Kurapika
Nintendo Friend Code: SW-3767-2637-81
- 952
- Posts
- 12
- Years
- Lavendar Town
- Seen Apr 22, 2025
Hi guys, so, I can't figure out how to make a sound-based move. (like Growl, Sing, ...)
Do I have to find and modify the abilities Soundproof/Cacophony?? :x :x
Because I studied the moves data table thouroughtly and there is no sound-based parameter ... I guess
By the way, talking about the moves data table I figured them all except of the 3 bytes who are quiet strange, can anyone please enlighten this:
From what I understood, every move's datas are stored in 12 bytes in this form:
[Effect ID] [Power] [Type] [Accuracy] [PP] [effect's %Chance] [Target] [Priority] [Affected by King's Rock, BrightPowder, Magic Coat, Snatch, Protect/Detect, contact] [00] [00] [00]
So, the last 3 bytes are always set to 0, EXCEPT for TWO moves: Hidden Power and DragonBreath.
Hidden Power's datas: 87 46 00 64 0A 00 00 00 32 00 01 00
DragonBreath's datas: 06 3C 10 64 14 1E 00 00 32 00 01 00
Does anyone know what it means?
Also, does anyone have an idea on how to extend Metronome's range to the new moves??? PLEEEEEAASE.
Or how to make a 1/2 recoil effect? (like Head Smash)
Finally, here are the moves I have made: (I only made them by coping other moves, BPS won't work for me. I have no idea if I can use it correctly anyway.)
V-Create (Nothing amazing, just added -Speed to pawel16's Close Combat and changed -Def/-spDef into -Atk/-Def)
Fire/Ice/Thunder Fang (Copied from Jambo51's Flare Blitz)
Dragon Tail/Circle Throw (Uhm, a basic damage-dealing move that ... lol... points to Roar's effect in the end but skips the part where it checks accuracy and specialflags. THE ANIMATION OF THE MOVE WILL BE SHOWN TWICE!! I couldn't figure out how to fix this. XX YY ZZ 08 is a pointer to Roar's effect; in my rom it is stored at B0 6C 1D 08, normally. To skip the part where it checks accuracy you must skip 5 bytes, so, in my case, I ended the effect with this pointer B5 6C 1D 08.)
Hone Claws (Copied from Bulk Up, Dragon Dance & Calm Mind, ...)
Shift Gear (Same way I did with Hone Claws, copied from Dragon Dance, Bulk Up ...)
Coil (Copied from Curse. XX YY ZZ 08 is a pointer to (@XYZ), same with UU VV WW 08 which points to (@UVW), ... etc. It works like Curse, so it doesn't show the grey animation like in Bulk Up, Calm Mind... and if all 3 stats are maxed it simply say "but it failed" instead of giving 3 succesive messages. If you wan't the gray animation then do it by copying Bulk Up I guess.)
Quiver Dance (Exact same way I did with Coil, copied from Curse.)
Shell Smash (Same way I did with Coil and Quiver Dance, copied Curse and repeated the part that changes the stats twice before ENDing the effect. Of course, no grey/red/green animation... But the rest works perfectly!)
Tail Glow (Copied from Bulk Up, it increases Sp. Atk 1 stage then 2 stages, lol. I don't know how to make it increase Sp. Atk once and drastically...)
Cotton Guard (Same way I made Tail Glow...)
Miscellaneous (Copied from Overheat's effect.)
Is there some sort of tutorial, guide, or anything that gives some details or a list of the meaning of some bytes and such?? Please, I barely have an unclear idea on what some stuff does...
Do I have to find and modify the abilities Soundproof/Cacophony?? :x :x
Because I studied the moves data table thouroughtly and there is no sound-based parameter ... I guess
By the way, talking about the moves data table I figured them all except of the 3 bytes who are quiet strange, can anyone please enlighten this:
From what I understood, every move's datas are stored in 12 bytes in this form:
[Effect ID] [Power] [Type] [Accuracy] [PP] [effect's %Chance] [Target] [Priority] [Affected by King's Rock, BrightPowder, Magic Coat, Snatch, Protect/Detect, contact] [00] [00] [00]
So, the last 3 bytes are always set to 0, EXCEPT for TWO moves: Hidden Power and DragonBreath.
Hidden Power's datas: 87 46 00 64 0A 00 00 00 32 00 01 00
DragonBreath's datas: 06 3C 10 64 14 1E 00 00 32 00 01 00
Does anyone know what it means?
Also, does anyone have an idea on how to extend Metronome's range to the new moves??? PLEEEEEAASE.
Or how to make a 1/2 recoil effect? (like Head Smash)
Finally, here are the moves I have made: (I only made them by coping other moves, BPS won't work for me. I have no idea if I can use it correctly anyway.)
V-Create (Nothing amazing, just added -Speed to pawel16's Close Combat and changed -Def/-spDef into -Atk/-Def)
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 2E 85 3E 02 02 D6 15 2E 85 3E 02 02 D7 15 2E 85 3E 02 02 D8 15 28 47 69 1D 08
Fire/Ice/Thunder Fang (Copied from Jambo51's Flare Blitz)
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 2E 85 3E 02 02 (flinch)88 15 2E 85 3E 02 02 (burn/freeze/paralyz)03/04/05 15 28 47 69 1D 08
Dragon Tail/Circle Throw (Uhm, a basic damage-dealing move that ... lol... points to Roar's effect in the end but skips the part where it checks accuracy and specialflags. THE ANIMATION OF THE MOVE WILL BE SHOWN TWICE!! I couldn't figure out how to fix this. XX YY ZZ 08 is a pointer to Roar's effect; in my rom it is stored at B0 6C 1D 08, normally. To skip the part where it checks accuracy you must skip 5 bytes, so, in my case, I ended the effect with this pointer B5 6C 1D 08.)
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 28 XX YY ZZ 08
Hone Claws (Copied from Bulk Up, Dragon Dance & Calm Mind, ...)
Spoiler:
00 02 03 20 01 03 (*Note1)01 0C XX XX XX 08 20 01 00 (*Note2)06 0C E7 85 1D 08 (@XXX)09 0A 2E DF 3F 02 02 00 48 01 (*Note3)42 00 2E DE 3F 02 02 (+Atk)11 89 41 YY YY YY 08 29 00 87 3E 02 02 02 YY YY YY 08 13 7C E5 3F 08 12 40 00 (@YYY)2E DE 3F 02 02 (+Accuracy)16 89 41 EE NN DD 08 29 00 87 3E 02 02 02 EE NN DD 08 13 7C E5 3F 08 (@END)12 40 00 28 4E 69 1D 08
When I compared Bulk Up, Dragon Dance and Calm Mind, only differences were in the "internal" pointers (duh), stats (duh) and the bytes I marked with (*Notes)
*Note1: This apparently checks on weither Attack (01) is maxed or not. The next byte (0C), aparently, has to do with the game's message (OC = stats won't go any higher, while 00 = stat won't go any lower)
*Note2: This apparently checks on weither Accuracy (06) is maxed or not. The next byte, aparently, has to do with the game's message (OC = stats won't go any higher, while 00 = stat won't go any lower)
*Note3: This byte is weird, I only understood it when I converted it to binary... for exemple: 42 is 01000010 in binary. It seems that each bit is connected to one of the stats, from left to right: Evasion, Accuracy, Sp. Def., Sp. Atk, Speed, Def., Atk. and the last one is HP I guess, lol. So, 42 (01000010), supposedly, tells the game to check on Accuracy and Attack, but putting any value there doesn't seem to affect anything tough. (In Calm Mind it had the value: 30 = 00110000, Bulk Up: 06 = 00000110, Dragon Dance: 0A = 00001010)
When I compared Bulk Up, Dragon Dance and Calm Mind, only differences were in the "internal" pointers (duh), stats (duh) and the bytes I marked with (*Notes)
*Note1: This apparently checks on weither Attack (01) is maxed or not. The next byte (0C), aparently, has to do with the game's message (OC = stats won't go any higher, while 00 = stat won't go any lower)
*Note2: This apparently checks on weither Accuracy (06) is maxed or not. The next byte, aparently, has to do with the game's message (OC = stats won't go any higher, while 00 = stat won't go any lower)
*Note3: This byte is weird, I only understood it when I converted it to binary... for exemple: 42 is 01000010 in binary. It seems that each bit is connected to one of the stats, from left to right: Evasion, Accuracy, Sp. Def., Sp. Atk, Speed, Def., Atk. and the last one is HP I guess, lol. So, 42 (01000010), supposedly, tells the game to check on Accuracy and Attack, but putting any value there doesn't seem to affect anything tough. (In Calm Mind it had the value: 30 = 00110000, Bulk Up: 06 = 00000110, Dragon Dance: 0A = 00001010)
Shift Gear (Same way I did with Hone Claws, copied from Dragon Dance, Bulk Up ...)
Spoiler:
00 02 03 20 01 03 01 0C XX XX XX 08 20 01 00 03 0C E7 85 1D 08 (@XXX)09 0A 2E DF 3F 02 02 00 48 01 0A 00 2E DE 3F 02 02 (+Atk)11 89 41 YY YY YY 08 29 00 87 3E 02 02 02 YY YY YY 08 13 7C E5 3F 08 12 40 00 (@YYY)2E DE 3F 02 02 (+Accuracy)16 89 41 EE NN DD 08 29 00 87 3E 02 02 02 EE NN DD 08 13 7C E5 3F 08 (@END)12 40 00 28 4E 69 1D 08
Coil (Copied from Curse. XX YY ZZ 08 is a pointer to (@XYZ), same with UU VV WW 08 which points to (@UVW), ... etc. It works like Curse, so it doesn't show the grey animation like in Bulk Up, Calm Mind... and if all 3 stats are maxed it simply say "but it failed" instead of giving 3 succesive messages. If you wan't the gray animation then do it by copying Bulk Up I guess.)
Spoiler:
00 02 03 20 01 02 01 0C XX YY ZZ 08 20 01 01 02 0C XX YY ZZ 08 20 01 00 06 0C F2 7D 1D 08 (@XYZ)31 6C 3D 02 02 6B 3D 02 02 01 2E DC 3F 02 02 01 09 0A 2E DE 3F 02 02 11 89 41 UU VV WW 08 13 7C E5 3F 08 12 40 00 (@UVW)2E DE 3F 02 02 12 89 41 II JJ KK 08 13 7C E5 3F 08 12 40 00 (@IJK)2E DE 3F 02 02 16 89 41 EE NN DD 08 13 7C E5 3F 08 12 40 00 (@END)28 4E 69 1D 08
Quiver Dance (Exact same way I did with Coil, copied from Curse.)
Spoiler:
00 02 03 20 01 02 04 0C XX YY ZZ 08 20 01 01 05 0C XX YY ZZ 08 20 01 00 03 0C F2 7D 1D 08 (@XYZ)31 6C 3D 02 02 6B 3D 02 02 01 2E DC 3F 02 02 01 09 0A 2E DE 3F 02 02 14 89 41 UU VV WW 08 13 7C E5 3F 08 12 40 00 (@UVW)2E DE 3F 02 02 15 89 41 II JJ KK 08 13 7C E5 3F 08 12 40 00 (@IJK)2E DE 3F 02 02 13 89 41 EE NN DD 08 13 7C E5 3F 08 12 40 00 (@END)28 4E 69 1D 08
Shell Smash (Same way I did with Coil and Quiver Dance, copied Curse and repeated the part that changes the stats twice before ENDing the effect. Of course, no grey/red/green animation... But the rest works perfectly!)
Spoiler:
00 02 03 20 01 02 02 00 XX XX XX 08 20 01 02 05 00 XX XX XX 08 20 01 01 01 0C XX XX XX 08 20 01 01 04 0C XX XX XX 08 20 01 00 03 0C F2 7D 1D 08 (@XXX)31 6C 3D 02 02 6B 3D 02 02 01 2E DC 3F 02 02 01 09 0A 2E DE 3F 02 02 92 89 41 YY YY YY 08 13 7C E5 3F 08 12 40 00 (@YYY)2E DE 3F 02 02 95 89 41 ZZ ZZ ZZ 08 13 7C E5 3F 08 12 40 00 (@ZZZ)2E DE 3F 02 02 21 89 41 MM MM MM 08 13 7C E5 3F 08 12 40 00 (@MMM)2E DE 3F 02 02 24 89 41 NN NN NN 08 13 7C E5 3F 08 12 40 00 (@NNN)2E DE 3F 02 02 23 89 41 EE NN DD 08 13 7C E5 3F 08 12 40 00 (@END)28 4E 69 1D 08
Tail Glow (Copied from Bulk Up, it increases Sp. Atk 1 stage then 2 stages, lol. I don't know how to make it increase Sp. Atk once and drastically...)
Spoiler:
00 02 03 20 01 03 04 0C XX XX XX 08 20 01 00 04 0C E7 85 1D 08 (XX)09 0A 2E DF 3F 02 02 00 48 01 10 00 2E DE 3F 02 02 14 89 41 YY YY YY 08 29 00 87 3E 02 02 02 YY YY YY 08 13 7C E5 3F 08 12 40 00 (YY)2E DE 3F 02 02 24 89 41 ZZ ZZ ZZ 08 29 00 87 3E 02 02 02 ZZ ZZ ZZ 08 13 7C E5 3F 08 12 40 00 (ZZ)28 4E 69 1D 08
Cotton Guard (Same way I made Tail Glow...)
Spoiler:
00 02 03 20 01 03 02 0C XX XX XX 08 20 01 00 02 0C E7 85 1D 08 (XX)09 0A 2E DF 3F 02 02 00 48 01 04 00 2E DE 3F 02 02 12 89 41 YY YY YY 08 29 00 87 3E 02 02 02 YY YY YY 08 13 7C E5 3F 08 12 40 00 (YY)2E DE 3F 02 02 22 89 41 ZZ ZZ ZZ 08 29 00 87 3E 02 02 02 ZZ ZZ ZZ 08 13 7C E5 3F 08 12 40 00 (ZZ)28 4E 69 1D 08
Miscellaneous (Copied from Overheat's effect.)
Spoiler:
Flame Charge
2E 85 3E 02 02 D1 28 00 69 1D 08
Charge Beam/Fiery Dance
2E 85 3E 02 02 D2 28 00 69 1D 08
Acid Spray
2E 85 3E 02 02 32 28 00 69 1D 08
Mess up with the 6th byte by putting in it other values, there is a **** load of effects.
2E 85 3E 02 02 D1 28 00 69 1D 08
Charge Beam/Fiery Dance
2E 85 3E 02 02 D2 28 00 69 1D 08
Acid Spray
2E 85 3E 02 02 32 28 00 69 1D 08
Mess up with the 6th byte by putting in it other values, there is a **** load of effects.
Is there some sort of tutorial, guide, or anything that gives some details or a list of the meaning of some bytes and such?? Please, I barely have an unclear idea on what some stuff does...
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