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’Cause all games were better on the GBC

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#1 2020-07-22 12:07:59

ILuvChinPokomon
Member
Registered: 2020-06-18
Post 8/13

Physical/Special Split?

Hi can someone please tell me how to add the physical/special split functionality using Pokered Disassembly? I'm using Mateo's clean red disassembly btw. I gather it has something to do with core.asm but I don't know how to go about it.

Last edited by ILuvChinPokomon (2020-07-22 12:39:03)

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#2 2020-07-24 02:32:28

Mateo
Member
Registered: 2009-11-25
Post 3,653/3,658

Re: Physical/Special Split?

Unfortunately, I don't have a commit to link you to that shows how to do it. I added it to Red++ years ago, before I even had Red++ on github, so it is lumped into one large "Initial Red++ Changes" commit with a bunch of unrelated stuff, and using several-years-old label names.

However, I have been trying to think of tutorials that I should write for pokered's mostly-unused Wiki tab, and this seems like a good candidate for a tutorial. It was actually not that difficult to add at all. Whenever I get a chance to write it up, I'll post a tutorial about it.


I am not very active on this forum. I only pop in from time to time.

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#3 2020-07-24 03:11:44

Rangi
Member
Registered: 2016-05-09
Post 949/959

Re: Physical/Special Split?

It's one of the many tutorial ideas listed at github.com/pret/pokered/issues/278

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#4 2020-07-24 09:01:26

ILuvChinPokomon
Member
Registered: 2020-06-18
Post 10/13

Re: Physical/Special Split?

Thanks guys, I'd really appreciate that. The physical/special split is a huge part of what makes the newer Pokemon games good. So many Pokemon in gen 1 have great stats but wasted potential because they don't have the moves to accommodate them.

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#5 2020-08-05 13:57:24

ILuvChinPokomon
Member
Registered: 2020-06-18
Post 12/13

Re: Physical/Special Split?

Mateo wrote:

Unfortunately, I don't have a commit to link you to that shows how to do it. I added it to Red++ years ago, before I even had Red++ on github, so it is lumped into one large "Initial Red++ Changes" commit with a bunch of unrelated stuff, and using several-years-old label names.

Hey Mateo, could you tell me which files from the Red++ commit are relevant to look at for implementing the physical/special split? I'm going to try and see if I can figure it out.

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#6 2020-08-06 03:23:30

Mateo
Member
Registered: 2009-11-25
Post 3,655/3,658

Re: Physical/Special Split?

engine/battle/core.asm (obviously), engine/battle/physical_special_split.asm, and that should be about it other than adding a label name in wram.asm and some constants for Physical/Special/Status in constants/type_constants.asm.

You should be able to just look in my copy of battle/core.asm and search for references to PhysicalSpecialSplit and go from there. In my implementation of it, there is a table sorted by move ID that determines if a move is physical, special, or status. So you'll need to make sure that t able matches whatever moves are in your hack.

And make sure you look at the correct repo for v3. If you look at the one for v4, it will be 100% irrelevant, because v4 is not using pokered anymore.


I am not very active on this forum. I only pop in from time to time.

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#7 2020-08-08 17:48:51

ILuvChinPokomon
Member
Registered: 2020-06-18
Post 13/13

Re: Physical/Special Split?

Thanks! I'm gonna experiment and see if I can pull it off

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