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This tutorial is for how to add a new TM. As an example, we'll add TM51 Aeroblast.
## Contents
1. [Define constants with `add_tm`](#1-define-constants-with-add_tm)
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 to base learnsets](#4-add-the-tm-to-base-learnsets)
5. [Adding up to 120 new TMs](#5-adding-up-to-120-new-tms)
## 1. Define constants with `add_tm`
Edit [constants/item_constants.asm](../blob/master/constants/item_constants.asm):
```diff
add_tm: MACRO
if !DEF(TM01)
TM01 = 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 = const_value - TM01 - 2 ; discount ITEM_C3 and ITEM_DC
```
The `add_tm` macro will simultaneously define the next item constant `TM_AEROBLAST` and the `TMNUM` constant `AEROBLAST_TMNUM` (equal to 51). The item constant is used for `giveitem` scripts, in Mart inventories, etc. The `TMNUM` constant is not used directly, but gets referred to by the `tmhm` learnsets in Pokémon base data. (We'll get to that later.)
## 2. Define standard item data
First of all, unlike [regular items](Add-different-kinds-of-new-items), 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 "TERU-SAMA@"
- db "TERU-SAMA@"
db "TERU-SAMA@"
db "TERU-SAMA@"
db "TERU-SAMA@"
db "TERU-SAMA@"
db "?@"
```
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 2000, 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
; 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 add the TM51 ones. And there aren't many dummy entries; 251 items are defined, from $00 to $FA. If you want a lot of new TMs, 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
```
This associates the `AEROBLAST_TMNUM` TM/HM constant with the `AEROBLAST` move constant.
## 4. Add the TM to base learnsets
So far we've created a TM51 item and assigned it a move, but nothing can learn it. Edit the `tmhm` entries in [data/pokemon/base_stats/](../blob/master/data/pokemon/base_stats/):
- [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, ...` → `..., NIGHTMARE, AEROBLAST, CUT, ...`
The learnable moves have to be in the same order as the `add_tm` lines, since that's what they're referencing: the `tmhm` macro turns `NIGHTMARE` into `NIGHTMARE_TMNUM`, `CUT` into `CUT_TMNUM`, etc, and then processes them to efficiently store learnsets. (We'll get to the details of how it works next.)
Anyway, that's all:

## 5. Adding up to 120 new TMs
There are 50 TMs, 7 HMs, and 3 tutor moves; they each have an associated `*_TMNUM` constant, from 1 to 60. Adding TM51 Aeroblast brings the total to 61. 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 base data 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.
|