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[Red/Blue] Tiple Kick Implementation

  • 12
    Posts
    259
    Days
    • Seen Apr 26, 2025
    Hi! I'm working on my ROM hack of Pokemon Red/Blue based on Pret's disassembly project.

    I am implementing new moves, bringing the total of existing moves to 255.
    Of the moves I am implementing, I am running into issues while adding Triple Kick, the signature move of Hitmontop.

    When adding the move to the game, I am not able to get the effect to work properly. Normally, the move should hit three times, guaranteed, when the move makes contact, but whenever I implement it, the move only occasionally hits 3 times, the rest of the time, the move hits only once, and I am not sure why this is.

    I added the new move by creating a new move effect, TRIPLE_KICK_EFFECT, which uses the TwoToFiveAttacksEffect pointer, and modifying the effect in engine/battle/effects.asm

    In TwoToFiveAttacksEffect:
    ...
    ld a, [hl]
    cp TWINEEDLE_EFFECT
    jr z, .twineedle
    cp ATTACK_TWICE_EFFECT
    ld a, $2 ; number of hits is always 2 for ATTACK_TWICE_EFFECT
    jr z, .saveNumberOfHits
    cp TRIPLE_KICK_EFFECT
    ld a, $3
    jr z, .saveNumberOfHits
    ...

    This on its own doesn't work, due to the way that wPlayerNumAttacksLeft is handled in engine/battle/core.asm

    Does any one with a better understanding of these functions know how I could implement the move?
     
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