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Adding New Moves into Emerald

Thanks! Haven't tested that yet but I can guarantee to have those necessary. Are you sure with DE83A? You said that it seems to mess up move animations when the limiter is disabled.

Edited the first post!

So far it only mess with the second part of doom desire animation. My animation offset is 2D841E if you want to test because I don't know how to explain.. But it's not a big deal.
 
Repoint all references of the Move Effects to the new offset. Replace all A8862D08 to the pointer of your new table (example: your new table is at F10000 then your pointer should be 0000F108).
So I understand what it means to repoint something, but I don't know what exactly this means. Where/how do I go about repointing to the new location (which in my case is E3DB48)?

The Attack Editor on GBA Pokemon Game Editor doesn't seem to have a way to repoint the Move Effects table.
 
So I understand what it means to repoint something, but I don't know what exactly this means. Where/how do I go about repointing to the new location (which in my case is E3DB48)?

The Attack Editor on GBA Pokemon Game Editor doesn't seem to have a way to repoint the Move Effects table.

If your new table is at E3DB48, just replace all pointers of the old table (A8 86 2D 08) into your new table 48 DB E3 08. Another way to edit effects table is using Battle Script Pro "BSP"

Announcement: I will be redoing this tutorial more clear and clean.
 
So I understand what it means to repoint something, but I don't know what exactly this means. Where/how do I go about repointing to the new location (which in my case is E3DB48)?

The Attack Editor on GBA Pokemon Game Editor doesn't seem to have a way to repoint the Move Effects table.

You repoint with an Hex editor by selecting a bunch of hex number, it is not done with an Attack Editor.

Try HxD
 
Okay thanks, guys. That's helps a lot. But just to be clear, I've counted 6 pointers, is that right? (sorry)
 
Okay thanks, guys. That's helps a lot. But just to be clear, I've counted 6 pointers, is that right? (sorry)

Which one that counted six pointers? Is it the effects, animations, descriptions table? Well, no matter how much the occurrences have counted, it will still be pointing to a certain data.

Anyway, I have rewritten the tutorial in a very clean and clear way.

My 200th post... I'm a happy Misdreavus. LOL
 
I appreciate you
 
Great job on this, All 719 moves from gen 1-7 are ready to go in my hack, but there is one issue, blank moves are appearing as meditate for me instead of "-" and I can't figure out why. I'm assuming there is a pointer somewhere that points to the normally empty move slot for the blank moves, but I still haven't found anything yet. If you find something, please let me know! Thank you again for this tutorial.
 
Update: It is only doing it in battle, the moves are fine in the pokemon's summary. Also tried renaming meditate in PGE, but that didn't work either.
 
I have a problem with adding new moves. After I added new moves to my rom hack, I tried editing the movesets of each Pokemon. But when I go to my game, the entire screen is white and unplayable. Please tell me what I did wrong and stop ignoring me when I post here. It sucks that everyone else gets to edit the movesets of pkmn in their games, yet I always screw up my game. Tell me how? I think its unfair that everyone gets to make whatever rom hacks they do and I always have to start over everytime I mess up. Its bull. Absolute bull. If you guys won't show me instead of telling me, then maybe rom hacks should be illegal. Just forget it...
 
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Need help
I am use Emerald
I add new moves, but Metronome working only Pound (1) to Psycho Boost (354) How to expand random moves for Metronome
 
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