Manekimoney
Banned
- 169
- Posts
- 7
- Years
- Seen Jan 18, 2024
(This is for a binary hack, not one that is 100% done using decomp)
While I do enjoy the concept of Hustle, being a more "fair" version of Huge Power, as the Pokemon RNG goes, you actually miss about 50% percent of the time, instead of supposed 20%. This make it very frustrating to use.
I tried to find the offset of Hustle, by using the decomp (changing just the ATK increase formula and accuracy decrease formula and comparing that to a clean Fire Red ROM), but changing the data messes up the entire structure of the hex, making it completely different and impossible to recognize, where the change actually is.
Just for some info, this is the code for hustle ATK boost, located in the "pokemon.c" file:
And this is the one for hustle accuracy, located in the "battle_script_commands.c" file:
So, does anybody have any idea, how I could get these 2 offsets? Is perhaps there a way to change these numbers in decomp in a way, that doesn't mess up the entire hex?
This thread is more of a last resort more than anything. I don't fully expect for someone to just come up with the straight answer, but I would appreaciate any help.
While I do enjoy the concept of Hustle, being a more "fair" version of Huge Power, as the Pokemon RNG goes, you actually miss about 50% percent of the time, instead of supposed 20%. This make it very frustrating to use.
I tried to find the offset of Hustle, by using the decomp (changing just the ATK increase formula and accuracy decrease formula and comparing that to a clean Fire Red ROM), but changing the data messes up the entire structure of the hex, making it completely different and impossible to recognize, where the change actually is.
Just for some info, this is the code for hustle ATK boost, located in the "pokemon.c" file:
Code:
if (attacker->ability == ABILITY_HUSTLE)
attack = (150 * attack) / 100;
And this is the one for hustle accuracy, located in the "battle_script_commands.c" file:
Code:
if (gBattleMons[gBattlerAttacker].ability == ABILITY_HUSTLE && IS_TYPE_PHYSICAL(type))
calc = (calc * 80) / 100;
So, does anybody have any idea, how I could get these 2 offsets? Is perhaps there a way to change these numbers in decomp in a way, that doesn't mess up the entire hex?
This thread is more of a last resort more than anything. I don't fully expect for someone to just come up with the straight answer, but I would appreaciate any help.