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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 January 26th, 2013, 10:19 PM
Garuga17's Avatar
Garuga17
 
Join Date: Apr 2011
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Anybody have the code for the self-bubbles(when doing the waterfall move) only? i'm trying to make an aqua tail animation(is that even possible to do that? use the bubbles only?)
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  #52    
Old January 27th, 2013, 06:08 PM
romancandle
 
Join Date: Oct 2009
Gender: Male
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Spoiler:
Quote:
Originally Posted by SchokoInc View Post
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


First and foremost, major thanks for helping me. Here's what I got:

Quote:
00 9B 27 00 97 27 0A 01 0C 0C 08 19 9A 00 3F 02 30 79 3E 08 02 06 00 00 E0 FF 00 00 00 00 33 03 0A 00 02 30 79 3E 08 02 06 00 00 20 00 04 00 00 00 CD FC 0A 00 04 0A 02 08 7C 3E 08 02 04 00 00 00 00 01 00 02 00 03 F9 89 09 08 05 05 01 00 00 00 04 00 07 00 01 00 05 0B 01 0D 04 01 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
Italics is where I added the fire punch particles, all I did was delete a 08. I had forgotten to at the beginning and the move was just bite. When I removed it, now it stops after the bite?

OH, I SEE IT! I MISSED A 08 after a 0B. Ugh.

It works:



I used exactly the code above. It's a little low when used on you, for my tastes, but it works. I'll post Ice Fang and Thunder Fang when I have the time to play with them. I just wanted to show you code works. It bites, the bite disappears, and the particles appear, if that bothers anyone.

Last edited by romancandle; January 27th, 2013 at 06:17 PM.
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  #53    
Old January 27th, 2013, 06:19 PM
SchokoInc
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Join Date: Nov 2012
So is everthing working now with the fangs?

And for the self-bubbles:
Find the offset of the waterfall animation and copy it then start cutting of bites from the end until about a line after the first 02 xx xx 3E in the waterfall-animation (usually the 05 byte after it if there isn't any you have to experiment a little here) and then add your impact animation If you want a nice tail animation try the knock-off-animation which pretty much resembles the gen VI and V tail-attack-hit's animation
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  #54    
Old January 27th, 2013, 06:43 PM
romancandle
 
Join Date: Oct 2009
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Quote:
Originally Posted by SchokoInc View Post
So is everthing working now with the fangs?

And for the self-bubbles:
Find the offset of the waterfall animation and copy it then start cutting of bites from the end until about a line after the first 02 xx xx 3E in the waterfall-animation (usually the 05 byte after it if there isn't any you have to experiment a little here) and then add your impact animation If you want a nice tail animation try the knock-off-animation which pretty much resembles the gen VI and V tail-attack-hit's animation
Apparently not. I went with this for Ice Fang:

Quote:
00 9D 27 00 97 27 00 9F 27 08 03 04 00 00 F6 FF 01 00 01 00 19 84 00 3F 04 02 03 F9 89 09 08 05 05 01 00 00 00 05 00 03 00 01 00 05 04 0F 0E 0A 54 1D 08 04 05 03 F9 A7 0B 08 0A 05 04 00 02 00 09 00 00 00 4C 7F 05 02 24 7B 3E 08 02 05 01 00 00 00 07 00 00 00 00 00 05 0B 03 0D 08
That's only the ice particles. However, when used in battle, it does nothing (well, it bites, but no particles). Not sure where I went wrong.

Edit: There was a part in the beginning, 5 spaces long that I removed. 0A 03 0C 0C 08. I didn't see them as all that important and thus I removed them. Should I reenter those?

Double Edit: I removed an extra 08 (right after the third 27) that had snuck in. Now it crashes after the bite.

Triple Edit: I discovered I missed an entire 02 xx xx xx 3E anyway, so I got rid of that. Then it crashed again.

Quad-Edit-ruped: I tried it on Thunder Fang, and it crashed again. It goes from the bite to the restart. I removed everything from the first 02 xx xx xx 3E to the last 02 xx xx xx 3E 08 and it doesn't work. Maybe I misunderstood your directions. And I know you said "next", but that just seems insanely long compared to the fire particles. I even tried to reverse engineer the fire particles and just can't seem to see the logic.

Last edited by romancandle; January 27th, 2013 at 08:35 PM. Reason: Updates
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  #55    
Old January 27th, 2013, 09:03 PM
Garuga17's Avatar
Garuga17
 
Join Date: Apr 2011
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Age: 19
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Quote:
Originally Posted by SchokoInc View Post
So is everthing working now with the fangs?

And for the self-bubbles:
Find the offset of the waterfall animation and copy it then start cutting of bites from the end until about a line after the first 02 xx xx 3E in the waterfall-animation (usually the 05 byte after it if there isn't any you have to experiment a little here) and then add your impact animation If you want a nice tail animation try the knock-off-animation which pretty much resembles the gen VI and V tail-attack-hit's animation
Whoa, thanks dude! I was planning to use slam animation, but i never thought about knock off, thank you! :D
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  #56    
Old January 27th, 2013, 09:30 PM
SchokoInc
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Quote:
Originally Posted by Garuga17 View Post
Whoa, thanks dude! I was planning to use slam animation, but i never thought about knock off, thank you! :D
no problem :D I stumbled across the knock-off animation when i created a dragon tail attack that should also disable the foes item and thought well knock off sure looks like a tail attack :)

EDIT.: If you want the star that shows the impact to be blue (for the more waterish feeling), go to the last 02 xx xx 3E in the knock off animation (and you entire animation) which should be the star marking the impact. Go to that position ( 3E xx xx ) and copy the animation data you find here (should start with yy 27 yy 27 ... 08) and is 24 bytes (1,5 lines) long to some place (i prefer the end of my animation) and then repoint the 02 xx xx 3E to that position. After that you just have to experiment and replace the second yy byte in your yy 27 yy 27 part (which is responsible for the colour) with another palette (as your bubbles start with 00 zz 27 or 00 zz 28 you can just copy that zz value and replace the second yy value with it) so you get the blue impact star. :)


As for the fangs try to leave out the bite part and start with the punch-animations again and just remove that 02 xx xx 3E part for the punch :) and i think you misunderstood the part about removing everthing between two 02 xx xx 3Es :o you just have to remove about 1 line and a little more so when you see a 05 or 04 14 or 19 one line lower this is normally where you have to stop deleting :)

Last edited by SchokoInc; January 27th, 2013 at 09:48 PM.
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  #57    
Old January 28th, 2013, 12:08 PM
romancandle
 
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Quote:
Originally Posted by SchokoInc View Post
As for the fangs try to leave out the bite part and start with the punch-animations again and just remove that 02 xx xx 3E part for the punch and i think you misunderstood the part about removing everthing between two 02 xx xx 3Es :o you just have to remove about 1 line and a little more so when you see a 05 or 04 14 or 19 one line lower this is normally where you have to stop deleting
Okay, here is the Ice Punch animation:

Quote:
00 9D 27 00 97 27 00 9F 27 02 24 7B 3E 08 02 05 01 00 01 00 00 00 07 00 00 00 03 F9 A7 0B 08 0A 05 04 00 02 00 00 00 09 00 4C 7F 04 14 19 7A 00 3F 02 60 63 3E 08 02 01 00 00 02 60 63 3E 08 02 01 40 00 02 60 63 3E 08 02 01 80 00 02 60 63 3E 08 02 01 C0 00 04 05 02 48 63 3E 08 02 01 20 00 02 48 63 3E 08 02 01 60 00 02 48 63 3E 08 02 01 A0 00 02 48 63 3E 08 02 01 E0 00 04 11 02 10 67 3E 08 04 05 00 00 F6 FF 08 00 01 00 00 00 02 08 7C 3E 08 03 04 00 00 F6 FF 01 00 01 00 19 84 00 3F 04 02 03 F9 89 09 08 05 05 01 00 00 00 05 00 03 00 01 00 05 04 0F 0E 0A 54 1D 08 04 05 03 F9 A7 0B 08 0A 05 04 00 02 00 09 00 00 00 4C 7F 05 02 24 7B 3E 08 02 05 01 00 00 00 07 00 00 00 00 00 05 0B 03 0D 08
Every 02 xx xx 3E 08 is highlighted. The part italicized is the part I believe you're talking about. I've removed that, it just goes back to start. I think I'm getting hung up on where to start the removal.

Edit: I removed ALL of the underlined. It now works--HOWEVER! However, there's a quick black fade-in, fade-out at the end. The original fades to black a bit. I'm not sure what part caused that. I don't know WHY removing the underlined worked, but it did. Now I just want to remove the black fade part.

Double Edit: FIXED IT! I started at the end and changed bytes that differed between Fire Punch and Ice Punch until the fade disappeared. Here's the Ice Fang code:

Quote:
Originally Posted by ICE FANG
00 9B 27 00 97 27 0A 01 0C 0C 08 19 9A 00 3F 02 30 79 3E 08 02 06 00 00 E0 FF 00 00 00 00 33 03 0A 00 02 30 79 3E 08 02 06 00 00 20 00 04 00 00 00 CD FC 0A 00 04 0A 02 08 7C 3E 08 02 04 00 00 00 00 01 00 02 00 03 F9 89 09 08 05 05 01 00 00 00 04 00 07 00 01 00 05 0B 01 0D 04 01 00 9D 27 00 97 27 00 9F 27 0E 0A 54 1D 08 04 05 03 F9 A7 0B 08 0A 05 04 00 02 00 09 00 00 00 4C 7F 05 02 24 7B 3E 08 02 05 04 00 00 00 07 00 00 00 00 00 05 0B 03 0D 08
I've also got Thunder Fang working.
Quote:
00 9B 27 00 97 27 0A 01 0C 0C 08 19 9A 00 3F 02 30 79 3E 08 02 06 00 00 E0 FF 00 00 00 00 33 03 0A 00 02 30 79 3E 08 02 06 00 00 20 00 04 00 00 00 CD FC 0A 00 04 0A 02 08 7C 3E 08 02 04 00 00 00 00 01 00 02 00 03 F9 89 09 08 05 05 01 00 00 00 04 00 07 00 01 00 05 0B 01 0D 04 01 00 97 27 00 9F 27 00 35 27 0A 01 0C 0C 08 02 38 5F 3E 08 02 02 00 00 F0 FF 04 01 02 38 5F 3E 08 02 02 00 00 10 00 04 01 19 D6 00 3F 03 E9 A0 0B 08 02 03 01 01 01 01 01 01 04 02 03 F9 89 09 08 02 05 01 00 00 00 03 00 0F 00 01 00 02 08 7C 3E 08 03 04 00 00 00 00 01 00 02 00 04 01 02 24 7B 3E 08 02 05 07 00 02 00 10 00 00 00 00 00 04 14 05 0B 01 0D 08
Italics = Thunderpunch effects. 07 was a necessary change to get the sprites and background back to normal after the effect. Now that these are done, I'm moving onto Head Smash.

Last edited by romancandle; January 28th, 2013 at 07:16 PM. Reason: Got it all working.
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  #58    
Old January 29th, 2013, 11:18 AM
romancandle
 
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I don't usually double post, but I figured a different problem would require it:

Is it possible to edit the color of the particles in the animation? Here's the scenario:

I'm trying to use Psybeam as a base for Dark Pulse. (I tried Water Pulse, but the water droplets were driving me nuts). Here's the code:

Quote:
00 B3 27 19 B6 00 C0 14 00 17 1F 39 CF 0D 08 07 C1 00 C0 FF 3F 00 03 00 04 00 00 00 0F 00 0E D4 0D 1D 08 0E D4 0D 1D 08 03 05 97 09 08 05 05 00 00 06 00 00 08 04 00 01 00 03 DD 9B 0B 08 02 06 04 00 02 00 02 00 00 00 0C 00 5F 7E 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 05 04 01 13 36 85 1C 08
The italic bits are the Psybeam waves. I've edited in the background (01, I stole the ending from Pursuit because I honestly couldn't figure out how to close non-moving backgrounds). It works as is. I'm just curious if anyone knows if it's possible to change the palette of the particles without affecting Psybeam itself. I was also planning on using this for Dragon Pulse.

Edit: I've found that 7E edits the color of the target.

Spoiler:


First is 30, Second is 00, and the Third is FF. HOWEVER, that's only changing 7E. The 5F changes it too, the 00 before doesn't seem to do anything, and the 0E after it is unrelated to this change (and crashes the game if you change it. That'll learn me).

Last edited by romancandle; January 29th, 2013 at 11:49 AM.
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  #59    
Old January 30th, 2013, 02:16 PM
SchokoInc
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Beware that 02 24 7B 3E 08 xxxxxxxxxxxxxxxxxxxx is the code for changing the background colour.

Editing the particles colour or even the particles used is possible :) I gave Garuga17 instructions on how to change the stars color in the knock-off-animation before :)
Here is a quick summary:

1. The particle type and palette is already defined in the 02 xx xx 3E 08 part. So you have to go to the adress it points too (02 12 34 3E 08 points to 0x3E3412) and copy the 24 bytes long code you find there (zz 27/28 zz 27/28 xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx 08). That zz in the code should also be at the start of your attack animation in any of these 00 zz 27/28s.

2. Paste it somewhere free (I normally paste it directly under my attack animation) Let's say at 0x912345.

3. Repoint the 02 xx xx 3E 08 to the pasted space ( 02 45 23 91 08 in our example).

4. The first zz is for the particle used, the second one for the palette. If you want a particle in your attack to have another palette search for another attack that uses a particle with that attack. (Let's say you want your psybeam-rings to have shadow-balls palette which is C0). So you have the psybeam zz 27/28 zz 27/28 xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx xx 08 at 912345 and replace the second zz which is for the palette with C0 (for the shadow ball ball with psybeams palette replace the first zz and for the normal shadow ball replace both). That way you get every attack particle-palette-attack combination possible.

5. As in most cases the new particles/palettes are not loaded yet, add a 00 .. 27/28 at the beginning of your animation for every particle or palette used where .. stands for the particle or palette used (so 00 C0 27 at the beginning for our dark rings)
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  #60    
Old February 3rd, 2013, 04:33 PM
pawell6's Avatar
pawell6
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Hi guys, I try to recreate draco meteor, so I used one of meteors from eruption (changed color from red to violet) , colored BG (violet one). Everything works fine, but one thing: after attack is perfomed pokemon sprites become violet. Can somebody help me?
code I used:
Spoiler:
00 D9 27 00 A6 27 02 24 7B 3E 08 02 05 1F 00 02 00 00 00 09 00 CC CC 02 14 05 93 08 28 05 96 00 E0 FF 20 00 3C 00 02 00 1C 7C 00 3F 10 02 04 50 05 0E C7 59 1D 08 08

Bold pointer: D9 27 A6 27 D8 C9 3A 08 F0 1C 23 08 00 00 00 00 FC 1C 23 08 55 D4 0A 08

Screenshots during attack and after attack
Attached Images
File Type: png During attack.PNG‎ (49.1 KB, 69 views) (Save to Dropbox)
File Type: png after attack.PNG‎ (42.8 KB, 51 views) (Save to Dropbox)
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  #61    
Old February 8th, 2013, 11:54 PM
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MrDollSteak
Formerly known as 11bayerf1
 
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Quote:
Originally Posted by SchokoInc View Post
no problem :D I stumbled across the knock-off animation when i created a dragon tail attack that should also disable the foes item and thought well knock off sure looks like a tail attack

EDIT.: If you want the star that shows the impact to be blue (for the more waterish feeling), go to the last 02 xx xx 3E in the knock off animation (and you entire animation) which should be the star marking the impact. Go to that position ( 3E xx xx ) and copy the animation data you find here (should start with yy 27 yy 27 ... 08) and is 24 bytes (1,5 lines) long to some place (i prefer the end of my animation) and then repoint the 02 xx xx 3E to that position. After that you just have to experiment and replace the second yy byte in your yy 27 yy 27 part (which is responsible for the colour) with another palette (as your bubbles start with 00 zz 27 or 00 zz 28 you can just copy that zz value and replace the second yy value with it) so you get the blue impact star.


As for the fangs try to leave out the bite part and start with the punch-animations again and just remove that 02 xx xx 3E part for the punch and i think you misunderstood the part about removing everthing between two 02 xx xx 3Es :o you just have to remove about 1 line and a little more so when you see a 05 or 04 14 or 19 one line lower this is normally where you have to stop deleting
I've just been making Aqua tail too, following your advice to use Knock-off. However I really can't find the end to knock off, i've been trimming it down to every 08 i could and either, the whole animation would play out and freeze OR after excess trimming it would freeze mid animation. Do you happen to know the last line of the data?

Edit: I'm 100% certain that the Knock Off goes from offset 1D4A0F and finishes at 1D4A9E, because there is a pointer to a new move at 1D4A9F. However even with all this copied and combined with Aqua Tail, the end of the move freezes. In the mean time I've used Slam and it works.
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Last edited by MrDollSteak; February 9th, 2013 at 12:41 AM.
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  #62    
Old February 9th, 2013, 01:06 AM
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Bela
Pokémon Rose Creator
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Has anyone tried yet to compare Razor Leaf with Magical Leaf? I think using Magical Leaf's "rainbow" effect for moves like Draco Meteor would be cool. I took a look at this a while back, I'll post what I found later.
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Last edited by Bela; March 4th, 2013 at 06:13 AM.
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  #63    
Old February 9th, 2013, 01:49 AM
Garuga17's Avatar
Garuga17
 
Join Date: Apr 2011
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Age: 19
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Quote:
Originally Posted by 11bayerf1 View Post
I've just been making Aqua tail too, following your advice to use Knock-off. However I really can't find the end to knock off, i've been trimming it down to every 08 i could and either, the whole animation would play out and freeze OR after excess trimming it would freeze mid animation. Do you happen to know the last line of the data?

Edit: I'm 100% certain that the Knock Off goes from offset 1D4A0F and finishes at 1D4A9E, because there is a pointer to a new move at 1D4A9F. However even with all this copied and combined with Aqua Tail, the end of the move freezes. In the mean time I've used Slam and it works.

dude, here is my Aqua tail code:

Spoiler:
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 00 25 28 00 97 27 02 54 4E 3D 08 02 02 04 00 06 00 04 04 19 73 00 3F 02 64 F7 3F 08 82 02 F0 FF F0 FF 04 08 02 3C 7B 3E 08 02 07 1F 00 05 00 01 00 FF 7F 0A 00 00 00 00 00 02 08 7C 3E 08 83 04 00 00 00 00 01 00 02 00 19 84 00 3F 02 9C 4E 3D 08 02 05 01 00 F4 FF 0A 00 00 00 03 00 02 84 4E 3D 08 02 03 00 00 00 00 05 00 04 03 03 D1 8C 09 08 02 05 01 00 00 00 03 00 06 00 01 00 04 05 02 84 4E 3D 08 02 03 01 00 00 00 06 00 04 0A 05 0B 03 0D 08


I created it few days ago, i'm not remember what is exactly i'm doing to fix the freezes though
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  #64    
Old February 9th, 2013, 02:26 AM
knizz's Avatar
knizz
 
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Code:
00 xxxx
01 xxxx
02 08xxxxxx xx nn [0000 1111 2222 … nnnn]
03 08xxxxxx xx nn [0000 1111 2222 … nnnn]
04 xx
05
06
07
08
09 xxxx
0A xx
0B xx
0C xxxx
0D
0E 08xxxxxx
0F
10 xx xxxx
11 08aaaaaa 08bbbbbb
12 vv 08xxxxxx
13 08xxxxxx
14 xx
15
16
17
18 xx
19 xxxx xx
1A xx
1B ?
1C xxxx xx xx xx
1D xxxx xx xx
1E xxxx
1F 08xxxxxx nn [0000 1111 2222 … nnnn]
20
21 xx xxxx 08xxxxxx
22 xx
23 xx
24 xxxxxxxx
25 xx xx xx
26 ?
27 ?
28 xx
29
2A xx
2B xx
2C xx
2D xx
2E xx
2F
--END
the implementations of these commands can be found in the table at 083ADF5C

02: The "08xxxxxx" points to an object template.
0C: BLDCNT=0x3F40; BLDALPHA=x;
0D: BLDCNT=0; BLDALPHA=0;
0E: call (calls in calls are not supported)
0F: return
11: if(cond&1) goto b; else goto a;
12: if(cond==v) goto x;
13: goto x;
1E: BLDCNT=x
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  #65    
Old February 9th, 2013, 03:35 AM
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tajaros
Hi I'm dawg
 
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Ok, so I'm trying to create a custom animation for zen headbutt and I tried using the charge animation (I tried the one in shock wave but didn't worked... :/) and headbutt animation...

The thing is I want the charge to be blue instead of yellow here is how it looks like:


And here's the code I used for the animation:
Spoiler:
00 E3 27 00 E4 27 00 E5 27 0A 00 0C 0C 08 02 24 7B 3E 08 02 05 01 00 02 00 00 00 04 00 00 00 05 03 41 E5 0A 08 02 04 00 00 3C 00 02 00 0C 00 19 CE 00 C0 04 1E 19 CE 00 C0 04 1E 19 CE 00 C0 02 D4 61 3E 08 02 01 00 00 04 19 19 CE 00 C0 04 14 19 CE 00 C0 04 0F 19 CE 00 C0 04 0A 04 06 1C CE 00 C0 06 05 05 02 04 62 3E 08 02 03 00 00 10 00 10 00 04 02 02 04 62 3E 08 02 03 00 00 F0 FF F0 FF 19 70 00 C0 05 02 24 7B 3E 08 02 05 01 00 04 00 04 00 00 00 00 00 0B 00 0D 00 97 27 02 50 35 3E 08 02 01 00 00 19 9B 00 C0 05 04 02 02 50 35 3E 08 02 01 01 00 05 03 D1 8C 09 08 02 05 00 00 02 00 00 00 04 00 01 00 03 F9 89 09 08 02 05 01 00 05 00 00 00 06 00 01 00 02 50 35 3E 08 02 01 02 00 02 98 7C 3E 08 83 04 00 00 00 00 01 00 01 00 19 74 00 3F 05 08


So does anyone now how to edit the color of the charge animation? :3
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  #66    
Old February 9th, 2013, 10:04 PM
Thundrake
 
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Quote:
Originally Posted by tajaros View Post
So does anyone now how to edit the color of the charge animation? :3
http://www.pokecommunity.com/showpos...4&postcount=32

It's all in this post.
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  #67    
Old February 9th, 2013, 10:32 PM
tajaros's Avatar
tajaros
Hi I'm dawg
 
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Quote:
Originally Posted by Thundrake View Post
My bad for not seeing that, I'll edit my post out later and see what will happen... :)
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  #68    
Old February 9th, 2013, 11:28 PM
MrDollSteak's Avatar
MrDollSteak
Formerly known as 11bayerf1
 
Join Date: Dec 2008
Location: Hong Kong
Age: 19
Gender: Male
So i've found a rather interesting bug with one of my animations,
after implementing a new move animation into the new move slot,
for some reason whenever a target is poisoned, instead of displaying
the 'poison damage' they bullet punch themselves in the face.
Does anyone know where the poison damage might be located so
I can check for overlaps?

Edit: I can confirm this does not happen with burns, paralyz or anything else. Just the poison.
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Last edited by MrDollSteak; February 10th, 2013 at 06:11 AM.
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  #69    
Old February 11th, 2013, 01:41 AM
lcotvye's Avatar
lcotvye
Unhatched Egg
 
Join Date: Feb 2013
Gender: Male
My English is so bad……
It's nice,but I can't remember these codes.For example,05 0E C7 59 1D.Should I remember them for a long time?I want to make notes and read them when I do that.
Please give me some advice,thanks.

Last edited by lcotvye; February 12th, 2013 at 09:45 PM.
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  #70    
Old February 11th, 2013, 12:54 PM
romancandle
 
Join Date: Oct 2009
Gender: Male
Nature: Adamant
Has anyone come up with a X-Scissors animation? I keep playing with Fury Cutter, but everytime I think I get something working, tinkering a bit with it just makes it crash and not work. I can't even seem to successfully nail down the animation of the move itself, let alone make it play back to back, change the direction, or make them play at the same time.
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  #71    
Old February 11th, 2013, 06:09 PM
MrDollSteak's Avatar
MrDollSteak
Formerly known as 11bayerf1
 
Join Date: Dec 2008
Location: Hong Kong
Age: 19
Gender: Male
Quote:
Originally Posted by romancandle View Post
Has anyone come up with a X-Scissors animation? I keep playing with Fury Cutter, but everytime I think I get something working, tinkering a bit with it just makes it crash and not work. I can't even seem to successfully nail down the animation of the move itself, let alone make it play back to back, change the direction, or make them play at the same time.
I'd possibly play around with Leaf Blade. It has the X cut at the very end of the animation which you could merge with something.
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  #72    
Old February 12th, 2013, 12:07 PM
romancandle
 
Join Date: Oct 2009
Gender: Male
Nature: Adamant
Quote:
Originally Posted by 11bayerf1 View Post
I'd possibly play around with Leaf Blade. It has the X cut at the very end of the animation which you could merge with something.
Oh wow, I didn't know that. I never used Treecko and Bulbapedia had a still image. Good call. I'll combine it with, say, the Silver Wind background or something.
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  #73    
Old February 23rd, 2013, 12:28 AM
MrDollSteak's Avatar
MrDollSteak
Formerly known as 11bayerf1
 
Join Date: Dec 2008
Location: Hong Kong
Age: 19
Gender: Male
I've just been making a few more animations. I was trying to make scald and gunk shot from Hydro pump.
But I've noticed that moves like Hydro Pump and Sonic Boom that use repeating animations, don't follow the conventional structure 0f 02 xx xx xx 08, rather they seem to have animations that follow an 0E xx xx xx 08 structure, where xx xx xx 08 is a pointer to a table which is comprised of 02 xx xx xx 08. I've tried going to these locations and copying them to free space and repointing to that area, but this causes the animation to freeze. So this makes it difficult to change the palette. I was wondering if anyone knows more about this particular area.

EDIT: After some research, I've been able to successfully copy the 02 XX XX XX 08 data existing where the 0E xx xx xx 08 points to, and move it and change all the pointers. However when I copy the information at the pointer 02 xx xx xx 08 to a new offset and change the 02 xx xx xx 08 to point to that area that is when the animation freezes.

EDIT2: I'm an idiot. I was only copying 20 bytes as opposed to the 24 at 02 XX XX XX 08. It works now. So for those that want to change the colours or animation particles for a repeating animation such as Sonic Boom or Hydro Pump look for the 0E XX XX XX 08 pointer, and follow it to XX XX XX. Then copy the bytes from the start of that offset until you reach an F9 89 09 08. This signifies the end of the animation. Copy it to a new offset and change all the pointers. Then change the pointers in that to the 02 XX XX XX 08 animation in the new 0E XX XX XX 08 animation. Make sure to add the palette load at the beginning of the original animation. Sorry if I didn't explain this particularly well. It's a tad convoluted.

EDIT3: I've been doing some more research, and have found that by mixing Amnesia's background effect with different backgrounds such as the Dark type background, leads to some rather interesting combinations. It seems to take the palette and play a scrolling colour effect, which could be interesting for certain backgrounds.
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Last edited by MrDollSteak; February 26th, 2013 at 12:24 AM. Reason: Your double post has been automatically merged.
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  #74    
Old February 27th, 2013, 04:09 PM
HyperXhydra's Avatar
HyperXhydra
 
Join Date: Oct 2011
Gender: Male
Someone must make a tool for this!
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  #75    
Old February 28th, 2013, 03:01 AM
pawell6's Avatar
pawell6
The truthseeker
 
Join Date: Feb 2010
Location: Poland
Age: 26
Gender: Male
Quote:
Originally Posted by 11bayerf1 View Post
EDIT3: I've been doing some more research, and have found that by mixing Amnesia's background effect with different backgrounds such as the Dark type background, leads to some rather interesting combinations. It seems to take the palette and play a scrolling colour effect, which could be interesting for certain backgrounds.
Yeah, such animations give me creeps even If i want to change pallete only. About edit3 it sounds interesting, could you give some screenshots?
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