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- Buenos Aires, Argentina
- Seen Jun 17, 2023
I don't like using FireRed as a base, there is any Tutorial for PKMN Emerald?
EDIT: Take a look at this thread to make custom animations, by Chaos Rush: https://www.pokecommunity.com/threads/281520
EDIT2: Everyone do this too. Update PGE's ini file (Open up PGE, goto Help > Update > ROM ini file). Then, go to where we were changing the pointers for the attack data and such, and there should be a new pointer at the bottom that says "AttackAnimationPointer". Change that to your new location for the attack animations (the one originally at 0x1C68F4, in my examples I placed it at 0x90336C).
What code do we start with if our move is combining two effects but won't do damage? I am trying to combine foresight with lock-on to make miracle eye, but don't know where to start.
the very first post links to jambo51's development thread on how to do just that~Which is the max number of moves i can add (in the MrDs 1.5a is 511)
Is true it can't be expanded more?
@MrDollSteak
Hello
I am trying to make new effect bytes, but i want to ask something
is it possible to run a custom asm routine using a move?.
I recently made an asm routine, that heals all your pokemon in the party.
Pointers are going to be different between ROMs. The Attack Animation offset is a table, and a table in terms of ROM hacking, is a collection of pointers that the game refers to. So obviously tables will be completely different, but they will be in the same format. In order to find the Attack Animation Table in Ruby, what you should do is this:
1. Go to the offset of the table in a FireRed ROM
2. Go to the offset that the first pointer lists in the table
3. NOW search for that hex data in a Ruby ROM
4. Look at the offset that the search took you in the Ruby ROM, then convert it to a pointer
5. Search for your new pointer in the Ruby ROM
6. You should now be at the Animation Table for Ruby