>>57841369>I changed the first byte from 07 to 08 to expand the table, and wrote the 16-bit value 0x145 (45 01) at index 08 in the list (02:D310). Then I changed DD0B to 08, and now my Cyndaquil's fourth move is SPIN STRIKE (0x145).>For a list of move IDs see: >https://pastebin.com/0VGTuuecWow anon you're incredible! I had to read that all a few times just to put it all together, don't think I would've gotten that far by myself, or at least not anytime soon lol. Thank you so much bro, you've helped me out a LOT with this!
I just have one more question, or two I guess if you can answer them. Since the 16 bit moves occupy an extra byte does that mean standard codes just won't work and the only method is the memory editor? Does the code format need to change?
I might've missed something obvious, but since Shell Strike is at 0x145 I tried the code 45010BDD and it gives the last mon Scald very consistently. The codes 46010BDD and 55010BDD both do the same thing too, and when I tried the same code 45010BDD on the Autumn Patch the game gave me Scratch instead.
I know I won't need codes anymore with how you did it, but I thought it would be more convenient in the future, especially HM codes. Not a big deal though.
Secondly, since mons are also stored in 16 bit could I follow a "similar" process to create Wild Modifier codes too? Not a priority either, but would help with unbreedable mons like Zapdos, maybe even take egg hatching out of the equations for shiny hunts (although really not necessary).