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’Cause all games were better on the GBC

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#1 2021-04-13 01:11:28

aCrobat95
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Registered: 2021-03-24
Post 3/7

Pokeyellow added pokemon move issue

I've been making a pokeyellow rom hack using the disassembly. So far I've added Gardevoir using the Leafeon tutorial, all just fine, her moveset, dex etc all work.

Today I tried adding Houndour and Houndoom. I replaced the Missingnos 20 and 32 with them

While Houndoom was good with no issues, Houndour always knew Horn Drill and Bind. Other than Ember and Leer. Even though I've made sure its base stats moves are Ember/Leer/No_Move/No_Move, but it ALWAYS knew Horn Drill and Bind. I even tried removing Leer and leaving it with only Ember as starting move, and every wild Houndour I caught at lv 5 knew Ember/Horn Drill/Bind.
Houndoom was good though. No issues with that one.

Regarding previous changes I've done that might be associated with it:

- added the Dark and Steel types
- added Gardevoir (no other pokemon)
- added 10 new moves
- removed the Surfing Pikachu minigame to free space
- moved the Trainer Classes from indication EQU200 to EQU192 to open space for some more trainer classes.


Any help? Any ideas as to why this is happening?

Last edited by aCrobat95 (2021-04-13 01:47:32)


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#2 2021-04-13 21:21:50

aCrobat95
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Registered: 2021-03-24
Post 4/7

Re: Pokeyellow added pokemon move issue

Nevermind, found what I had messed up. God I feel so dumb sometimes.

Turns out I had forgotten to put a db 0 padding after the db EV_LEVEL, 24, HOUNDOOM at Houndour's EvosMoves. Took me 6 hours to realise it, lol.


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#3 2021-04-13 22:52:28

Mateo
Member
Registered: 2009-11-25
Post 3,662/3,665

Re: Pokeyellow added pokemon move issue

Ah yeah, that would definitely cause issues. The db 0 there is not just padding, it's a sentinel value that marks the end of the evolution data, just like the one at the end marks the end of the level-up move data.


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#4 2021-04-14 07:01:57

aCrobat95
New member
Registered: 2021-03-24
Post 5/7

Re: Pokeyellow added pokemon move issue

Mateo wrote:

Ah yeah, that would definitely cause issues. The db 0 there is not just padding, it's a sentinel value that marks the end of the evolution data, just like the one at the end marks the end of the level-up move data.

Hey there Mateo! Big fan of your work on Red++!

Yeah, that db 0 always seemed important wherever I saw it. I just didn't know how important until its lack broke the game xD


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