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  #26    
Old July 2nd, 2010, 07:47 AM
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I found some more animation data. It's huge though,
Code:
01 00 14 00
02 00 06 00 
03 00 06 00 
04 00 18 00 
00 00 01 00 
FF FF 00 00

01 00 14 00 
02 00 06 00 
03 00 06 00 
04 00 18 00 
00 00 01 00 
FF FF 00 00 

01 00 18 00 
02 00 09 00 
03 00 18 00 
00 00 09 00 
FF FF 00 00 

01 00 18 00 
02 00 09 00 
03 00 18 00 
00 00 09 00 
FF FF 00 00 

00 00 18 00 
01 00 09 00 
02 00 18 00 
00 00 09 00 
03 00 32 00 
FF FF 00 00
 
00 00 18 00 
01 00 09 00 
02 00 18 00 
00 00 09 00 
03 00 32 00 
FF FF 00 00
it's at offset 239EBB.There are 6 different trainers: the boy, the girl, trainer dude, old man, brendan, and may. plus, they're all the same!I played with the values, and it's correct. These are the animations for the trainer backsprites! Funny, there are pointers to 2347E8, which contains this:
Code:
00 00 00 00 FF FF 00 00
I fiddled with the first value, the frame, and changed it to 05, and check out the result!

Oh, and I was a boy at the time.
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  #27    
Old July 4th, 2010, 09:17 PM
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never would have though that it was possible :D
overwhelming :'(
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  #28    
Old July 10th, 2010, 03:05 PM
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Hey look you guys! I've stumbled upon something on Youtube last night. (Out of boredom.)
Spoiler:


What do you think?
It's not perfect but it's not that shabby, r-right?
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Last edited by xGGxToiZ; July 10th, 2010 at 03:35 PM.
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  #29    
Old July 10th, 2010, 03:10 PM
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That's exacly what I've been looking for!
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  #30    
Old July 10th, 2010, 03:28 PM
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Wow, this looks great.
I'm going to make a .IPS patch but not realising to the public.
I will be doing some more research on this, and will report to you soon.
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  #31    
Old July 10th, 2010, 03:28 PM
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very helpful! but it's many offset I'm dizzy, anyway.. I try this later XD
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  #32    
Old July 10th, 2010, 05:29 PM
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Quote:
Originally Posted by xGGxToiZ View Post
Hey look you guys! I've stumbled upon something on Youtube last night. (Out of boredom.)
Spoiler:


What do you think?
It's not perfect but it's not that shabby, r-right?
Holy mackerel! I wonder where he found the animation data :O
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  #33    
Old July 10th, 2010, 05:33 PM
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The animation in trainer? I thought you know it XD
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  #34    
Old July 11th, 2010, 01:22 PM
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Quote:
Originally Posted by aSeRo141414 View Post
very helpful! but it's many offset I'm dizzy, anyway.. I try this later XD
This is real hacking kiddo!

Quote:
Originally Posted by aSeRo141414 View Post
The animation in trainer? I thought you know it XD
No, but he does. I tried asking but he wouldn't tell me
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  #35    
Old July 11th, 2010, 03:52 PM
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what program do u use? i want to research some animation stuff. now its possible to find the move animations and i want to help out.
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  #36    
Old July 12th, 2010, 12:40 AM
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え?
 
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Quote:
Originally Posted by xGGxToiZ View Post
Hey look you guys! I've stumbled upon something on Youtube last night. (Out of boredom.)
Spoiler:


What do you think?
It's not perfect but it's not that shabby, r-right? :|
:o
It's near perfect enough.
Quote:
Originally Posted by sir.euge View Post
what program do u use? i want to research some animation stuff. now its possible to find the move animations and i want to help out.
A hex editor and some knowledge C:
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  #37    
Old July 14th, 2010, 07:46 AM
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Any luck on Trainer animations?
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  #38    
Old August 21st, 2010, 07:43 AM
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I've got the animations activated. But, I'm confused on how to insert them. I've got a bunch of sprites from DarkCopper that have 2 frames.

EDIT: Nevermind, got it.
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Last edited by SSJ4 Furanki; August 21st, 2010 at 07:58 AM.
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  #39    
Old September 5th, 2010, 01:52 PM
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If we can animate the Pokémon sprites, we can make something interesting with the loop feature. I think you know what I'm thinking...

We can try to do something like the sprites in Black and White! But the problem is that it would need a lot of space, we'll likely have to enlarge the roms to 32mb...
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  #40    
Old May 7th, 2011, 06:17 PM
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Got my Zoroark and everything!
 
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I altered the ff ff to fe ff, and it seems to work it won't stop playing the animation and it looks like it's non glitchy.

I'll get a video of it up. I'll add a second frame!

EDIT: Not quite, the battle won't totally load, but I'll keep playing with it.
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  #41    
Old November 9th, 2011, 08:42 AM
Hackrex
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hi,
I have a little problem with my English. My English is bad therefore I can´t understand differrent things....
Is it possible to make a guide with pictures which shows what you are trying to explain?

I also have this question: Where can I find the second frame after I changed it? Or where I have to replace the second frame?
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  #42    
Old November 15th, 2011, 09:33 AM
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what
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Quote:
Originally Posted by Hackrex View Post
hi,
I have a little problem with my English. My English is bad therefore I can´t understand differrent things....
Is it possible to make a guide with pictures which shows what you are trying to explain?

I also have this question: Where can I find the second frame after I changed it? Or where I have to replace the second frame?
Made some changes to the OP, should be much easier to understand now. Screenshots will be there eventually.
For the second frame just insert a 64x128 instead of 64x64 image into Unlz-GBA.
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  #43    
Old November 30th, 2011, 05:21 PM
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Hi

I'm interested in the animation code, such as how they expand or contract the sprite without additional sprites (do they? I don't think so...)...

But I don't have the offset in Emerald, and I can't find it either, since I don't know any Python, Java, C, etc.

So if someone could give me the offset, or tell me a good way to find it, that would be awesome.

Thanks
Oh and this is my first post and I'm really really worried that I'm doing something wrong
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  #44    
Old November 30th, 2011, 06:43 PM
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Quote:
Originally Posted by droomph View Post
I'm interested in the animation code, such as how they expand or contract the sprite without additional sprites (do they? I don't think so...)...
There are no additional sprites—the GBA itself can rotate and scale sprites. It’s just a graphical effect done by the hardware.
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  #45    
Old December 1st, 2011, 03:47 PM
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Quote:
Originally Posted by IIMarckus
There are no additional sprites—the GBA itself can rotate and scale sprites. It’s just a graphical effect done by the hardware.
Thanks! I was wondering about that. But how would you go about to use the actual rotation/scaling feature? It sounds pretty easy to use. (Are they the two empty bytes in the animation instructions?)

I have a couple other questions. I hope you don't mind:\

Firstly, what is the offset in Emerald for the animations nonetheless? Or what would be a relatively quick way to search for it, if it hasn't been found yet? I don't want to trouble anybody.

And secondly, and can there be more than two sprites? I don't think you can, but I just want to make sure.

Thank you, I have only been doing this for a couple months. Please excuse me if I ask any dumb questions. You are all awesome

I also hope to be of some help to this community in the future *joy*
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Last edited by droomph; December 1st, 2011 at 03:54 PM. Reason: I don't want to sound rude or demanding :(
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  #46    
Old December 1st, 2011, 06:34 PM
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Quote:
Originally Posted by droomph View Post
Thanks! I was wondering about that. But how would you go about to use the actual rotation/scaling feature? It sounds pretty easy to use. (Are they the two empty bytes in the animation instructions?)

I have a couple other questions. I hope you don't mind:\

Firstly, what is the offset in Emerald for the animations nonetheless? Or what would be a relatively quick way to search for it, if it hasn't been found yet? I don't want to trouble anybody.

And secondly, and can there be more than two sprites? I don't think you can, but I just want to make sure.

Thank you, I have only been doing this for a couple months. Please excuse me if I ask any dumb questions. You are all awesome

I also hope to be of some help to this community in the future *joy*
I really don't know. Emerald's animation system is much more different than the previous animations. As for more than two, Just continue the pattern, we described it well. However, every pokemon will need to have 3, or 4 sprites. I once made an ASM hack where you can have a unique animation for each pokemon. If anyone wants it, I can pull up the code.
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  #47    
Old December 2nd, 2011, 03:44 PM
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I really don't know. Emerald's animation system is much more different than the previous animations.
Well, poop. If there's a tutorial anywhere, and/or if you know someone who can guide me to start "researching", can you point me to there? I just think Emerald has so many more possibilities for long games/hacks (YEAH THE NAMES, I KNOW). I'm not wierd I swear

Quote:
Originally Posted by shiny quagsire View Post
As for more than two, Just continue the pattern, we described it well. However, every pokemon will need to have 3, or 4 sprites.
Hm, shouldn't be too hard. Thanks! I'll keep that in mind.

Also, is there a limit (not considering space)? Is it up to FF, or FFFF? I know this is common sense, but I just want to make sure.


Quote:
Originally Posted by shiny quagsire View Post
I once made an ASM hack where you can have a unique animation for each pokemon. If anyone wants it, I can pull up the code.
OOHOOHOOH I WANT IT sorry
Wait, what version is this for?

Thank you for your answers! They don't solve my problem, but they sure do point me in the direction I need to go, something I couldn't have done myself! Thanks a million!

Heh, and as a side note, I noticed you all do this very late at night. Just sayin'
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  #48    
Old December 3rd, 2011, 07:05 PM
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I found one of the offset's for Emerald's animations: 0x308CBC

This is a table that seems to control how long each frame lasts. Each Pokemon has two pointers, meaning that starting at 0x308CBC, the first two pointers (the first 8 bytes) is Missingno, then the 3rd and 4th pointer is Bulbasaur, the 5th and 6th pointer is Ivysaur, the 7th and 8th pointer is Venusaur, etc.

Messing around with Bulbasaur's second pointer (0x308CC8), I managed to make it's second frame do this:


Unfortunately the table I found only seems to control how long each frame lasts and some other stuff I don't know. I don't think it controls the movement of the sprite, because no matter what I do to Bulbasaur's pointers, he still moves around on the same (meaning the sprite jumps around)


EDIT: There's another table at 0x309AAC that's definitely related to the animations, but at this table it's only 1 pointer per Pokemon, unlike the table at 0x308CBC.
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Last edited by Chaos Rush; December 3rd, 2011 at 07:43 PM.
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  #49    
Old December 3rd, 2011, 08:07 PM
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Quote:
Originally Posted by Chaos Rush View Post
I found one of the offset's for Emerald's animations: 0x308CBC

This is a table that seems to control how long each frame lasts. Each Pokemon has two pointers, meaning that starting at 0x308CBC, the first two pointers (the first 8 bytes) is Missingno, then the 3rd and 4th pointer is Bulbasaur, the 5th and 6th pointer is Ivysaur, the 7th and 8th pointer is Venusaur, etc.

Messing around with Bulbasaur's second pointer (0x308CC8), I managed to make it's second frame do this:

Unfortunately the table I found only seems to control how long each frame lasts and some other stuff I don't know. I don't think it controls the movement of the sprite, because no matter what I do to Bulbasaur's pointers, he still moves around on the same (meaning the sprite jumps around)
:D Thanks, I'll try that
-----------------------------
WAIT A MINUTE that code IS the actual code I was looking for, so that means there's something else to discover...

sadface

(I wonder what the first pointer is for? It seems to be just lonely and empty... )

Quote:
Originally Posted by Chaos Rush View Post
EDIT: There's another table at 0x309AAC that's definitely related to the animations, but at this table it's only 1 pointer per Pokemon, unlike the table at 0x308CBC.
*GASP*

Wait, can I ask you how you can go about to searching for 25 iterations of the same group of numbers? I can tell you're using that trick, and I would love to use it

*Later*
These, apparently, are all pointers to pointers to that same chunk of "00 00 00 00 FF FF 00 00" from the stuff from the other table.
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Last edited by droomph; December 3rd, 2011 at 08:13 PM. Reason: Hm.
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  #50    
Old December 4th, 2011, 11:26 AM
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Quote:
Originally Posted by droomph View Post
Wait, can I ask you how you can go about to searching for 25 iterations of the same group of numbers? I can tell you're using that trick, and I would love to use it
Um what? I have no idea what you're talking about. I simply found the table by going to where the sprite stuff was in Emerald in a hex editor, then I scrolled up and I'm like, "oh look, it's a table. Let's mess with it". Then I made Bulbasaur upside-down.
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DS-style 64x64 Pokémon Sprite Resource NOW COMPLETED
Custom Sugimori-style Pokémon Sprite Resource IN PROGRESS


Non-Pokémon hacks I support:
Sonic Classic Heroes
Sonic 3 Complete
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