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Code: Move Resource Thread

For Emerald:

All credits to Chaos Rush as I've pretty much just edited his Gastro Acid (and his post).

Worry Seed:
First insert this string:
Spoiler:
(it says, "[the target] acquired Insomnia!")

Next insert this ASM code:
Spoiler:

And finally, use this battle script:
Spoiler:

Note that your setword command might be different from mine depending on whether you used KDS' or Hidoran's port.

String at A20000 (Sky Attack's)
Code:
FD 0F B4 E7 00 D6 D9 D7 D5 E1 D9 00 D7 E0 E3 D5 DF D9 D8 00 DD E2 00 D5 00 DC D5 E6 E7 DC 00 E0 DD DB DC E8 AB FF

Just a small nitpick:
A string that is more consistent with the official games would be:
Code:
 FD 0F 00 D6 D9 D7 D5 E1 D9 00 FE D7 E0 E3 D5 DF D9 D8 00 DD E2 00 D5 00 DC D5 E6 E7 DC 00 E0 DD DB DC E8 AB FF

I didn't check the other two but I can see that they use FD 0F B4 E7 instead of just FD 0F.
 
Last edited:
For Emerald:

Credits to KDS for his original script.

Soak:
First insert this string:
Spoiler:
(it says, "[the target] transformed into the Water type!")

Next, insert this script:
Spoiler:

Note: In the official gen VI games, if a Pokemon is already pure water, the animation will still play and the move will afterwards say "But it failed!". However, I felt that this was a bit inconsistent with the rest of the game so I decided not to play the animation if the move fails.

If you want it exactly like the official games, feel free to move attackanimation and waitanimation to above the 17 jumpiftype.

Speaking of the 17 jumpiftypes; that was the only way I could get the game to change Pokemon that are part water to pure water while still having the move fail if the Pokemon is already pure water.

Note 2: This script takes into account the fairy-type assuming you have put it as type 17 as per MrDS. tutorial.
 
Last edited:
For Emerald:

Credits to KDS for his original script.

Soak:
First insert this string:
Spoiler:
(it says, "[the target] transformed into the Water type!")

Next, insert this script:
Spoiler:

Note: In the official gen VI games, if a Pokemon is already pure water, the animation will still play and the move will afterwards say "But it failed!". However, I felt that this was a bit inconsistent with the rest of the game so I decided not to play the animation if the move fails.

If you want it exactly like the official games, feel free to move attackanimation and waitanimation to above the 17 jumpiftype.

Speaking of the 17 jumpiftypes; that was the only way I could get the game to change Pokemon that are part water to pure water while still having the move fail if the Pokemon is already pure water.

Note 2: This script takes into account the fairy-type assuming you have put it as type 17 as per MrDS. tutorial.

To improve that, you could call an asm routine like:

Spoiler:


I didn't tested but it should work
 
Last edited:
Some more animations for Emerald:
Assurance:
Spoiler:

Bug Bite:
Spoiler:

Gunk Shot:
Spoiler:

Hammer Arm:
Spoiler:

Icicle Crash:
Spoiler:

Magnet Rise (the Splash animation admittedly looks ugly, but I have nothing better that can simulate the up-down movement of the sprite during the animation. If you can come up with something better, by all means post it.):
Spoiler:

Miracle Eye:
Spoiler:
 
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I got the Force Palm working for Emerald. Credits to mamamama for the animation, I just figured out how it works.
Animation
Code:
00 C0 27 00 9F 27 00 97 27 0A 03 28 01 0C 0C 08 19 87 00 3F 02 68 5E 59 08 02 08 F0 FF 00 00 00 00 00 00 0A 00 01 00 03 00 00 00 05 19 8B 00 3F 02 AA AA AA 08 03 04 00 00 00 00 01 00 02 00 03 AD 51 0D 08 05 05 01 00 04 00 00 00 06 00 01 00 05 0B 03 0D 08 FF
AA AA AA 08 is the pointer for this:
97 27 C0 27 94 4A 52 08 9C C6 2E 08 00 00 00 00 48 73 59 08 89 63 11 08 FF

Example with the last code in 9DDeC0:
Code:
00 C0 27 00 9F 27 00 97 27 0A 03 28 01 0C 0C 08 19 87 00 3F 02 68 5E 59 08 02 08 F0 FF 00 00 00 00 00 00 0A 00 01 00 03 00 00 00 05 19 8B 00 3F 02 C0 DE 9D 08 03 04 00 00 00 00 01 00 02 00 03 AD 51 0D 08 05 05 01 00 04 00 00 00 06 00 01 00 05 0B 03 0D 08 FF
 
I haven't contributed here in awhile (sad I know) but I'm here to bring an updated Struggle, as well as a Head Smash 1/2 recoil effect.

To make Head Smash work just give it the same move effect as Take Down (NOT Double-Edge), as the check for the move is contained in the 1/4 recoil damage effect.

Struggle and Head Smash

Spoiler:
 
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I haven't contributed here in awhile (sad I know) but I'm here to bring an updated Struggle, as well as a Head Smash 1/2 recoil effect.

To make Head Smash work just give it the same move effect as Take Down (NOT Double-Edge), as the check for the move is contained in the 1/4 recoil damage effect.

Struggle and Head Smash

Spoiler:

There's an error at line 10. This expression is wrong: " ldrb r0, #0x0"
 
It's alright, all of us procrastinate to some extent. By the way since you have added a updated animations section, I might as well share my updated Mud Shot animation:
Spoiler:

Noob here, how did you get that background for the battle scene? It looks very nice. Any link to where/how I can do the same?
 
Not sure if it is the right place to ask, but. Does anybody knows why the move "trick" doesn't work when used by the opponent in the games? Or why "thief" doesn't actually steals your item? Is it possible to fix that?

That's intentional because the game designers didn't want opponents to actually take your items permanently, and they didn't think to restore the item after the battle. There isn't really any way to fix this (I think) because it was programmed into the Thief/Trick effects.
 
Heavy Slam for Fire Red. The script is simple as for Doesnt's ASMs. Use the callasm command just after the pp reducer and before damagecalculator in the script:

The ASM:
Spoiler:

I have a problem with this routine, it always sets the move power to 120 no matter the weight. I removed all bolded lines and changed the value of dexData.
 
I have a problem with this routine, it always sets the move power to 120 no matter the weight. I removed all bolded lines and changed the value of dexData.

There is some bug in this routine. The emerald one is accurate. Port the emerald one back to FR.
 
Compare the Pokemon expansion tutorial for FR and Emerald. You will be able to find it.
Found it.

Some new effects:
3. Final Gambit:
Spoiler:
You made a typo there. Instead of userBank(...6B) you gave the offset for targetbank(...6C). And that means this move will always deal damage equal to target's current HP.
 
I haven't contributed here in awhile (sad I know) but I'm here to bring an updated Struggle, as well as a Head Smash 1/2 recoil effect.

To make Head Smash work just give it the same move effect as Take Down (NOT Double-Edge), as the check for the move is contained in the 1/4 recoil damage effect.

Struggle and Head Smash

Spoiler:

Fire Red routine, line 17(emerald one too). Please change ldrb to ldrh because now it won't work if Head Smash's index is higher than 0xFF.
 
I haven't contributed here in awhile (sad I know) but I'm here to bring an updated Struggle, as well as a Head Smash 1/2 recoil effect.

To make Head Smash work just give it the same move effect as Take Down (NOT Double-Edge), as the check for the move is contained in the 1/4 recoil damage effect.

Struggle and Head Smash

Spoiler:
Light of Ruin also has the 50% recoil effect, and alas I don't know how to modify this code to affix the effect to multiple moves instead of just one. This should be addressed.
 
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