 2
PriorityBL:
mov r3, r0
LoadMenuChoice:
ldr r0, .MenuChoiceLoc
add r1, r3, r0
mov r0, #0x0
ldrb r1, [r1]
cmp r1, #0x0
bne Return
FightOptionChosen:
ldr r0, .ProtectStructure
lsl r1, r3, #0x4
add r1, r1, r0
ldrb r0, [r1]
lsl r0, r0, #0x1D
cmp r0, #0x0
bge LoadMoveIndex
Struggle:
mov r4, #0xA5
b BufferMoveData
LoadMoveIndex:
ldr r0, .Pointer
ldr r0, [r0, #0x0]
add r0, r3
add r0, #0x80
ldrb r0, [r0] @MoveSlotChosen
lsl r0, r0, #0x1
mov r1, #0x58
mul r1, r3
add r0, r0, r1
ldr r1, .BattleData
add r0, r0, r1
ldrh r4, [r0, #0xC]
BufferMoveData:
ldr r2, .MoveData
lsl r0, r4, #0x1
add r0, r0, r4
lsl r0, r0, #0x2
add r4, r0, r2
BufferBattleData:
ldr r0, .BattleData
add r0, #0x20
mov r1, #0x58
mul r1, r3
add r0, r0, r1
ldrb r1, [r0]
mov r0, #0x0
PranksterCheck:
cmp r1, #0x9F
bne GaleWingsCheck
Prankster:
ldrb r1, [r4, #0xA]
cmp r1, #0x2
bne LoadMovePriority
mov r0, #0x1
b LoadMovePriority
GaleWingsCheck:
cmp r1, #0xB2
bne LoadMovePriority
Galewings:
ldrb r1, [r4, #0x2]
cmp r1, #0x2
bne LoadMovePriority
mov r0, #0x1
LoadMovePriority:
ldrb r1, [r4, #0x7]
add r0, r0, r1
Return:
bx lr
.align 2
.MenuChoiceLoc: .word 0x0202421C
.ProtectStructure: .word 0x0202433C
.Pointer: .word 0x0202449C
.BattleData: .word 0x02024084
.MoveData: .word 0x0831C198
.align 2
BracketBL:
push {lr}
mov r3, r0
mov r1, #0x58
ldr r0, .BattleDataItem
mul r1, r3
add r4, r0, r1
CheckItem:
ldrh r0, [r4, #0xE]
cmp r0, #0xAF
bne LoadItemEffect
EngimaBerry:
ldr r1, .EnigmaRamLoc
lsl r0, r3, #0x3
sub r0, r0, r3
lsl r0, r0, #0x2
add r0, r0, r1
ldrb r6, [r0, #0x7]
ldrb r5, [r0, #0x1A]
b QuickClawCheck
LoadItemEffect:
bl 0xD74DC
lsl r0, r0, #0x18
lsl r6, r0, #0x18
ldrh r0, [r4, #0xE]
bl 0xD7500
lsl r0, r0, #0x18
lsl r5, r0, #0x18
QuickClawCheck:
cmp r6, #0x1A
bne CustapBerryCheck
QuickClawActivationCalc:
ldr r0, .RandomLoc
ldrh r7, [r0]
lsl r0, r5, #0x10
sub r0, r0, r5
mov r1, #0x64
bl 0x2E7540
cmp r7, r0
bge StallCheck
mov r7, #0x1
b StoreBracket
CustapBerryCheck:
cmp r6, #0x4D
bne LaggingTailCheck
CustapBerry:
CheckHP:
ldrh r0, [r4, #0x8]
ldrh r1, [r4, #0xC]
lsl r1, r1, #0x2
cmp r0, r1
bgt StallCheck
SetRamLoc:
mov r7, #0x1
ldr r0, .CustapBerryLoc
strb r7, [r0]
b StoreBracket
LaggingTailCheck:
cmp r6, #0x4A
bne StallCheck
LaggingTail:
mov r0, #0x2
neg r7, r0
b StoreBracket
StallCheck:
mov r7, #0x0
ldrb r0, [r4]
cmp r0, #0x65
bne StoreBracket
Stall:
mov r0, #0x1
neg r7, r0
StoreBracket:
mov r0, r7
PopRegister:
pop {r1}
bx r1
.align 2
.BattleDataItem: .word 0x020240A4
.EnigmaRamLoc: .word 0x02024404
.RandomLoc: .word 0x02024330
.CustapBerryLoc: .word 0x02CCCCCC
.align 2
SpeedBL:
push {lr}
add sp, #-0x4
mov r7, r0
mov r5, #0x58
ldr r6, .BattleData2
mul r5, r7
add r6, r5, r6
mov r5, #0x1
str r0, [sp, #0x0]
ApplyStatBoost:
ldrh r5, [r6, #0x6]
ldr r2, .StatModTable
ldrb r1, [r6, #0x1B]
lsl r1, r1, #0x1
add r2, r1, r2
ldrb r0, [r2]
mul r0, r5
ldrb r1, [r2, #0x1]
bl 0x2E7540
mov r5, r0
CloudNineCheck:
mov r0, #0x13
mov r1, #0x0
mov r2, #0xD
mov r3, #0x0
bl 0x42828
lsl r0, r0, #0x18
cmp r0, #0x0
bne NoWeather
AirLockCheck:
mov r0, #0x0
str r0, [sp, #0x0]
mov r0, #0x13
mov r1, #0x0
mov r2, #0x4D
mov r3, #0x0
bl 0x42828
lsl r0, r0, #0x18
cmp r0, #0x0
bne NoWeather
LoadWeather:
ldr r4, .WeatherLoc
ldrh r4, [r4]
add r2, r2, r6
add r2, #0x20
ldrb r2, [r2]
RainCheck:
mov r0, #0x7
and r0, r4
cmp r0, #0x0
beq SunCheck
SwiftSwimCheck:
cmp r2, #0x21
beq WeatherBoost
SunCheck:
mov r0, #0x60
and r0, r4
cmp r0, #0x0
beq SandstormCheck
ChlorophyllCheck:
cmp r2, #0x22
beq WeatherBoost
SandstormCheck:
mov r0, #0x18
and r0, r4
cmp r0, #0x0
beq NoWeather
SandRushCheck:
cmp r2, #0x93
bne NoWeather
WeatherBoost:
lsl r5, r5, #0x1
NoWeather:
mov r2, r6
add r2, #0x20
ldrb r2, [r2]
SlowStartCheck:
cmp r2, #0x71
bne TailwindCheck
ldr r0, .SlowStartLoc
add r0, r0, r7
CheckTurnCounter:
ldrb r0, [r0, #0x0]
cmp r0, #0x0
beq TailwindCheck
lsr r5, r5, #0x1
TailwindCheck:
ldr r0, .TailwindAddr
cmp r7, #0x1
beq EnemyTailwind
cmp r7, #0x3
beq EnemyTailwind
PlayerTailwind:
b CheckFlag
EnemyTailwind:
add r0, #0x1
CheckFlag:
ldrb r0, [r0, #0x0]
cmp r0, #0x0
beq CheckItem2
lsl r5, r5, #0x1
CheckItem2:
ldrh r0, [r6, #0x2e]
cmp r0, #0xAF
bne LoadItemEffect2
EnigmaBerry2:
ldr r1, .EnigmaRamLoc2
lsl r0, r7, #0x3
sub r0, r0, r3
lsl r0, r0, #0x2
add r0, r0, r1
ldrb r0, [r0, #0x7]
b MachoBraceCheck
LoadItemEffect2:
bl 0xD74DC
lsl r0, r0, #0x18
lsr r0, r0, #0x18
MachoBraceCheck:
cmp r0, #0x18
bne IronBallCheck
lsr r5, r5, #0x1
IronBallCheck:
cmp r0, #0x47
bne QuickPowderCheck
lsr r5, r5, #0x1
QuickPowderCheck:
cmp r0, #0x48
bne ChoiceScarfCheck
ldrh r0, [r6]
cmp r0, #0x84
bne ChoiceScarfCheck
lsr r1, r5, #0x1
add r5, r1, r5
ChoiceScarfCheck:
cmp r0, #0x1D
bne BadgeCheck
bl 0xD7500
lsl r0, r0, #0x18
lsl r0, r0, #0x18
cmp r0, #0x2
bne BadgeCheck
lsr r0, r5, #0x1
add r5, r0, r5
BadgeCheck:
ldr r0, .BadgeLoc
ldr r0, [r0]
ldr r1, .BadgeCheck
and r0, r1
cmp r0, #0x0
bne StatusCheck
ldr r0, .Flag
bl 0x9D790
lsl r0, r0, #0x18
cmp r0, #0x0
beq StatusCheck
mov r0, r7
bl 0xA6A30
lsl r0, r0, #0x18
cmp r0, #0x0
bne StatusCheck
mov r0, #0x6E
mul r0, r5
mov r1, #0x64
bl 0x2E7B68
mov r5, r0
StatusCheck:
ldr r0, [r6, #0x4c]
add r6, #0x20
ldrb r1, [r6, #0x0]
cmp r1, #0x9B
bne ParalysisCheck
QuickFeetCheck:
cmp r0, #0x0
beq ReturnSpeed
lsl r5, r5, #0x1
b ReturnSpeed
ParalysisCheck:
mov r1, #0x40
and r0, r1
cmp r0, #0x0
beq ReturnSpeed
lsr r5, r5, #0x2
ReturnSpeed:
mov r0, r5
add sp, #0x4
pop {r1}
bx r1
.align 2
.BattleData2: .word 0x02024084
.StatModTable: .word 0x08329D2E
.WeatherLoc: .word 0x020243CC
.SlowStartLoc: .word 0x02SSSSSS
.TailwindAddr: .word 0x02TTTTTT
.EnigmaRamLoc2: .word 0x02024404
.BadgeLoc: .word 0x02022FEC
.BadgeCheck: .word 0x023F0102
.Flag: .word 0x00000868
If the command mov r10, r1 at the beginning of both routines is having trouble compiling, just set it to mov r0, r1, and once its inserted in your rom, change the hex manually of that section to 8A 46. It should be at 14CEE in Fire Red or 3CF26 in Emerald.
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