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Research & Development Got a well-founded knack with ROM hacking? Love reverse-engineering the Pokémon games? Or perhaps you love your assembly language. This is the spot for polling and gathering your ideas, and then implementing them! Share your hypothesis, get ideas from others, and collaborate to create!
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  #51    
Old December 4th, 2011, 01:02 PM
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Quote:
Originally Posted by Chaos Rush View Post
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.
Ah. I couldn't ever concentrate that long :\

So by "sprite stuff" you mean the region generally around 0x300000 to 0x400000, right? I'll be looking.

:DThat's what I was looking for.

MINDBLOW: Why would you need a pointer to a pointer to the actual data? Seriously?

EDIT: also, is there any way to trace the graphics on GBA? We can search it up that way?
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  #52    
Old March 22nd, 2012, 11:35 PM
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how to find the offset on Hex Workshop? help anyone?
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  #53    
Old May 15th, 2012, 04:30 AM
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Quote:
Originally Posted by SSJ4 Furanki View Post
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.
It seems that I've found a "loop" command for those animation codes.
Use: FD FF XX XX ; where XX XX is the number of times the animation will loop (In little endian, of course).
Though it seems to have a limit, the value can only reach ~FDFD times. (From my testing, FFFF crashes the game.)

Note: It repeats the code from the beginning up to the last code before the loop and when the limit is reached, it will proceed to the next code, if any.
Oh, when you do the code like this:
Code:
00 00 09 00 01 00 09 00 FD FF 01 00 FD FF 01 00 FF FF 00 00
'From frame 1 to frame 2 and the animation repeats over and over to no end...
It seems to loop infinitely with no adverse effects at all.
That means, B/W-style pokemon is indeed possible.

I've tested all this with trainer animations and it works perfectly.
I ought to share it here because I'm quite sure that this can also apply
to pokemon animations. But then I could be wrong...

I might post a video sometime.
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  #54    
Old May 15th, 2012, 09:55 AM
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Pawniard has a very simple animation. I have ripped it, and put it into 10 different pictures that are all 64x64. If we do ever have sprites working like they are in B/W, i'll carry on. I wonder how much free space it would take if you would do that for every single Pokémon... you'd have to expand the ROMs to 32MB. But you never know.
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  #55    
Old May 15th, 2012, 02:45 PM
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Quote:
Originally Posted by Haru~ View Post
It seems that I've found a "loop" command for those animation codes.
Use: FD FF XX XX ; where XX XX is the number of times the animation will loop (In little endian, of course).
Though it seems to have a limit, the value can only reach ~FDFD times. (From my testing, FFFF crashes the game.)

Note: It repeats the code from the beginning up to the last code before the loop and when the limit is reached, it will proceed to the next code, if any.
Oh, when you do the code like this:
Code:
00 00 09 00 01 00 09 00 FD FF 01 00 FD FF 01 00 FF FF 00 00
'From frame 1 to frame 2 and the animation repeats over and over to no end...
It seems to loop infinitely with no adverse effects at all.
That means, B/W-style pokemon is indeed possible.

I've tested all this with trainer animations and it works perfectly.
I ought to share it here because I'm quite sure that this can also apply
to pokemon animations. But then I could be wrong...

I might post a video sometime.
Awesome.

Both animation systems are exactly identical, so it should work both ways. However, it may present a few issues with Pokemon animations. I'd test it, but I can't get my Windows multiboot to work so I can't work on hacks at the moment.
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  #56    
Old May 15th, 2012, 04:09 PM
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Quote:
Originally Posted by atif View Post
Pawniard has a very simple animation. I have ripped it, and put it into 10 different pictures that are all 64x64. If we do ever have sprites working like they are in B/W, i'll carry on. I wonder how much free space it would take if you would do that for every single Pokémon... you'd have to expand the ROMs to 32MB. But you never know.
Uncompressed, 10 sprites for every Gen 3 Pokemon would take up about 7.7mb. So We can guess about... 5mb, I guess. So yeah, you would HAVE to expand.
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  #57    
Old May 16th, 2012, 02:32 PM
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Would it be possible to remove animations from Emerald using this knowledge? I'm just curious because I was never a fan of the two frame animation in Emerald and it's the game I want to hack.
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  #58    
Old May 16th, 2012, 02:42 PM
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Originally Posted by ShadowTails View Post
Would it be possible to remove animations from Emerald using this knowledge? I'm just curious because I was never a fan of the two frame animation in Emerald and it's the game I want to hack.
It is possible, just requires some research and effort. You could also replace the second frame with the first one, definitely not the best solution but no one would notice anyway.
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  #59    
Old May 16th, 2012, 03:04 PM
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Well, I found the stuff that controls the animations and which frames play, so I suppose I could just make it so the second frame never plays, but the sprites would still bounce around all over the place. 305F68 is ? the place holder, and then after each FFFF is the end of the animation as has already been stated in the thread. Bulbasaur is at 305F76 and so on and so forth with the FFFF's. I suppose I could repoint this stuff and make the animations non existent that way? somehow? I mean I dunno, if I just did that it wouldn't change the actual animation part of the animations, but I suppose this is a fix, as it doesn't ever call upon the second frame if I edit them this way.
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  #60    
Old May 19th, 2012, 12:16 AM
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Quote:
Originally Posted by atif View Post
Pawniard has a very simple animation. I have ripped it, and put it into 10 different pictures that are all 64x64. If we do ever have sprites working like they are in B/W, i'll carry on. I wonder how much free space it would take if you would do that for every single Pokémon... you'd have to expand the ROMs to 32MB. But you never know.
I recommend you stick with 8 sprites each (64x512; anything larger than that may cause the game to crash upon loading the sprite). Each 64x512 image when compressed takes about 0x1954(?) bytes. Wait, I was wrong with the size. It's different for each pokemon **facepalms** but it should take more or less that amount.

Last edited by Haru~; May 22nd, 2012 at 06:42 AM.
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  #61    
Old May 19th, 2012, 03:01 AM
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Okay, that should work. Victini has 7 sprites, but i'll see if I can expand it to 8.
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  #62    
Old May 19th, 2012, 05:35 PM
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I understand, I addressed that later in my post that they'd still stretch and bounce.
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  #63    
Old May 29th, 2012, 06:38 AM
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Quote:
Originally Posted by Haru~ View Post
It seems that I've found a "loop" command for those animation codes.
Use: FD FF XX XX ; where XX XX is the number of times the animation will loop (In little endian, of course).
Though it seems to have a limit, the value can only reach ~FDFD times. (From my testing, FFFF crashes the game.)

Note: It repeats the code from the beginning up to the last code before the loop and when the limit is reached, it will proceed to the next code, if any.
Oh, when you do the code like this:
Code:
00 00 09 00 01 00 09 00 FD FF 01 00 FD FF 01 00 FF FF 00 00
'From frame 1 to frame 2 and the animation repeats over and over to no end...
It seems to loop infinitely with no adverse effects at all.
That means, B/W-style pokemon is indeed possible.

I've tested all this with trainer animations and it works perfectly.
I ought to share it here because I'm quite sure that this can also apply
to pokemon animations. But then I could be wrong...

I might post a video sometime.
For curiosity's sake, I tried the code, and followed the instructions on the first post.
I used a Ruby ROM (obviously).
It did have animations, but the battle won't load.
I mean, during a wild battle, my trainer won't send out his PKMN to battle the animated enemy PKMN. =/
My guess is that it'll also be the same on trainer battles.
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  #64    
Old May 30th, 2012, 06:38 AM
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I thought that might happen. I don't know why, but it seems to wait for the animation to end before sending out another pokemon, and it might take some ASM hacking to fix that.
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  #65    
Old June 2nd, 2012, 11:18 PM
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There's a guy on YouTube that did this like two or three years ago. I'll see if I can find it. But anyways, yeah, it's the same concept. He had animations for Pokémon and the trainer's backsprite in Ruby.
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  #66    
Old June 3rd, 2012, 05:36 PM
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Quote:
Originally Posted by Darkest Shade of Light View Post
There's a guy on YouTube that did this like two or three years ago. I'll see if I can find it. But anyways, yeah, it's the same concept. He had animations for Pokémon and the trainer's backsprite in Ruby.
You mean crazybuizel? That's actually who made this whole discovery, and he explained it in the comments of one of his videos, and we later found the tables in Fire Red as well.

I actually made a hack of this to support different animations for each Pokemon (Similar to trainer animations, as they have a table for each sprite), however, I lost it from Windows deciding to erase one of my hard drives on installation. I'll probably recreate it if enough people want it.
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  #67    
Old June 5th, 2012, 04:58 AM
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Here are some examples of what I mean. They are not indexed, but there is a way to inserted non-indexed images in Advanced Sprite Editor made by Wichu.

Attachments are below.
Attached Files
File Type: rar Bulbasaur.rar‎ (15.3 KB, 31 views) (Save to Dropbox)
File Type: rar Pawniard.rar‎ (20.4 KB, 2 views) (Save to Dropbox)
File Type: rar Victini.rar‎ (14.9 KB, 4 views) (Save to Dropbox)
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Last edited by Tetra; June 5th, 2012 at 05:20 AM.
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  #68    
Old June 7th, 2012, 01:44 PM
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Quote:
Originally Posted by shiny quagsire View Post
You mean crazybuizel? That's actually who made this whole discovery, and he explained it in the comments of one of his videos, and we later found the tables in Fire Red as well.

I actually made a hack of this to support different animations for each Pokemon (Similar to trainer animations, as they have a table for each sprite), however, I lost it from Windows deciding to erase one of my hard drives on installation. I'll probably recreate it if enough people want it.
Yep. That'd be it Was looking for so long, and couldn't find it D:
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  #69    
Old June 7th, 2012, 11:03 PM
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Quote:
Originally Posted by destinedjagold View Post


For curiosity's sake, I tried the code, and followed the instructions on the first post.
I used a Ruby ROM (obviously).
It did have animations, but the battle won't load.
I mean, during a wild battle, my trainer won't send out his PKMN to battle the animated enemy PKMN. =/
My guess is that it'll also be the same on trainer battles.
That's a drag...
I knew it was too good to be true.

But shiny quagsire is right, it'll require ASM.

But if done on trainer animations, does it work for you?
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  #70    
Old September 25th, 2012, 05:25 AM
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I need some help. how do I re point the offset ? I'm using NSE HEX editor, I dont even know where to put the code ! I'm new in rom Hacking.

I open the HEX editor , select Sprite Table and then went to 2349B and I dont know what to do next :/
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  #71    
Old October 11th, 2012, 05:21 PM
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Can someone make a video about this? Please?
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  #72    
Old October 12th, 2012, 08:19 AM
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Quote:
Originally Posted by robin22gongon View Post
Can someone make a video about this? Please?
Chances are that even if we did make a video, you still wouldn't understand. Start with the basics, like scripting, and work your way up to understanding hex editing.
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  #73    
Old October 13th, 2012, 07:19 PM
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How about a step by step tutorial about this with pictures? I understand some of those but I'm stuck at repointing the offsets and using AltariaKing's code

Another question, if I successfully do it, can I use Wichu's Sprite Editor to add Sprites into the frames or do I have to use another program like unlz etc?



EDIT: Finally did it! At least I think so. But the problem is the sprite only blinks no matter how many times I edit the sprite in unlz? I think I need help.

Last edited by robin22gongon; October 14th, 2012 at 04:47 AM. Reason: Your double post has been automatically merged.
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  #74    
Old October 17th, 2012, 05:28 PM
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You find a ASM routine at 0x3F860
I want very much to have a wild battle with animations
but my understanding with ASM is very bad

please help!
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  #75    
Old November 4th, 2012, 09:49 PM
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Is this a dead thread? Please help me!
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