Editing Moves
Author(s): MrHam88.
Implementation & Research: Aero, BlueRose, DarmaniDan, Drayano, Fexty, Lhea, Lmaokai, MapleDonut, Mixone, Paille92, RefinedPlat, Solace, TurtleIsaac, Yako?.
This page is a full guide on making changes to moves and their related data in Generation IV Pokémon games (moves, move effects, animations, learnsets, TMs, move tutors). This guide focusses on editing, re-organising and replacing existing data. There are methods to add new moves (without replacing any existing moves) to Generation IV Pokémon games, but these are significantly involved, and require moving data/tables.
The contents of the guide are proven for Platinum Version, HeartGold Version & SoulSilver Version. Many of the sections are directly applicable to Diamond Version and Pearl Version as well, but there may be differences in specific offsets when hex editing for these versions. If not stated otherwise, any hex editing offsets or files given in this page are for known good US versions of the relevant ROMs.
This guide is a collation of a number of tutorials and guides shared via other means previously (within the Kingdom of DS Hacking discord server, pastebin, GitHub etc.), with some additional content and context added. Attribution should be given to the researchers and original tutorial writers, these are noted at the beginning of the relevant sections (and collectively at the top of this section).
The contents of this guide are organised by the area of move editing, with an initial overview of data structure & some prompts/guidance on design considerations when planning move edits. The final section includes a number of case study examples to illustrate how the changes may be implemented.
The navigation bar at the top of the page, or right-hand side on PC, and the "Return to top of page" button can be used to navigate through the page in detail, below is a high-level overview of the page sections:
- Move (& Associated) Data Structure
- Design Thoughts & External Resources
- Basic Move Data (DSPRE)
- Move Effect Scripts
- Move Animations
- Move Categories (Battle Engine & AI)
- Move Compatibility (Distribution)
- Example Case Studies
A number of the sections in this guide rely upon a basic understanding of hex editing generally, and context on unpacking NARCs. An initial grounding in these subjects can be formed by reading and following these guides: