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Old March 31st, 2013, 07:48 AM
toasterr
Unhatched Egg
 
Join Date: Sep 2012
Location: Canada
Gender: Male
Nature: Impish
Finding the end of an animation is normally trial and error - your best bet is to grab a bunch of bytes starting at Karate Chop's offset, paste them into free space (FF bytes) and repoint Karate Chop's pointer in the table to where you posted the edited bytes, open up GBA's Memory Viewer (Tools > Memory Viewer), and test the move. If it runs properly, it's likely you've grabbed too much, so head to the offset (note that it's prefaced with an 08 here, so for example if your animation is at 0xXXYYZZ, it would be 0x08XXYYZZ here) and replace bytes at the end with FF until you overwrite an 08 byte, refresh and retry. Do this until your animation resets at the end - this means your animation is what you have left, plus an 08 at the end (normally). If it freezes mid animation, you've deleted too much, so restart and try again.

Some animations don't end in a 08 byte; however, I'm pretty sure Karate Chop isn't one of them. It seems difficult at first but if you're editing a bunch you'll quickly get the hang of it.

I have a question of a different sort. I created an Aqua Tail animation:

Quote:
00 A4 27 00 AB 27 00 9D 27 0A 03 0C 0C 08 03 F9 89 09 08 05 05 00 00 00 00 02 00 17 00 01 00 04 05 19 87 00 C0 02 B0 5A 3E 08 02 04 0A 00 0A 00 19 00 00 00 04 04 19 87 00 C0 02 B0 5A 3E 08 02 04 F1 FF 00 00 19 00 00 00 04 04 19 87 00 C0 02 B0 5A 3E 08 02 04 14 00 0A 00 19 00 00 00 04 04 19 87 00 C0 02 B0 5A 3E 08 02 04 00 00 F6 FF 19 00 00 00 04 04 19 87 00 C0 02 B0 5A 3E 08 02 04 F6 FF 0F 00 19 00 00 00 04 04 19 87 00 C0 02 B0 5A 3E 08 02 04 19 00 14 00 19 00 00 00 04 04 19 87 00 C0 02 B0 5A 3E 08 02 04 EC FF 14 00 19 00 00 00 04 04 19 87 00 C0 02 B0 5A 3E 08 02 04 0C 00 00 00 19 00 00 00 05 0E A9 8A 1C 08
It's essentially the water-bubbles from Waterfall's code, followed by an 0E pointer to the Slam animation (underlined for clarity). It mostly works; however, if a mon uses this in battle and then something levels up, the game freezes after trying to load the stats summary box. Also, certain graphics, such as the status-drop animations and the move menu (in battle) become borked until the battle ends. Is this because I have too many 00 XX 27 structures? I've been working on this for a few hours and can't seem to fix the problem.
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Last edited by toasterr; April 1st, 2013 at 07:55 AM.
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