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This tutorial is for how to add a new TM or HM. As an example, we'll add TM51 Aeroblast and HM08 Softboiled.
(I'm using Softboiled as an HM example because it already has a field effect outside of battle. Creating new field-effect moves is beyond the scope of this tutorial.)
## Contents
1. [Define constants with `add_tm` or `add_hm`](#1-define-constants-with-add_tm-or-add_hm)
2. [Define standard item data](#2-define-standard-item-data)
3. [Update the TM/HM move table](#3-update-the-tmhm-move-table)
4. [Add the TM or HM to base learnsets](#4-add-the-tm-or-hm-to-base-learnsets)
5. [Make the HM move unforgettable](#5-make-the-hm-move-unforgettable)
6. [Adding up to 120 new TMs or HMs](#6-adding-up-to-120-new-tms-or-hms)
## 1. Define constants with `add_tm` or `add_hm`
Edit [constants/item_constants.asm](../blob/master/constants/item_constants.asm):
```diff
add_tm: MACRO
if !DEF(TM01)
TM01 EQU const_value
enum_start 1
endc
define _\@_1, "TM_\1"
const _\@_1
enum \1_TMNUM
ENDM
; see data/moves/tmhm_moves.asm for moves
add_tm DYNAMICPUNCH ; bf
...
add_tm NIGHTMARE ; f2
+ add_tm AEROBLAST
NUM_TMS EQU const_value - TM01 - 2 ; discount ITEM_C3 and ITEM_DC
add_hm: MACRO
if !DEF(HM01)
HM01 EQU const_value
endc
define _\@_1, "HM_\1"
const _\@_1
enum \1_TMNUM
ENDM
add_hm CUT ; f3
...
add_hm WATERFALL ; f9
+ add_hm SOFTBOILED
NUM_HMS EQU const_value - HM01
```
The `add_tm` and `add_hm` macros simultaneously define the next item constant (`TM_AEROBLAST` and `HM_SOFTBOILED` respectively) and the next `TMNUM` constant (`AEROBLAST_TMNUM` and `SOFTBOILED_TMNUM`). The item constants are used for `giveitem` scripts, in Mart inventories, etc. The `TMNUM` constants are not used directly, but get referred to by the `tmhm` learnsets in Pokémon base data. (We'll see how that works later.)
(This also demonstrates why Rock Smash would be an inconvenient example for adding a new HM. TM08 is already Rock Smash, and we can't define `ROCK_SMASH_TMNUM` twice, so we would have to do the extra work of replacing TM08 with some other move.)
## 2. Define standard item data
First of all, unlike [regular items](Add-a-new-item), we don't need to edit [data/items/descriptions.asm](../blob/master/data/items/descriptions.asm) or [data/items/item_effects.asm](../blob/master/data/items/item_effects.asm). The `ItemDescriptions` table already has dummy "?" descriptions for all the items from TM01 and up; and the `ItemEffects` table ends right before TM01 (since TMs and HMs don't use those effects anyway).
Edit [data/items/names.asm](../blob/master/data/items/names.asm):
```diff
db "TM50@"
+ db "TM51@"
db "HM01@"
...
db "HM07@"
+ db "HM08@"
db "TERU-SAMA@"
- db "TERU-SAMA@"
- db "TERU-SAMA@"
db "TERU-SAMA@"
db "TERU-SAMA@"
db "TERU-SAMA@"
db "?@"
```
And edit [data/items/attributes.asm](../blob/master/data/items/attributes.asm):
```diff
; TM50
item_attribute 2000, HELD_NONE, 0, CANT_SELECT, TM_HM, ITEMMENU_PARTY, ITEMMENU_NOUSE
+; TM51
+ item_attribute 3000, HELD_NONE, 0, CANT_SELECT, TM_HM, ITEMMENU_PARTY, ITEMMENU_NOUSE
; HM01
item_attribute 0, HELD_NONE, 0, CANT_SELECT | CANT_TOSS, TM_HM, ITEMMENU_PARTY, ITEMMENU_NOUSE
...
; HM07
item_attribute 0, HELD_NONE, 0, CANT_SELECT | CANT_TOSS, TM_HM, ITEMMENU_PARTY, ITEMMENU_NOUSE
+; HM08
+ item_attribute 0, HELD_NONE, 0, CANT_SELECT | CANT_TOSS, TM_HM, ITEMMENU_PARTY, ITEMMENU_NOUSE
; ITEM_FA
item_attribute $9999, HELD_NONE, 0, NO_LIMITS, ITEM, ITEMMENU_NOUSE, ITEMMENU_NOUSE
-; $fb
- item_attribute $9999, HELD_NONE, 0, NO_LIMITS, ITEM, ITEMMENU_NOUSE, ITEMMENU_NOUSE
-; $fc
- item_attribute $9999, HELD_NONE, 0, NO_LIMITS, ITEM, ITEMMENU_NOUSE, ITEMMENU_NOUSE
; $fd
item_attribute $9999, HELD_NONE, 0, NO_LIMITS, ITEM, ITEMMENU_NOUSE, ITEMMENU_NOUSE
; $fe
item_attribute $9999, HELD_NONE, 0, NO_LIMITS, ITEM, ITEMMENU_NOUSE, ITEMMENU_NOUSE
; $ff
item_attribute $9999, HELD_NONE, 0, NO_LIMITS, ITEM, ITEMMENU_NOUSE, ITEMMENU_NOUSE
; $00
item_attribute $9999, HELD_NONE, 0, NO_LIMITS, ITEM, ITEMMENU_NOUSE, ITEMMENU_NOUSE
```
Notice how the `ItemNames` and `ItemAttributes` both already had the maximum 256 entries, so we had to remove dummy entries to fit TM51 and HM08. And there aren't many dummy entries; 251 items are defined, from $00 to $FA. If you want a lot of new TMs or HMs, you'll have to remove some unused items. There are 26 unused <code>ITEM_<i>XX</i></code> constants, counting `ITEM_C3` and `ITEM_DC`, which interrupt the sequence of TMs and need [a bit of special handling](../blob/master/docs/design_flaws.md#item_c3-and-item_dc-break-up-the-continuous-sequence-of-tm-items) to remove.
## 3. Update the TM/HM move table
Edit [data/moves/tmhm_moves.asm](../blob/master/data/moves/tmhm_moves.asm):
```diff
TMHMMoves:
; entries correspond to *_TMNUM enums (see constants/item_constants.asm)
; TMs
db DYNAMICPUNCH
...
db NIGHTMARE
+ db AEROBLAST
; HMs
db CUT
...
db WATERFALL
+ db SOFTBOILED
```
This associates the `AEROBLAST_TMNUM` TM/HM constant with the `AEROBLAST` move constant, and the `SOFTBOILED_TMNUM` TM/HM constant with the `SOFTBOILED` move constant.
## 4. Add the TM or HM to base learnsets
So far we've created items for TM51 and HM08 and assigned their moves, but the items aren't compatible with any Pokémon. So edit the `tmhm` entries in [data/pokemon/base_stats/\*.asm](../blob/master/data/pokemon/base_stats/):
- [chansey.asm](../blob/master/data/pokemon/base_stats/chansey.asm): `..., FLASH, FLAMETHROWER, ...` → `..., FLASH, SOFTBOILED, FLAMETHROWER, ...`
- [blissey.asm](../blob/master/data/pokemon/base_stats/blissey.asm): `..., FLASH, FLAMETHROWER, ...` → `..., FLASH, SOFTBOILED, FLAMETHROWER, ...`
- [lugia.asm](../blob/master/data/pokemon/base_stats/lugia.asm): `..., NIGHTMARE, FLY, ...` → `..., NIGHTMARE, AEROBLAST, FLY, ...`
- [mew.asm](../blob/master/data/pokemon/base_stats/mew.asm): `..., NIGHTMARE, CUT, ..., WATERFALL, FLAMETHROWER, ...` → `..., NIGHTMARE, AEROBLAST, CUT, ..., WATERFALL, SOFTBOILED, FLAMETHROWER, ...`
The learnable moves have to be in the same order as the `add_tm` and `add_hm` lines, since that's what they're referencing: the `tmhm` macro turns `NIGHTMARE` into `NIGHTMARE_TMNUM`, `SOFTBOILED` into `SOFTBOILED_TMNUM`, etc, and then processes them to efficiently store learnsets. (We'll get to the details of how it works next.)
## 5. Make the HM move unforgettable
Edit [home/hm_moves.asm](../blob/master/home/hm_moves.asm):
```diff
.HMMoves:
db CUT
db FLY
db SURF
db STRENGTH
db FLASH
db WATERFALL
db WHIRLPOOL
+ db SOFTBOILED
db -1 ; end
```
Now Softboiled can't be forgotten except via the Move Deleter in Blackthorn City.
Anyway, that's all:

## 6. Adding up to 120 new TMs or HMs
There are 50 TMs, 7 HMs, and 3 tutor moves; they each have an associated `*_TMNUM` constant, from 1 to 60. Adding TM51 Aeroblast and HM08 Softboiled brings the total to 62. If you end up with more than 64 learnable moves, you'll have to start updating the `tmhm` macro in [data/pokemon/base_stats.asm](../blob/master/data/pokemon/base_stats.asm).
Here's the macro as-is:
```
tmhm: MACRO
; used in data/pokemon/base_stats/*.asm
tms1 = 0 ; TM01-TM24 (24)
tms2 = 0 ; TM25-TM48 (24)
tms3 = 0 ; TM49-TM50 + HM01-HM07 + MT01-MT03 (12/24)
rept _NARG
if DEF(\1_TMNUM)
if \1_TMNUM < 24 + 1
tms1 = tms1 | (1 << ((\1_TMNUM) - 1))
elif \1_TMNUM < 48 + 1
tms2 = tms2 | (1 << ((\1_TMNUM) - 1 - 24))
else
tms3 = tms3 | (1 << ((\1_TMNUM) - 1 - 48))
endc
else
fail "\1 is not a TM, HM, or move tutor move"
endc
shift
endr
rept 3 ; TM01-TM24 (24/24)
db tms1 & $ff
tms1 = tms1 >> 8
endr
rept 3 ; TM25-TM48 (24/24)
db tms2 & $ff
tms2 = tms2 >> 8
endr
rept 2 ; TM49-TM50 + HM01-HM07 + MT01-MT03 (12/16)
db tms3 & $ff
tms3 = tms3 >> 8
endr
ENDM
```
Basically it defines three variables `tms1`, `tms2`, and `tms3`, each of which can hold up to three bytes (that's 24 bits), and sets their bits according to which moves were listed; then it outputs those variables one byte at a time with `db` statements. Three variables with 24 bits each are sufficient for 72 learnable moves, but only eight `db`s are output, so beyond 64 moves we already have to update `tmhm`.
Here's how to output a ninth byte, allowing up to 72 learnable moves:
```diff
rept 3 ; TM01-TM24 (24/24)
db tms1 & $ff
tms1 = tms1 >> 8
endr
rept 3 ; TM25-TM48 (24/24)
db tms2 & $ff
tms2 = tms2 >> 8
endr
-rept 2 ; TM49-TM50 + HM01-HM07 + MT01-MT03 (12/16)
+rept 3 ; TM49-TM72 (24/24)
db tms3 & $ff
tms3 = tms3 >> 8
endr
```
Here's how to add a tenth byte (which also needs a fourth variable), allowing up to 80 learnable moves:
```diff
tmhm: MACRO
; used in data/pokemon/base_stats/*.asm
tms1 = 0 ; TM01-TM24 (24)
tms2 = 0 ; TM25-TM48 (24)
tms3 = 0 ; TM49-TM50 + HM01-HM07 + MT01-MT03 (12/24)
+tms4 = 0 ; TM73-TM80 (8/24)
rept _NARG
if DEF(\1_TMNUM)
if \1_TMNUM < 24 + 1
tms1 = tms1 | (1 << ((\1_TMNUM) - 1))
elif \1_TMNUM < 48 + 1
tms2 = tms2 | (1 << ((\1_TMNUM) - 1 - 24))
- else
+ elif \1_TMNUM < 72 + 1
tms3 = tms3 | (1 << ((\1_TMNUM) - 1 - 48))
+ else
+tms4 = tms3 | (1 << ((\1_TMNUM) - 1 - 72))
endc
else
fail "\1 is not a TM, HM, or move tutor move"
endc
shift
endr
rept 3 ; TM01-TM24 (24/24)
db tms1 & $ff
tms1 = tms1 >> 8
endr
rept 3 ; TM25-TM48 (24/24)
db tms2 & $ff
tms2 = tms2 >> 8
endr
-rept 2 ; TM49-TM50 + HM01-HM07 + MT01-MT03 (12/16)
+rept 3 ; TM49-TM72 (24/24)
db tms3 & $ff
tms3 = tms3 >> 8
endr
+rept 1 ; TM73-TM80 (8/24)
+ db tms4 & $ff
+tms4 = tms4 >> 8
+endr
ENDM
```
You can probably continue the pattern from here. The fourth variable `tms4` will let you output 10, 11, or 12 bytes; then if you need more than 96 learnable moves, you can add a fifth variable and output 13, 14, or 15 bytes for up to 120 learnable moves; and so on.
Actually, as soon as you add that tenth byte, the base data will become too large to fit in a ROM bank. You'll get an error when you run `make`:
```
error: Section 'bank14' is too big (max size = 0x4000 bytes).
```
One way to fix this is to remove the six unknown/padding bytes from all the base data.
First edit all the [data/pokemon/base_stats/\*.asm](../blob/master/data/pokemon/base_stats/) files, removing these three lines from each:
- `db 100 ; unknown 1`
- `db 5 ; unknown 2`
- `db 0, 0, 0, 0 ; padding`
Then edit [wram.asm](../blob/master/wram.asm):
```diff
; corresponds to the data/pokemon/base_stats/*.asm contents
wCurBaseData:: ; d236
wBaseDexNo:: db ; d236
wBaseStats:: ; d237
wBaseHP:: db ; d237
wBaseAttack:: db ; d238
wBaseDefense:: db ; d239
wBaseSpeed:: db ; d23a
wBaseSpecialAttack:: db ; d23b
wBaseSpecialDefense:: db ; d23c
wBaseType:: ; d23d
wBaseType1:: db ; d23d
wBaseType2:: db ; d23e
wBaseCatchRate:: db ; d23f
wBaseExp:: db ; d240
wBaseItems:: ; d241
wBaseItem1:: db ; d241
wBaseItem2:: db ; d242
wBaseGender:: db ; d243
-wBaseUnknown1:: db ; d244
wBaseEggSteps:: db ; d245
-wBaseUnknown2:: db ; d246
wBasePicSize:: db ; d247
-wBasePadding:: ds 4 ; d248
wBaseGrowthRate:: db ; d24c
wBaseEggGroups:: db ; d24d
wBaseTMHM:: flag_array NUM_TM_HM_TUTOR ; d24e
wCurBaseDataEnd::
```
That gives you enough free space for seven extra base data bytes per Pokémon. Plus the eight that are already used for learnable moves, that's up to 15 `tmhm` bytes, which would allow 120 learnable moves: easily enough for the 100 TMs of Gen 7, plus HMs and tutors. If you somehow need *even more* than that, you can figure out how to save more bytes by packing the base data more compactly.
|