Creating New Battle Animations
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January 9th, 2013, 12:08 AM
Happy Saint Patrick’s Day!
Join Date: Aug 2012
Originally Posted by
The first two bytes indicate what image data to use, while the next two bytes indicate the palette. The enumeration for this is the same as that of the 00 command- in order for an effect to work properly, the 00 command must have been called for both of these- otherwise the palette and/or image will not be loaded. While the existing animations appear to always have these be the same, they don't have to be- you can for instance give the Stun Spore seeds Fire Blast's palette this way. For some animations both of these are 00- I believe these are effects that don't use images, such as Earthquake's screen-shaking.
I'm not entirely sure what the rest of the bytes do, but it appears the two pointers after these values contains more image data (I think the dimensions and how it animates, respectively) while the rest of it has to do with how the effect plays out. I've fiddled with it a bit and done some interesting things like these:
I'm sorry I don't understand what byte you are talking about to change the pallete you don't mean one these bytes for example 00 B1 27 when loading something I don't remember what
A work in progress...
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