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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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  #26    
Old August 24th, 2012, 09:25 AM
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Quote:
Originally Posted by timson733333 View Post
Why would anyone want to add new moves to the games that have all the moves that people want already? I'm pretty sure that B/W and B2/W2 have a completely different hex language than the GBA games, anyways, so it'd be very hard to do.

Also, I recently tried adding the new animations to FireRed. I grabbed the False Swipe animation and pasted your background code for Night Slash before it (because I think that False Swipe's animation fits Night Slash better than regular Slash, but that's just me.) Then, I repointed (using PGE's Attack Editor) to the offset that I pasted the animation code in. It didn't work; it did the animation for Pound instead. So I grabbed the Night Slash code you made and repointed to that instead. Same thing, didn't work. Am I doing something wrong?
Double check and make sure AttackAnimationTable=&H1C68F4 is in your roms.ini
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  #27    
Old November 11th, 2012, 06:50 PM
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Think I messed up somewhere here. I tried to create the Drain Punch anim by merging Comet Punch and Leech Life. I don't know how to discern where an animation ends, so I probably screwed up something. The code I have is right here, and apologies if it's really bad:

Code:
00 97 27 00 9F 27 0A 01 0C 0C 08 11 91 7E 1C 08 B6 7E 1C 08 03 F9 89 09 08 02 05 01 00 03 00 00 00 06 00 01 00 19 84 00 3F 05 0B 01 0D 08 02 08 00 97 27 0A 03 2A 01 0C 0C 08 04 01 02 78 72 3E 08 02 03 EC FF 0F 00 0C 00 05 02 08 7C 3E 08 02 04 00 00 00 00 01 00 02 00 19 AD 00 3F 04 02 03 F9 89 09 08 05 05 01 00 00 00 05 00 05 00 01 00 05 02 24 7B 3E 08 02 05 01 00 01 00 00 00 07 00 00 00 05 0E 44 EC 1C 08 05 04 0F 0E C9 56 1D 08 05 02 24 7B 3E 08 02 05 01 00 01 00 07 00 00 00 00 00 05 0B 03 0D 08 00 2F 27 00 41 27 03 DD 9B 0B 08 02 06 02 00 02 00 02 00 00 00 10 00 FB 4B 19 85 00 C0 0E 9E 56 1D 08 05 0E C9 56 1D 08 00 B1 27 00 A3 27 04 01 00 2F 27 00 97 27 0A 03 2A 01 0C 0C 08 04 01 02 78 72 3E 08 02 03 EC FF 0F 00 0C 00 05 02 08 7C 3E 08 02 04 00 00 00 00 01 00 02 00 19 AD 00 3F 04 02 03 F9 89 09 08 05 05 01 00 00 00 05 00 05 00 01 00 05 02 24 7B 3E 08 02 05 01 00 01 00 00 00 07 00 00 00 05 0E 44 EC 1C 08 05 04 0F 0E C9 56 1D 08 05 02 24 7B 3E 08 02 05 01 00 01 00 07 00 00 00 00 00 05 0B 03 0D 08 00 2F 27 00 41 27 03 DD 9B 0B 08 02 06 02 00 02 00 02 00 00 00 10 00 FB 4B 19 85 00 C0 0E 9E 56 1D 08 05 0E C9 56 1D 00 B1 27 00 A3 27 04 01 00 2F 27 00 97 27 0A 03 2A 01 0C 0C 08 04 01 02 78 72 3E 08 02 03 EC FF 0F 00 0C 00 05 02 08 7C 3E 08 02 04 00 00 00 00 01 00 02 00 19 AD 00 3F 04 02 03 F9 89 09 08 05 05 01 00 00 00 05 00 05 00 01 00 05 02 24 7B 3E 08 02 05 01 00 01 00 00 00 07 00 00 00 05 0E 44 EC 1C 08 05 04 0F 0E C9 56 1D 08 05 02 24 7B 3E 08 02 05 01 00 01 00 07 00 00 00 00 00 05 0B 03 0D 08 00 2F 27 00 41 27 03 DD 9B 0B 08 02 06 02 00 02 00 02 00 00 00 10 00 FB 4B 19 85 00 C0 0E 9E 56 1D 08 05 0E C9 56 1D 08
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  #28    
Old November 25th, 2012, 10:11 PM
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Hi can someone explain to me or point me in the direction of how to import the test background chaos rush gave us? I tried repointing te table and stuff but I ended up with a a very glitched white screen. Also does the background table only have one pointer?
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  #29    
Old November 27th, 2012, 02:34 PM
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For those looking to hack Ruby, I just found the animation pointer table. It is at 0x1C7168. It is probably posted somewhere else, but I've been searching for it for the past hour and couldn't find it.

Last edited by karatekid552; November 27th, 2012 at 02:37 PM. Reason: Not specific
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  #30    
Old December 27th, 2012, 05:07 PM
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not sure if you know this yet, but for scrolling background command ZZ, 01 and 00 control the direction. As far as I know when you use a move a the background will always scroll right, but if the enemy uses the move the direction can be changed.

00 - background will scroll right when enemy uses the move
01 - background will scroll left when the enemy uses the move
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  #31    
Old January 5th, 2013, 09:47 PM
SchokoInc
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As for particles i don't know if this helps but the code for the purple bubbles coming out at the end of a poison attack is

00 A7 27 00 A6 27 05 04 0F 0E 5B 57 1D 08 05 08

Right now I am searching for the ice-crystals and other part-animations and I will post them all if someone needs them :)
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  #32    
Old January 8th, 2013, 09:50 PM
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Some random things I've found while fiddling with the animations recently:

15 17 and 15 16 appear to reset the background to normal.

21 07 XX 00 YY YY YY YY branches to YY YY YY YY if the side the attacker is on matches XX. Mega Punch's custom background operates by placing two of these in a row (with XX = 00 and 01) to branch to subroutines that set the background to the correct one and then return.

0F appears to return to where the initial script left off after a branch.

The first parameter of the 02 command always seems to be a pointer to some animation data- this structure is 24 bytes long.

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:


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  #33    
Old January 8th, 2013, 11:02 PM
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I'm new to this hex-editing...

I still don't understand how to know when the animation starts and end, is there any other way? or can someone explain it? D:

Also, i've already point my move to my custom animation(well its slash with the darkcloud BG), but when i tried it out, it didn't work...

and, how do i know the move's animation offset?(for pointing it to my custom animation)

EDIT: i know about the offset now, still don't know about how to figure the start and the end of the animaton though
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Last edited by Garuga17; January 9th, 2013 at 02:07 AM.
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  #34    
Old January 9th, 2013, 12:08 AM
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Quote:
Originally Posted by DoesntKnowHowToPlay View Post
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
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  #35    
Old January 9th, 2013, 07:33 AM
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Quote:
I still don't understand how to know when the animation starts and end, is there any other way? or can someone explain it? D:
It begins at where the animation's pointer points to and ends at the 08 command. Since non-terminating 08s are rather common, what I usually do is just grab around x200 bytes, move it into free space, and chop bits off until the game crashes. There's probably a more efficient way to do this but it works. Also note that a few animations (I think Comet Punch) end in jumps instead of 08 commands.

Quote:
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
This really isn't specific enough for me to help you. The 00 command loads palette and image data. basially, if you change an effect's image or palette data to XX YY, then you'll need to have an 00 XX YY command before the effect gets called, otherwise you'll have either borked image data, a borked palette (solid black), or both. If you've ever broken an animation such that it has solid black rectangles floating around, this is what I'm talking about- avoiding this is why you need the 00 command.
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  #36    
Old January 9th, 2013, 01:12 PM
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[/QUOTE]This really isn't specific enough for me to help you. The 00 command loads palette and image data. basially, if you change an effect's image or palette data to XX YY, then you'll need to have an 00 XX YY command before the effect gets called, otherwise you'll have either borked image data, a borked palette (solid black), or both. If you've ever broken an animation such that it has solid black rectangles floating around, this is what I'm talking about- avoiding this is why you need the 00 command.[/QUOTE]

I'm sorry. Yes I know that if you change those bytes you get the black boxes, that's why I am confused. Originally I thotght you were talking about those bytes. If you could tell me the bytes to change for the green shadow ball that would help because I could figure it out from there because I have not a clue as too which bytes you are referring to. Sorry
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  #37    
Old January 10th, 2013, 05:28 PM
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Quote:
I'm sorry. Yes I know that if you change those bytes you get the black boxes, that's why I am confused. Originally I thotght you were talking about those bytes. If you could tell me the bytes to change for the green shadow ball that would help because I could figure it out from there because I have not a clue as too which bytes you are referring to. Sorry
The bytes I'm talking about are the bytes in the effect data, which is not in the battle script proper. It is pointed to by the 02 command, always (as far as I've seen) as the first parameter. The values are usually in the x3EXXXX range- if you're looking around there you're probably in the right place.



That's not what I'm posting to talk about, however. To do colored backgrounds like Giga Drain, insert the following:

02 24 7B 3E 08 02 05 01 00 SS 00 00 00 YY 00 XX XX 05

Where XX XX is the color you want, YY is the intensity (0C for Giga Drain- 10 replaces the background entirely with the given color), and SS is the speed of the transition (01 for Giga Drain, but I imagine Hyper Beam and other attacks use the same logic with a higher value). To revert the background to normal, place the following:

02 24 7B 3E 08 02 05 01 00 SS 00 YY 00 00 00 XX XX 05 0B 03 0D

The values here do not have to be the same, but I'd advise making the color and intensity the same or it will abruptly change at the start of the transition back.

This allows us to accomplish animations that benefit from backgrounds without always having to insert new ones, like so:

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  #38    
Old January 10th, 2013, 08:08 PM
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Quote:
Originally Posted by DoesntKnowHowToPlay View Post
The bytes I'm talking about are the bytes in the effect data, which is not in the battle script proper. It is pointed to by the 02 command, always (as far as I've seen) as the first parameter. The values are usually in the x3EXXXX range- if you're looking around there you're probably in the right place.
Well obviously I wasn't looking in the right place. I thought only 11 and 0E pointed to else where. Unfortunately I still haven't found bytes that edit palette what I did do though, (for shadow ball) I went to the offset x3E7608 which got me something, and I thought oh maybe this is what he was talking about. So after the first 2 bytes I tried changing it to something, but only got a pure black shadow ball. :/

Since we're posting useful stuff...

I found that there's a special code or something to use backgrounds that are different depending on if you use the move or if the opponent does because if you use a regular command for example if you try the high power background you'll understand. I came across two pointers, one to use for the scroll flying type background and one for the high power one.

High Power - 0E 89 7D 1C 08
Flying background - 0E CF 59 1D 08
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Last edited by dreamengine; April 27th, 2013 at 12:17 PM.
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  #39    
Old January 10th, 2013, 08:31 PM
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If you got a pure black shadow ball, then you're probably changing the right bytes- you have to have loaded whatever palette you change it to with the 00 command. For the green ball in the screenshot I gave, I used palette B0 27.
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  #40    
Old January 10th, 2013, 08:44 PM
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Quote:
Originally Posted by DoesntKnowHowToPlay View Post
If you got a pure black shadow ball, then you're probably changing the right bytes- you have to have loaded whatever palette you change it to with the 00 command. For the green ball in the screenshot I gave, I used palette B0 27.
Ok so I changed just the palette at the x3EXXXX command and got black ball, then i tried changing the palette and the actual ball graphics to 00 B0 27 and I got green box of text O.o

Edit: I know what you mean know and got it. Thanks
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Last edited by dreamengine; January 10th, 2013 at 09:21 PM.
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  #41    
Old January 10th, 2013, 10:00 PM
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@DoesntKnowHowToPlay: Thank you for posting these findings, I will definitely be revising some of my move animations. I will add your info to the first post this weekend.
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  #42    
Old January 11th, 2013, 06:46 AM
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Quote:
Originally Posted by DoesntKnowHowToPlay View Post
It begins at where the animation's pointer points to and ends at the 08 command. Since non-terminating 08s are rather common, what I usually do is just grab around x200 bytes, move it into free space, and chop bits off until the game crashes. There's probably a more efficient way to do this but it works. Also note that a few animations (I think Comet Punch) end in jumps instead of 08 commands.

Urgh damn you my brain, still not understand D:

When the game crashes? i mean, is it when you do the move, or at the start of the game? and what do you mean by chop the bits off? Dx

Also, people, can you share the move code you guys found so far? it really helped even if it just one or two...(except slash)
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  #43    
Old January 11th, 2013, 01:03 PM
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Quote:
Originally Posted by Garuga17 View Post
Urgh damn you my brain, still not understand D:

When the game crashes? i mean, is it when you do the move, or at the start of the game? and what do you mean by chop the bits off? Dx

Also, people, can you share the move code you guys found so far? it really helped even if it just one or two...(except slash)
By crash he means the game resets and goes back to the title screen right after the move animation is completed. By chip off he means change a few bytes at the end to FF and test to see if the animation works. If it works then you need to chip off more bytes, if it freezes then that means you changed too many bytes, but if it resets the game then you changed the right byte. The end of an animation is usually the last 08 byte before an 00 XX 27 command.
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  #44    
Old January 11th, 2013, 11:48 PM
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Quote:
Originally Posted by dreamengine View Post
By crash he means the game resets and goes back to the title screen right after the move animation is completed. By chip off he means change a few bytes at the end to FF and test to see if the animation works. If it works then you need to chip off more bytes, if it freezes then that means you changed too many bytes, but if it resets the game then you changed the right byte. The end of an animation is usually the last 08 byte before an 00 XX 27 command.

Oh! I see now! Thanks a lot, now i understand :D


oh, and i hope chaos rush updates his post, and post more animation offset he knew :3
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  #45    
Old January 12th, 2013, 09:04 AM
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Quote:
Originally Posted by Garuga17 View Post
oh, and i hope chaos rush updates his post, and post more animation offset he knew :3
All the animation offsets are in PGE if the offset is correct in your ini
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  #46    
Old January 13th, 2013, 07:45 PM
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Quote:
Originally Posted by DoesntKnowHowToPlay View Post
The first parameter of the 02 command always seems to be a pointer to some animation data- this structure is 24 bytes long.

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:


Interesting, I have been editing moves myself and haven't come across this yet. Could you please clarify on this? I am slightly confused of what a 00 command is.

Also, not sure if this has been discovered, but if you wish to easily find the data for a move, find the animation pointer (I suggest using Gamer2020's PGE Attack Editor for it) and highlight the bytes of the animation until you reach the following bytes together:

08 00 XX 27

This string tells us that an animation has just ended and is moving onto a new on. Make sure to highlight everything up to the 08. DO NOT HIGHLIGHT THE 00 XX 27.

XX refers to, and my guess, the image data for the next animation.
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  #47    
Old January 13th, 2013, 07:59 PM
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Quote:
Originally Posted by TheOrangePichu View Post
Interesting, I have been editing moves myself and haven't come across this yet. Could you please clarify on this? I am slightly confused of what a 00 command is.

Also, not sure if this has been discovered, but if you wish to easily find the data for a move, find the animation pointer (I suggest using Gamer2020's PGE Attack Editor for it) and highlight the bytes of the animation until you reach the following bytes together:

08 00 XX 27

This string tells us that an animation has just ended and is moving onto a new on. Make sure to highlight everything up to the 08. DO NOT HIGHLIGHT THE 00 XX 27.

XX refers to, and my guess, the image data for the next animation.
The 00 command is what you are describing in your post- the 00 XX 27 blocks that occur at the start of many animation scripts. It takes the next two bytes as parameters and loads image data. I should warn that they do not occur in *all* animation scripts- Sky Attack, Doom Desire, and Haze are noteworthy exceptions, and some animations use 00 XX 28 instead. Also, it doesn't have to be at the beginning, but that is how every in-game animation that I've looked at that doesn't branch does it.

While I'm here, I've isolated another command- 1C is used for playing a sound repeatedly. It's used in Needle Arm, PoisonPowder, and probably a number of other moves. It takes five bytes- the first two indicate what sound to play, the fourth controls the delay between sounds, and the fifth controls how many times to play the sound. I'm not sure what the third byte is for but it's 3F in all the cases I've looked at.
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  #48    
Old January 16th, 2013, 06:16 PM
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Let me see if I got it. I'll be using slash's animation code.

Code:
00 C7 27 02 A4 35 3E 08 82 03 01 00 F8 FF 00 00 19 81 00 3F 04 04 02 A4 35 3E 08 82 03 01 00 08 00 00 00 03 1D 8B 09 08 02 05 01 00 04 00 00 00 12 00 01 00 19 81 00 3F 05 08
The 00 C7 27 means a new animation will be executed.
02 Indicates that A4 35 3E 08 is the pointer to which animation will be called, and I can't identify the pointer to the pallete... I'm pretty sure it isn't the 82 03 01 00...
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  #49    
Old January 23rd, 2013, 09:20 PM
romancandle
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Okay, hopefully someone can help me with this:

I'm trying to recreate the Elemental Fangs by using the particle from the punches with the bite animation. But I'm just not getting off the ground it as it all seems greek to me. I think I've found the offsets for the animations, but I can't even figure out where they end to remove and start testing them.

Here are the offsets I came up with from the method described in the first post:

Quote:
Ice Punch: 1CD2e0

Fire Punch: 1D08b5

Bite: 1CE190
I was looking to work on Ice Fang first, but I grabbed Fire Punch too so I could compare the two and see what the difference was (I assumed the difference would be the particles, as they two moves seem identical otherwise). Anyone willing to offer help and/or explain it like I'm five?
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  #50    
Old January 26th, 2013, 08:28 PM
SchokoInc
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well i actually did the same thing myself so i think i could help you :)

at first you copy all the code from the bite-offset and start replacing 08-bytes with FF until the game restarts exactly at the end of the animation :) If the animation plays fine, then you removed a 08-byte that didn't belong to the animation. If it stops midway, it was not the end of the animation and you have to restore it and replace the next 08 byte.
Alternatively in about 99% of all the cases an animation starts with 00 xx 27 or 00 xx 28 meaning you could search for the next 00 xx 27 or 00 xx 28 after your animation so just search for it at offset 1C3190 :) this way saves MUCH time :D

When you got your bite-animation-data just remove the final 08 bite and add the particles you need.

Now for the particles:
To get the thunder particle is quite easy: just remove the first 02 xx xx 3E 08 xx ... you see and all code until the next 02 xx xx 3E 08 so you remove the punching part. Then add the rest of the animation at the end of your bite animation, making them play after each other.

The fire- and ice-particles are harder to get, but if you remember which part you deleted in the thunderpunch animation this shouldn't be a big problem :) if you want to remove the ring of fire/ice in the beginning, just remove everything before the punch except the 00 xx 27 or 00 xx 28 parts as they load the graphics. If you want the ring to play BEFORE the bite, paste the bite animation at the position where you deleted the punch :)

Here is the code for the punchless fire-punch :)
00 9F 27 00 2D 27 00 97 27 0A 03 0C 0C 08 03 F9 A7 0B 08 0A 05 04 00 02 00 00 00 09 00 1F 00 02 E0 5B 3E 08 81 01 00 00 02 E0 5B 3E 08 81 01 40 00 02 E0 5B 3E 08 81 01 80 00 02 E0 5B 3E 08 81 01 C4 00 19 89 00 3F 05 02 10 67 3E 08 82 04 00 00 00 00 01 00 01 00 03 F9 89 09 08 02 05 01 00 00 00 03 00 0F 00 01 00 (paste the bite animation here if you want the ring) 0E 50 09 1D 08 04 04 19 8C 00 3F 05 03 F9 A7 0B 08 0A 05 04 00 00 00 09 00 00 00 1F 00 05 0B 03 0D 08

And this is the ringless punchless fire-punch (just paste this after your bite if you don't want the ring):
00 9F 27 00 2D 27 00 97 27 0A 03 0C 0C 08 03 F9 A7 0B 08 0A 05 04 00 02 00 00 00 09 00 1F 00 0E 50 09 1D 08 04 04 19 8C 00 3F 05 03 F9 A7 0B 08 0A 05 04 00 00 00 09 00 00 00 1F 00 05 0B 03 0D 08
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