Quote:
Originally Posted by diegoisawesome
I found something in the FlowerAnimation SubRoutine:
Code:
ROM:080700A4 ; ¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦ S U B R O U T I N E ¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦
ROM:080700A4
ROM:080700A4
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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Yes, r1 seems to be the number of frames.
But look the other animations, it gets some operations involving r1.
I do not debug that part out of laziness, I do not know the values that it receives after these operations.