ref: fe8d3c51a4056f0dd61dbef332ad9e714b82089a
dir: /vc/pokered.patch.template/
;Format Sample ;[xxxx] ;User-defined Name (Max:31 chars) ;Mode = 1 ;1:Fixcode; 2:Fixvalue; 3:Mask; 4:Palette; 5:Double Frame Buffer ;Type = 0 ;0:Begin 1:End ;Index = 0 ;Index ;Address = x1F8000 ;ROM Address ;MemAddress = x2000 ;RAM Address ;Fixcode = 0 ;Mode1: Fixed Rom Code; Mode2: Fixed Value ;DelayFrame = 0 ;Delay Frame ;FadeFrame = 0 ;Fade Frame 0:Off ;DarkEnable0 = 0 ;0:Off, 1:On (for Normal Mode) ;ReduceEnable0 = 0 ;0:Off, 1:On (for Normal Mode) ;MotionBEnable0 = 0 ;0:Off, 1:Black Fade, 2:, 3:Frame Blend (for Normal Mode) ;Dark0 = 10 ;0~10 (for Normal Mode) ;ReduceColorR0 = 0 ;0~31 (for Normal Mode) ;ReduceColorG0 = 0 ;0~31 (for Normal Mode) ;ReduceColorB0 = 0 ;0~31 (for Normal Mode) ;MotionBlur0 = 31 ;0~31 (for Normal Mode) ;DarkEnable1 = 0 ;0:Off, 1:On (for Green Mode) ;ReduceEnable1 = 0 ;0:Off, 1:On (for Green Mode) ;MotionBEnable1 = 0 ;0:Off, 1:Black Fade, 2:, 3:Frame Blend (for Green Mode) ;Dark1 = 10 ;0~10 (for Green Mode) ;ReduceColorR1 = 0 ;0~31 (for Green Mode) ;ReduceColorG1 = 0 ;0~31 (for Green Mode) ;ReduceColorB1 = 0 ;0~31 (for Green Mode) ;MotionBlur1 = 31 ;0~31 (for Green Mode) ;PaletteX = c31,31,31 ;X:0~15, cR,G,B (0~31) [SaveLimit] Mode = 12 Type = 1 Index = {hex sGameData} Address = {hex sGameDataEnd} ;[Fix pokemon] ;Mode = 2 ;Address = 0x1551 ;Type = 3 [send_send_buf2] Mode = 2 Address = {HEX @} Type = 29 [send_send_buf2_ret] Mode = 2 Address = {HEX @} Type = 30 [send_byt2] Mode = 2 Address = {HEX @+5} Type = 31 [send_byt2_ret] Mode = 2 Address = {HEX @} Type = 32 [send_dummy] Mode = 2 Address = {HEX @} Type = 33 [send_dummy_end] Mode = 2 Address = {HEX @} Type = 34 [FIGHT] Mode = 1 Address = {HEX @+1} Fixcode = {PATCH +1} [FIGHT2] Mode = 1 Address = {HEX @+1} Fixcode = {PATCH +1} [Network10] Mode = 1 Address = {HEX @+1} Fixcode = {PATCH +1} [Network11] Mode = 1 Address = {HEX @+1} Fixcode = {PATCH +1} [Network17] Mode = 2 Address = {HEX @} Type = 5 [Network424] Mode = 2 Address = {HEX @} Type = 4 [Network200] Mode = 2 Address = {HEX @} Type = 4 [Network_RECHECK] Mode = 2 Address = {HEX @} Type = 7 [Network_STOP] Mode = 2 Address = {HEX @} Type = 8 [Network_END] Mode = 2 Address = {HEX @} Type = 9 [Network_RESET] Mode = 2 Address = {HEX @} Type = 10 [linkCable fake begin] Mode = 2 Address = {HEX @} Type = 16 [linkCable fake end] Mode = 2 Address = {HEX @} Type = 17 [linkCable block input] Mode = 2 Address = {HEX @+5} Type = 18 ;[save game start] ;Mode = 2 ;Address = 0x59E6 ;Type = 19 [save game end] Mode = 2 Address = {HEX @} Type = 20 ;93 A7 A4 7F AB A8 AD AA 7F A7 ;at 93 [Change_MSG] Mode = 1 Address = {HEX @+1} Fixcode = {PATCH_ +1 20} [fight_ret] Mode = 1 Address = {HEX @} Fixcode = {PATCH} [fight_ret_c] Mode = 2 Address = {HEX @} Type = 98 ; The effect_no decide which animation will be played. ; So we use it as a condition value. The address of effect_no is 0xd07c ; a7 c0 3e 05 ea ; and a A7 ; ret nz C0 ; ; ld a,5 3E 05 ; ld (anime_buf),a EA ; ; ;effect_select_rdy: ; ld (effect_no),a ; ; call put_wait ; ; ld a,B_EFFECT_SELECT ;rsm033659 ;no151 mega punch [FPA 001 Begin] Mode = 3 Type = 0 Address = {HEX @} MotionBEnable0 = 3 MotionBlur0 = 21 MotionBEnable1 = 3 MotionBlur1 = 21 ConditionType = 11 ConditionValueA = {dws_ wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wStringBuffer+5 wAnimationID 00 wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wStringBuffer+4 wAnimationID 00 wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wAnimationID} ConditionValueB = {dws_ == == == == == == || == == == == == == || == == == == == } ConditionValueC = {dws_ "M" "E" "G" "A" "P" MEGA_PUNCH 00 "S" "E" "L" "F" "D" MEGA_PUNCH 00 "E" "X" "P" "L" MEGA_PUNCH } [FPA 001 End] Mode = 3 Type = 1 Address = {HEX @} ConditionType = 0 ConditionValueA = {dws_ wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wStringBuffer+5 wAnimationID} ConditionValueB = {dws_ == == == == == == } ConditionValueC = {dws_ "M" "E" "G" "A" "P" MEGA_PUNCH } ;rsm032916 ;no117 guillotine [FPA 002 Begin] Mode = 3 Type = 0 Address = {HEX @} MotionBEnable0 = 3 MotionBlur0 = 9 MotionBEnable1 = 3 MotionBlur1 = 8 ConditionType = 0 ConditionValueA = {dws_ wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wAnimationID} ConditionValueB = {dws_ == == == == == } ConditionValueC = {dws_ "G" "U" "I" "L" GUILLOTINE } [FPA 002 End] Mode = 3 Type = 1 Address = {HEX @} ConditionType = 0 ConditionValueA = {dws_ wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wAnimationID} ConditionValueB = {dws_ == == == == == } ConditionValueC = {dws_ "G" "U" "I" "L" GUILLOTINE } ;rsm041307 ;no150 mega kick [FPA 003 Begin] Mode = 3 Type = 0 Address = {HEX @} MotionBEnable0 = 3 MotionBlur0 = 25 MotionBEnable1 = 3 MotionBlur1 = 21 ConditionType = 0 ConditionValueA = {dws_ wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wStringBuffer+5 wAnimationID} ConditionValueB = {dws_ == == == == == == } ConditionValueC = {dws_ "M" "E" "G" "A" "K" MEGA_KICK } ;rsm001929 ;no123 bubble beam [FPA 004 Begin@FPA_Bubblebeam_Begin] Mode = 3 Type = 0 Address = {hex @} MotionBEnable0 = 3 MotionBlur0 = 30 ConditionType = 0 ConditionValueA = {dws_ wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wAnimationID} ConditionValueB = {dws_ == == == == == } ConditionValueC = {dws_ "B" "U" "B" "B" BUBBLEBEAM } [FPA 004 End] Mode = 3 Type = 1 Address = {hex @} ConditionType = 11 ConditionValueA = {dws_ wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wAnimationID 00 wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wStringBuffer+5 wAnimationID} ConditionValueB = {dws_ == == == == == || == == == == == == } ConditionValueC = {dws_ "B" "U" "B" "B" BUBBLEBEAM 00 "M" "E" "G" "A" "K" MEGA_KICK } ;rsm103658 ;no116 hyper beam [FPA 005 Begin@FPA_Hyper_Beam_Begin] Mode = 3 Type = 0 Address = {HEX @} MotionBEnable0 = 1 MotionBlur0 = 5 MotionBEnable1 = 1 MotionBlur1 = 5 ConditionType = 0 ConditionValueA = {dws_ wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wAnimationID} ConditionValueB = {dws_ == == == == == } ConditionValueC = {dws_ "H" "Y" "P" "E" HYPER_BEAM } [FPA 005 End] Mode = 3 Type = 1 Address = {HEX @} ConditionType = 0 ConditionValueA = {dws_ wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wAnimationID} ConditionValueB = {dws_ == == == == == } ConditionValueC = {dws_ "H" "Y" "P" "E" HYPER_BEAM } ;rsm133358 ;no57 thunderbolt [FPA 006 Begin@FPA_Thunderbolt_Begin] Mode = 3 Type = 0 Address = {HEX @} MotionBEnable0 = 3 MotionBlur0 = 30 ConditionType = 0 ConditionValueA = {dws_ wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wAnimationID} ConditionValueB = {dws_ == == == == == } ConditionValueC = {dws_ "T" "H" "U" "N" THUNDERBOLT } [FPA 006 End@FPA_Thunderbolt_End] Mode = 3 Type = 1 Address = {HEX @} ConditionType = 0 ConditionValueA = {dws_ wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wAnimationID} ConditionValueB = {dws_ == == == == == } ConditionValueC = {dws_ "T" "H" "U" "N" THUNDERBOLT } ;rsm152340 ;no159 reflect [FPA 007 Begin@FPA_Reflect_Begin] Mode = 3 Type = 0 Address = {hex @} MotionBEnable0 = 1 MotionBlur0 = 6 MotionBEnable1 = 1 MotionBlur1 = 5 ConditionType = 0 ConditionValueA = {dws_ wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wAnimationID} ConditionValueB = {dws_ == == == == == } ConditionValueC = {dws_ "R" "E" "F" "L" REFLECT } [FPA 007 End] Mode = 3 Type = 1 Address = {HEX @} ConditionType = 0 ConditionValueA = {dws_ wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wAnimationID} ConditionValueB = {dws_ == == == == == } ConditionValueC = {dws_ "R" "E" "F" "L" REFLECT } ;rsm171812 ;no156 dream eater [FPA 008 Begin@FPA_Dream_Eater_Begin] Mode = 3 Type = 0 Address = {hex @} MotionBEnable0 = 3 MotionBlur0 = 10 MotionBEnable1 = 3 MotionBlur1 = 7 ConditionType = 0 ConditionValueA = {dws_ wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wAnimationID} ConditionValueB = {dws_ == == == == == } ConditionValueC = {dws_ "D" "R" "E" "A" DREAM_EATER } [FPA 008 End] Mode = 3 Type = 1 Address = {HEX @} ConditionType = 0 ConditionValueA = {dws_ wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wStringBuffer+4} {dws/ wAnimationID} ConditionValueB = {dws_ == == == == == } {dws/ == } ConditionValueC = {dws_ "B" "L" "I" "Z" "Z" } {dws/ BLIZZARD } ;rsm174650 ;no36 spore [FPA 009 Begin@FPA_Spore_Begin] Mode = 3 Type = 0 Address = {HEX @} MotionBEnable0 = 3 MotionBlur0 = 8 MotionBEnable1 = 3 MotionBlur1 = 8 ConditionType = 0 ConditionValueA = {dws_ wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wAnimationID} ConditionValueB = {dws_ == == == == == } ConditionValueC = {dws_ "S" "P" "O" "R" SPORE } ;rsm152115 ;no12 rock slide [FPA 010 Begin] Mode = 3 Type = 0 Address = {HEX @} MotionBEnable0 = 3 MotionBlur0 = 27 ConditionType = 0 ConditionValueA = {dws_ wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wAnimationID} ConditionValueB = {dws_ == == == == == } ConditionValueC = {dws_ "R" "O" "C" "K" ROCK_SLIDE } [FPA 010 End] Mode = 3 Type = 1 Address = {HEX @} ConditionType = 11 ConditionValueA = {dws_ wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wAnimationID 00 wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wAnimationID 00 wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wAnimationID 00 wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wStringBuffer+4 wAnimationID 00 wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wStringBuffer+4 wAnimationID 00 wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wStringBuffer+5 wAnimationID 00 wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wAnimationID 00 wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wAnimationID} ConditionValueB = {dws_ == == == == == || == == == == == || == == == == == || == == == == == == || == == == == == == || == == == == == == || == == == == == || == == == == == } ConditionValueC = {dws_ "D" "R" "E" "A" DREAM_EATER 00 "R" "O" "C" "K" ROCK_SLIDE 00 "S" "P" "O" "R" SPORE 00 "S" "E" "L" "F" "D" MEGA_PUNCH 00 "S" "E" "L" "F" "D" SELFDESTRUCT 00 "C" "O" "N" "F" "S" CONFUSION 00 "E" "X" "P" "L" EXPLOSION 00 "E" "X" "P" "L" MEGA_PUNCH } ;explosion ;No76 explosion [FPA 76 Begin] Mode = 3 Type = 0 Address = {HEX @} MotionBEnable0 = 3 MotionBlur0 = 28 ConditionType = 0 ConditionValueA = {dws_ wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wAnimationID} ConditionValueB = {dws_ == == == == == } ConditionValueC = {dws_ "E" "X" "P" "L" EXPLOSION } ;No56 self-destruct [FPA 56 Begin] Mode = 3 Type = 0 Address = {HEX @} MotionBEnable0 = 3 MotionBlur0 = 23 ConditionType = 0 ConditionValueA = {dws_ wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wStringBuffer+4 wAnimationID} ConditionValueB = {dws_ == == == == == == } ConditionValueC = {dws_ "S" "E" "L" "F" "D" SELFDESTRUCT} ;No131 blizzard [FPA 131 Begin] Mode = 3 Type = 0 Address = {HEX @} MotionBEnable0 = 3 MotionBlur0 = 26 ConditionType = 0 ConditionValueA = {dws_ wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wStringBuffer+4 wAnimationID} ConditionValueB = {dws_ == == == == == == } ConditionValueC = {dws_ "B" "L" "I" "Z" "Z" BLIZZARD } ;confusion [FPA conf Begin] Mode = 3 Type = 0 Address = {hex @} MotionBEnable1 = 3 MotionBlur1 = 21 ConditionType = 0 ConditionValueA = {dws_ wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wStringBuffer+5 wAnimationID} ConditionValueB = {dws_ == == == == == == } ConditionValueC = {dws_ "C" "O" "N" "F" "S" CONFUSION } ;phychic [FPA phy Begin] Mode = 3 Type = 0 Address = {hex @} MotionBEnable1 = 3 MotionBlur1 = 21 ConditionType = 0 ConditionValueA = {dws_ wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wStringBuffer+5 wAnimationID} ConditionValueB = {dws_ == == == == == == } ConditionValueC = {dws_ "P" "S" "Y" "C" "I" PSYCHIC_M } [FPA phy End] Mode = 3 Type = 1 Address = {hex @} ConditionType = 0 ConditionValueA = {dws_ wStringBuffer wStringBuffer+1 wStringBuffer+2 wStringBuffer+3 wStringBuffer+5 wAnimationID} ConditionValueB = {dws_ == == == == == == } ConditionValueC = {dws_ "P" "S" "Y" "C" "I" PSYCHIC_M }