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Okay, this is my first ASM-related thing. Basically, I have figured out how to alter a Pokemon's index number, while not letting it turn into a bad egg.
First of all, in a Ruby rom, place this routine somewhere. We'll call this "JPAN Routine 1":
It is a modified version of JPAN's decryption routine, which I changed so that it works with Ruby.
Next, put this next code somewhere in the rom. It is also by JPAN, so we'll call it, "JPAN Routine 2":
Both of the routines above were written by JPAN, I just modified it so that it works on Pokemon Ruby.
However, here is a custom routine made by me (and might I say, my first ASM routine ever). Insert this into free space:
What this routine does is, is changes the first Pokemon of your party to whatever value you stored in 0x8005. It only works however, if you called JPAN's first routine before it, and if you call JPAN's second routine after my routine.
Now that you've inserted JPAN's routines and my own routine, here is how you apply them: In any script (like a signpost), place this:
Now you can easily alter the first Pokemon of your party to anything you want. For example, this is what my signpost looks like:
This will change the first Pokemon of my party into Blastoise (0x9 is Blastoise's hex number). Let's try it out.
The reason why this might be useful is that I can now do form changes in my 649 Project, and I can "fake" more than 5 evolutions by having certain Pokemon switch into a different index number (but identical stat-wise), such as a second Eevee that can evolve into Leafeon or Glaceon. Hopefully this is useful to some other people as well.
First of all, in a Ruby rom, place this routine somewhere. We'll call this "JPAN Routine 1":
Spoiler:
Code:
.text
.align 2
.thumb
.thumb_func
.global newroutine
main:
PUSH {R0-R7,LR}
LDR R5, var_8004
LDRH R5, [R5, #0x0]
LDR R4, party_addr
MOV R6, #0x64
LDR R7, New_poke_addr
MUL R5, R6
ADD R4, R4, R5
B decrypt
.hword 0x0000
var_8004: .word 0x0202E8CC
party_addr: .word 0x03004360
New_poke_addr: .word 0x0203F400
decrypt:
LDR R0, [R4, #0x0]
PUSH {R0}
LDR R1, [R4,#0x4]
EOR R1, R0
STR R1, [R7, #0x0]
LDRH R1, [R4, #0x1C]
STRH R1, [R7, #0x6]
MOV R2, #0x20
ADD R0, R2, R4
MOV R2, #0x18
ADD R1, R2, R7
MOV R2, #0xC
LDR R5, [R7, #0x0]
decrypt_loop:
LDR R3, [R0, #0x0]
EOR R3, R5
STR R3, [R1, #0x0]
ADD R1, #0x4
ADD R0, #0x4
SUB R2, #0x1
CMP R2, #0x0
BNE decrypt_loop
POP {R0}
MOV R1, #0x18
MOV R2, #0xC0
LSL R2, R2, #0x18
CMP R2, R0
BHI lower_than_c
SUB R0, R0, R2
lower_than_c:
LSR R2, R2, #0x1
CMP R2, R0
BCS lower_than_6
SUB R0, R0, R2
LSL R0, R0, #0x0
lower_than_6:
SWI #0x6
ADD R0, R1, #0x0
MOV R1, #6
SWI #0x6
g_in_first:
CMP R0, #0x0
BNE g_in_second
MOV R2, #0x18
B g_final
g_in_second:
CMP r1, #0x1
BGT g_in_third
MOV R2, #0x24
B g_final
g_in_third:
MOV R2, #1
AND R2, R1
CMP R2, #1
BEQ g_in_fourth
MOV R2, #0x30
B g_final
g_in_fourth:
MOV R2, #0x3C
g_final:
ADD R2, R7, R2
STR R2, [R7, #0x8]
m_in_first:
CMP R0, #0x3
BNE m_in_second
MOV R2, #0x18
B m_final
m_in_second:
CMP R1, #0x4
BLT m_in_third
MOV R2, #0x24
B m_final
m_in_third:
MOV R2, #0x1
AND R2, R1
CMP R2, #0x1
BNE m_in_fourth
MOV R2, #0x30
B m_final
m_in_fourth:
MOV R2, #0x3C
m_final:
ADD R2, R7, R2
STR R2, [R7,#0x14]
a_first: CMP R0, #0x1
BGT a_second
CMP R0, #0x0
BEQ a_lesser_second
MOV R2, #0x18
B a_final
a_second:
MOV R3, #0x2
BEQ a_greater_second
CMP R1, #0x3
BEQ a_greater_second
CMP R1, #0x0
BEQ a_greater_third
CMP R1, #0x5
BEQ a_greater_third
MOV R2, #0x3C
B a_final
a_greater_second:
MOV R2, #0x24
B a_final
a_greater_third:
MOV R2, #0x30
B a_final
a_lesser_second:
CMP R1, #0x1
BGT a_lesser_third
MOV R2, #0x24
B a_final
a_lesser_third:
MOV R2, #0x1
AND R2, R1
CMP R2, #0x2
BNE a_lesser_fourth
MOV R2, #0x30
B a_final
a_lesser_fourth:
MOV R2, #0x3C
a_final:
ADD R2, R7, R2
STR R2, [R7,#0xC]
e_first:
CMP R0, #0x2
BLT e_second
CMP R0, #0x2
BGT e_greater_second
MOV R2, #0x18
B e_final
e_second:
CMP R1, #0x2
BEQ e_lesser_second
CMP R1, #0x3
BEQ e_lesser_second
CMP R1, #0x0
BEQ e_lesser_third
CMP R1, #0x5
BEQ e_lesser_third
MOV R2, #0x3C
B e_final
e_lesser_second:
MOV R2, #0x24
B e_final
e_lesser_third:
MOV R2, #0x30
B e_final
e_greater_second:
CMP R1, #0x5
BLT e_greater_third
MOV R2, #0x24
B e_final
e_greater_third:
MOV R2, #1
AND R2, R1
CMP R2, #0
BEQ e_greater_fourth
MOV R2, #0x30
B e_final
e_greater_fourth:
MOV R2, #0x3C
e_final:
ADD R2, R7, R2
STR R2, [R7,#0x10]
POP {R0-R7,PC}
Next, put this next code somewhere in the rom. It is also by JPAN, so we'll call it, "JPAN Routine 2":
Spoiler:
Code:
.text
.align 2
.thumb
.thumb_func
.global nextroutine
main:
push {r0-r7, lr}
ldr r5, var_8004
ldrh r5, [r5, #0x0]
ldr r4, Party_addr
mov r6, #0x64
ldr r7, new_store_addr
mul r5, r6
add r4, r4, r5
b calc_checksum
.hword 0x0000
var_8004: .word 0x0202E8CC
Party_addr: .word 0x03004360
new_store_addr: .word 0x0203f400
calc_checksum:
mov r2, #0x1c
add r0, r4, r2
mov r2, #0x18
add r1, r7, r2
mov r5, #0x0
checksum_add:
ldrh r3, [r1, #0x0]
add r5, r3, r5
add r1, #0x2
sub r2, #0x1
cmp r2, #0x0
bhi checksum_add
lsl r5, r5, #0x10
lsr r5, r5, #0x10
strh r5, [r0, #0x0]
sub r1, #0x30
add r0, #0x4
mov r2, #0xc
ldr r5, [r7, #0x0]
store_loop:
ldr r3, [r1, #0x0]
eor r3, r5
str r3, [r0, #0x0]
add r0, #0x4
add r1, #0x4
sub r2, #0x1
cmp r2, #0x0
bhi store_loop
pop {r0-r7, pc}
However, here is a custom routine made by me (and might I say, my first ASM routine ever). Insert this into free space:
Code:
.text
.align 2
.thumb
.thumb_func
.global newroutine
main:
push {r0-r3, lr}
ldr r0, .POOP
ldr r0, [r0]
ldr r1, .var_8005
ldrh r3, [r1]
mov r1, r3
str r1, [r0]
strh r1, [r0]
pop {r0-r3,pc}
.align 2
.POOP:
.word 0x0203f408
.var_8005:
.word 0x0202E8CE
Now that you've inserted JPAN's routines and my own routine, here is how you apply them: In any script (like a signpost), place this:
Code:
callasm 0x(offset of JPAN Routine 1, +1)
setvar 0x8005 0x(index number of the Pokemon that it will change into)
callasm 0x(offset of my routine, +1)
callasm 0x(offset of JPAN Routine 2, +1)
end
Now you can easily alter the first Pokemon of your party to anything you want. For example, this is what my signpost looks like:
Spoiler:
Code:
'---------------
#org 0x14D808
callasm 0x8C00001
setvar 0x8005 0x9
callasm 0x8C001C1
callasm 0x8C00141
msgbox 0x816AE50 MSG_SIGN '"I just changed the first Pokémon\n..."
end
'---------
' Strings
'---------
#org 0x16AE50
= I just changed the first Pokémon\nof your party into a Blastoise.\lDeal with it.
![[PokeCommunity.com] [Ruby] Changing a Pokemon's species without ruining the checksum [PokeCommunity.com] [Ruby] Changing a Pokemon's species without ruining the checksum](https://i1151.photobucket.com/albums/o625/ChaosRush/1.png)
![[PokeCommunity.com] [Ruby] Changing a Pokemon's species without ruining the checksum [PokeCommunity.com] [Ruby] Changing a Pokemon's species without ruining the checksum](https://i1151.photobucket.com/albums/o625/ChaosRush/2.png)
![[PokeCommunity.com] [Ruby] Changing a Pokemon's species without ruining the checksum [PokeCommunity.com] [Ruby] Changing a Pokemon's species without ruining the checksum](https://i1151.photobucket.com/albums/o625/ChaosRush/1-1.png)
![[PokeCommunity.com] [Ruby] Changing a Pokemon's species without ruining the checksum [PokeCommunity.com] [Ruby] Changing a Pokemon's species without ruining the checksum](https://i1151.photobucket.com/albums/o625/ChaosRush/3.png)
![[PokeCommunity.com] [Ruby] Changing a Pokemon's species without ruining the checksum [PokeCommunity.com] [Ruby] Changing a Pokemon's species without ruining the checksum](https://i1151.photobucket.com/albums/o625/ChaosRush/4.png)
![[PokeCommunity.com] [Ruby] Changing a Pokemon's species without ruining the checksum [PokeCommunity.com] [Ruby] Changing a Pokemon's species without ruining the checksum](https://i1151.photobucket.com/albums/o625/ChaosRush/5.png)
![[PokeCommunity.com] [Ruby] Changing a Pokemon's species without ruining the checksum [PokeCommunity.com] [Ruby] Changing a Pokemon's species without ruining the checksum](https://i1151.photobucket.com/albums/o625/ChaosRush/2-1.png)
The reason why this might be useful is that I can now do form changes in my 649 Project, and I can "fake" more than 5 evolutions by having certain Pokemon switch into a different index number (but identical stat-wise), such as a second Eevee that can evolve into Leafeon or Glaceon. Hopefully this is useful to some other people as well.
Last edited: