The tile editing stuff should not be that troubling to use. There are some odd options but all the basics should be pretty out in the open and no "have to select the right layer and select the region" like a big boy image editor.
Crystaltile2 has a disassembler, and that earlier no$gba shot before you went back to the hex editor was also a disassembler (in this case a live one made during runtime so you know you are in the right mode at least).
idapro will also do it, though I don't think the free version does ARM.
Simple conversion does not exist really. Any disassembly you might have seen like the pokemon ones, mario ones, sonic ones and the like are the product of a lot of work, and I doubt we will see anything like the decompilation stuff we saw for Mario 64 a little while back in the near future. Even getting a disassembly you can simply assemble and be left with a working game is a feat.
For damage algorithms though you would not really need all that. Start with cheats and work backwards from there -- you have to pick your target (you or the enemy in the game depending upon what you are looking for)
Now find where their health is in RAM (basic do damage, search, do damage, search... type cheat finding method. For the GBA but covers good stuff
https://web.archive.org/web/20080309104350/http://etk.scener.org/?op=tutorial if you or someone else reading needs something.
https://doc.kodewerx.org/hacking_nds.html covers the DS codes.
Once you have the health you are most of the way there. Anything that harms the health will do so following a calculation on it.
Two main choices. You will be playing with the debugger at this point.
1 you set a break on read so if the game reads it before it does the calculation (99% of the time it will but there are some exceptions) you get to follow all the next steps as to what it does. Alternative is set a break on write so when it writes back the health value you look back up to see what was done.
Rinse and repeat understanding what each variable is (might be luck, might be your atk/def and on and on) until you can write the equivalent of
https://www.dragonflycave.com/mechanics/gen-i-capturing but for this game. Assembly, especially on RISC processors, is long winded and tedious (everything is little tiny steps towards a goal rather than some nice maths, or even some of the stuff you see in C) but it will get you there.