Thread: [Tutorial] Add animations in Fire Red
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Old November 26th, 2009 (7:47 AM).
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Diegoisawesome Diegoisawesome is offline
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Join Date: Dec 2007
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Age: 19
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Nature: Naive
Posts: 1,003
I found something in the FlowerAnimation SubRoutine:
ROM:080700A4 ; ¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦ S U B R O U T I N E ¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦
ROM:080700A4 FlowerAnimation                         ; CODE XREF: Tileset0Main+28p
ROM:080700A4                 PUSH    {R4,LR}
ROM:080700A6                 LSL     R0, R0, #0x10
ROM:080700A8                 LSR     R0, R0, #0x10
ROM:080700AA                 LDR     R4, =0x83A7660  ; Image Table pointer
ROM:080700AC                 MOV     R1, #5
ROM:080700AE                 BL      sub_81E4684
ROM:080700B2                 LSL     R0, R0, #0x10
ROM:080700B4                 LSR     R0, R0, #0xE
ROM:080700B6                 ADD     R0, R0, R4
ROM:080700B8                 LDR     R0, [R0]
ROM:080700BA                 LDR     R1, =0x6003F80  ; RAM Offset
ROM:080700BC                 MOV     R2, #0x80       ; Animation Size
ROM:080700BE                 BL      sub_806FF04     ; Subroutine then save the data in the DMA3.
ROM:080700BE                                         ; Don't change it.
ROM:080700C2                 POP     {R4}
ROM:080700C4                 POP     {R0}
ROM:080700C6                 BX      R0
ROM:080700C6 ; End of function FlowerAnimation
The bolded number is what governs the frames of the animation. I changed it to 4 in my own ROM, and it skipped frame number 5. I put 6, and there was an extra blank frame added between 5 and 1. This is useful for my hack, as I made a flower animation that has only 4 frames.

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