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Old March 26th, 2012, 05:27 PM
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redriders180
Mastermind of Pokemon Glazed
 
Join Date: Jun 2010
Location: Path of Victory, Tunod
Gender: Male
Nature: Quirky
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I'm happy to be posting here something that might help someone, actually! But then again, someone probably already posted this somewhere else. v.v

Anyways, in Diego's tutorial, it discusses applymovement, and lists many commands that can be used. It lists from 0x0 up to 0x66, skipping 0x45 and everything from 0x5A to 0x5F. I decided to try every possible byte as an applymovement command, to see if there's anything else besides the listed commands...and there was! I found almost 67 unmentioned movements, and a fair majority of them actually work. Most of these are useful, because they access frames besides the first eight. I'll list the ones not mentioned in the tutorial here...These are for Firered/Leafgreen:

Spoiler:
#raw 0x45 = Walk in place. Direction of walking depends on which way you were facing at time of activation. Loops forever
#raw 0x5A = Look Down
#raw 0x5B = Run in place, downwards. Loops forever. Uses running frames, as opposed to walking frames.
#raw 0x5C = Seemingly Absolutely nothing
#raw 0x5D = Also absolutely nothing
#raw 0x5E = Again, Nothing
#raw 0x5F = Nothing once more.
#raw 0x67 = Nothing.
#raw 0x68 = Face up, and locks movement.
#raw 0x69 = Face up, and locks movement. When used for cut trees and smash rocks, it plays the destruction animation.
#raw 0x6A = Nothing.
#raw 0x6B = Nothing.
#raw 0x6C = Causes person not to flip while moving right, aka Moonwalking.
#raw 0x6D = Nothing.
#raw 0x6E = Walks one tile down, but takes two steps.
#raw 0x6F = Walks one tile down, but takes two steps.
#raw 0x70 = Faces right, then down, very fast.
#raw 0x71 = Faces down, then up, very fast.
#raw 0x72 = Faces up, then left, very fast.
#raw 0x73 = Faces left, then right, very fast.
#raw 0x74 = Runs in place downward, uses running frames, as opposed to normal
walking frames. Loops forever.
#raw 0x75 = Runs in place upward, uses running frames, as opposed to normal
walking frames. Loops forever.
#raw 0x76 = Runs in place left, uses running frames, as opposed to normal
walking frames. Loops forever.
#raw 0x77 = Runs in place right, uses running frames, as opposed to normal walking frames. Loops forever.
#raw 0x78 = Player looks diagonally left and right, twice.
#raw 0x79 = Faces down, Locks movement.
#raw 0x7A = Faces up, and locks movement.
#raw 0x7B = Faces left, locks movement.
#raw 0x7C = Runs and jumps in place, facing down. Uses running frames.
#raw 0x7D = Runs and jumps in place, facing up. Uses running frames
#raw 0x7E = Runs and jumps in place, facing left. Uses running frames.
#raw 0x7F = Runs and jumps in place, facing right. Uses running frames.
#raw 0x80 = Runs and jumps down. Uses running frames.
#raw 0x81 = Runs and jumps up. Uses running frames.
#raw 0x82 = Runs and jumps left. Uses running frames.
#raw 0x83 = Runs and jumps right. Uses running frames.
#raw 0x84 = Runs and jumps down two tiles. Uses running frames.
#raw 0x85 = Runs and jumps up two tiles. Uses running frames.
#raw 0x86 = Runs and jumps left two tiles. Uses running frames.
#raw 0x87 = Runs and jumps right two tiles. uses running frames.
#raw 0x88 = Step on the spot right, then face down.
#raw 0x89 = Step on the spot down, then face up.
#raw 0x8A = Step on the spot up, then face left
#raw 0x8B = Step on the spot left, then face right
#raw 0x8C = Run down. Uses running frames
#raw 0x8D = Run up. Uses running frames
#raw 0x8E = Run left. Uses running frames
#raw 0x8F = Run right. Uses running frames
#raw 0x90 = Slide down, facing right, then faces down.
#raw 0x91 = Slide up, facing down, then faces up.
#raw 0x92 = Slides left, facing up, then faces left.
#raw 0x93 = Slides right, facing left, then faces right.
#raw 0x94 = Spins down. Faces down when completed.
#raw 0x95 = Spins up. Faces up when completed.
#raw 0x96 = Spins left. Faces left when completed.
#raw 0x97 = Spins right. Faces left when completed.
#raw 0x98 = Runs downward, using running frames. Loops forever.
#raw 0x99 = Runs downward in place, and jumps. Repeats once.
#raw 0x9A = Runs downward in place, swaying from side to side slighty. Uses running frames.
#raw 0x9B = Walks downward VERY slowly, taking ten steps to move one tile.
#raw 0x9C = Walks upward VERY slowly.
#raw 0x9D = Walks left VERY slowly.
#raw 0x9E = Walks right VERY slowly.
#raw 0x9F = Looks diagonaly left and right, twice, then faces the same way you started facing.
#raw 0xA0 = Slides down one tile.
#raw 0xA1 = Slides up one tile.
#raw 0xA2 = Slides left one tile.
#raw 0xA3 = Slides right one tile.
#raw 0xA4 = Flies up off the screen, and disappears.
#raw 0xA5 = Flies down from top of screen, and reappears.
#raw 0xA6 = Runs very fast, and jumps down one tile
#raw 0xA7 = Runs very fast, and jumps up one tile
#raw 0xA8 = Runs very fast, and jumps left one tile
#raw 0xA9 = Runs very fast, and jumps right one tile
#raw 0xAA through #raw 0xFD either lock or crash the game.


A note: The ones that say "loop forever" can be un-looped, of course. The commands in question simply won't trigger the "waitmovement" command, so the script is waiting for a movement to end, causing the loop. I'll leave it up to you to figure it out
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Last edited by redriders180; March 30th, 2012 at 08:24 AM.
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