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Conversation Between robin22gongon and Smeargle
Showing Visitor Messages 1 to 10 of 11
  1. robin22gongon
    April 3rd, 2014 11:54 PM
    robin22gongon
    Awesome Bro!!! I'll be hwaiting for the final version!!! *w*

  2. Smeargle
    April 3rd, 2014 09:47 PM
    Smeargle
    well when asking the original founder of the b/w animations he must have misunderstood me because he ended up posting a patch on the original thread: http://www.mediafire.com/download/qo...-+Fire+Red.rar
    It currently supports 4 frames, so to implement the animation you would just replace a pokemons sprite with a spritesheet the size of w:64 h: 256. you can also change the amount of frames to be higher or lower if you wish, just note that I wouldn't recommend anything over 5.
    The speed of the animations and amount of frames can be adjusted as well. The animation data the data is found around 80C7B0.

    It does have a few bugs in it. One being castform and deoxys are messed up, but I'm working on fixing it this weekend if I don't have to much homework.

  3. robin22gongon
    April 3rd, 2014 09:03 PM
    robin22gongon
    Wow, that's awesome! Just a few more steps and we're there! Keep doing it! I'll cheer you! XD

  4. Smeargle
    March 30th, 2014 06:38 PM
    Smeargle
    well I have slightly good news, I managed to get b/w animations working. But it was only doing it in trainer battles, weird right? Its a good thing I tried it on wild pokemon because I was so excited to see it working I nearly threw it on the forums xD! That would've been bad lol

  5. robin22gongon
    March 30th, 2014 02:50 PM
    robin22gongon
    At least you have even a little knowledge at ASM. Unlike me.

    Anyways good luck on that. And if you ever get somewhere, can you inform me or either the whole community?

  6. Smeargle
    March 30th, 2014 01:07 PM
    Smeargle
    In fact, as soon as I get my computer back I am going to try a version of the b/w style with limited loops. Perhaps it won't crash anymore

  7. Smeargle
    March 30th, 2014 09:36 AM
    Smeargle
    Thats really good information to know.
    I have a new idea, i am thinking of having animations play on battles start, on low health, and upon health.
    Only problem i will have is my limited knowledge on ASM, but at least it won,t crash the game

  8. robin22gongon
    March 29th, 2014 06:45 PM
    robin22gongon
    Oh. The looped animation. Well, we're both doomed. XD

    I never got anywhere at that because they never fixed the code. They say the main engine of the game can only play one looped animation at a time that why it crashes.

  9. Smeargle
    March 26th, 2014 04:05 PM
    Smeargle
    Well I have no problems getting an emerald styled animation in Firered thankfully.
    I have been working for constant animations like in b/w.
    I actually got a constant animation going, you see it when you look at the pokemons stats or in oaks lab. However, battles freeze like 2 seconds in, before any pokemon are sent out.
    Thats what the problem is unfortunately. I Have been using a slightly modified version of bugmania's first code, its the only one that didn't crash the game if a pokemon was obtained.
    His hex tutorials are very easy to follow which leads me to believe I've either overlooked something simple or he made a typo.

    I know really nothing about ASM either which is a bummer. I'd like to attempt to make my own. I've just been fixing his errors and stuff via hex.

    Idk, maybe you've experienced a similar problem and know a solution.
    lol I've been working at this for a few days now, stinks to feel so close but have such a large bug preventing success.

  10. robin22gongon
    March 26th, 2014 02:10 PM
    robin22gongon
    Uh... Yeah, I got it to work, pretty much like the one in Emerald.

    Can you detail out to me what you've done so far? Have you followed the procedures correctly?


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