;Mgamerz Enhanced Enemies Mod v0.001 ;12/17/2016 ;Apply to MMBN3 ENGLISH WHITE version only! Apply with ARMIPS: ;armips filename.asm input equ whitevanilla.gba ; Put the name of your ROM here fspace equ 0x800000; Put the ROM free space offset here .gba .open input,output.gba,8000000h rngaddress EQU 0x080016a2|1b timestopchipcall EQU 08008E54h ;Flashman Chips flashmanchipcount EQU 4h flashmanChipHookAddress EQU 0x080B6726 gutsmanChipHookAddress EQU 0x080B8592 gutsmanZPunchHookAddress EQU 0x080B84C6 gutsmanChipCount EQU 4h gutsmanZPunchChipCount EQU 3h gutsmanMovesBeforeZPunch EQU 6h teamfamily EQU 3Fh areafamily EQU 0h stagefamily EQU 4h trumpyfamily EQU 26h sensorfamily EQU 3Eh grabbackfamily EQU 15h mpchipfamily EQU 18h .org 08235156h ;Free Space .align 2 rngRoutine: ldr r0, =rngaddress bx r0 pop r15 ;===========================FLASH MAN========================== loadFlashmanRandomChip: push r14 bl rngRoutine ;GET RNG result AND PUT INTO r0 mov r1, flashmanchipcount ;number of chips in selection list swi 6; Divide ldr r0,=@@flashmanChipLookupTable ;Load address of chip lookup table (defined below) mov r2,0x03 ; Load r2 with 3 mul r1,r2 ;Multiple the remainder result by the size of the structs (3 bytes) - this will provide an offset into the chip lookup table add r0,r0,r1 ;calculate the address using the offset, store in r0 ldrb r3, [r0,0x02] ;load byte from *r0 (offset 2 forward) into r3 (dmg) ldrb r1, [r0,0x01] ;load byte from *r0 (offset 1 forward) into r1 (sublevel) ldrb r0, [r0,0x00] ;load byte from *r0 (direct addr) into r0 (family) ldrb r2,[r5,16h] ; ...this is actually the object's alliance enemy/allied pop r15 ;Call Chip ;ldr r6, =timestopchipcall ;push r14 ;bx r6 ;ldrb r2,[r5,#0x16] ;pop r15 .pool @@flashmanChipLookupTable: .byte teamfamily, 0h, 0h .byte areafamily, 1h, 10h .byte stagefamily, 4h, 0h .byte trumpyfamily, 1h, 0h ;-----------------------------GUTS MAN---------------------- ;This block is unused right now due to spam issues ;loadGutsmanRandomChip: ;push r14 ;bl rngRoutine ;mov r1, gutsmanchipcount ;swi 6; Divide ;ldr r0,=@@gutsmanChipLookupTable ;Load address of chip lookup table (defined below) ;mov r2,0x03 ; Load r2 with 3 ;mul r1,r2 ;Multiple the remainder result by the size of the structs (3 bytes) - this will provide ;an offset into the chip lookup table ;add r0,r0,r1 ;calculate the address using the offset, store in r0 ;ldrb r3, [r0,0x02] ;load byte from *r0 (offset 2 forward) into r3 (dmg) ;ldrb r1, [r0,0x01] ;load byte from *r0 (offset 1 forward) into r1 (sublevel) ;ldrb r0, [r0,0x00] ;load byte from *r0 (direct addr) into r0 (family) ;ldrb r2,[r5,16h] ; ...this is actually the object's alliance enemy/allied ;pop r15 ;.pool ;@@gutsmanChipLookupTable: ;.byte teamfamily, 0h, 0h ;.byte areafamily, 1h, 10h ;.byte stagefamily, 4h, 0h ;.byte trumpyfamily, 1h, 0h loadZPunchRandomChip: push r14 bl rngRoutine mov r1, gutsmanZPunchChipCount swi 6; Divide ldr r0,=@@gutsmanZPunchLookupTable ;Load address of chip lookup table (defined below) mov r2,0x03 ; Load r2 with 3 mul r1,r2 ;Multiple the remainder result by the size of the structs (3 bytes) - this will provide an offset into the chip lookup table add r0,r0,r1 ;calculate the address using the offset, store in r0 ldrb r3, [r0,0x02] ;load byte from *r0 (offset 2 forward) into r3 (dmg) ldrb r1, [r0,0x01] ;load byte from *r0 (offset 1 forward) into r1 (sublevel) ldrb r0, [r0,0x00] ;load byte from *r0 (direct addr) into r0 (family) ldrb r2,[r5,16h] ; ...this is actually the object's alliance enemy/allied pop r15 .pool @@gutsmanZPunchLookupTable: ;.byte teamfamily, 0h, 0h ;.byte areafamily, 1h, 10h ;.byte stagefamily, 4h, 0h .byte trumpyfamily, 2h, 0h .byte sensorfamily, 2h, 100h .byte mpchipfamily, 2h, 0h ;==================HOOKS================ .org flashmanChipHookAddress flashmanChipHook: ;push r14 bl loadFlashmanRandomChip nop ;.org gutsmanChipHookAddress ;gutsmanAreaGrabChipHook: ;bl loadGutsmanRandomChip ;nop .org gutsmanZPunchHookAddress bl loadZPunchRandomChip ;Hook z-punch chip and use my routine instead ;nop ;=================PATCHES=============== ;--------------GUTSMAN PATCHES---------- .org 0x080B7DF0 ;gutsman set move counter here to 0xFF so this attack no longer comes up mov r0, #0x0 ;reset to 0 instead of past .org 0x080b7de8 ;gutsmans checks if his move count is same as this in order to activate Z-Punch cmp r0, gutsmanMovesBeforeZPunch .org 0x080b7dcc ;gutsman checks this value and if his hp is less he can use zpunch. by default it is division by 2 by shifting to the right by 1. add r1, r1, 1 ;add 1 HP so its one over the max. Can use zpunch anytime now .org 0x080b8590 ;gutsmans areagrab response chip mov r0, grabbackfamily mov r1, 0x1 ;grabrevenge sublevel ldrb r2,[r5,#0x16] mov r3,#0x32 ;50 damage per hit ;.org 0x080ae6a4 ;gutsman beta AI - delay after shockwave ;.byte 0x64 ;contact damage .close ; eof