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.
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
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
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.