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  #51    
Old January 26th, 2013 (10:19 PM).
Garuga17's Avatar
Garuga17
 
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Anybody have tha code fo tha self-bubbles(when dong tha waterfall move) only? i'm tryng ta make an aqua tail animation(is that even possible ta do that? use tha bubbles only?)
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  #52    
Old January 27th, 2013 (06:08 PM). Edited January 27th, 2013 by romancandle.
romancandle
 
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Spoiler:
Quote orignally posted by SchokoNc:
well i actually did tha sbee thng mahself so i thnk i could help you

at first you copy all tha code from tha bite-offset and start replacng 08-bytes wit FF until tha gbee restarts exactly at tha end of tha animation If tha animation plays fne, than you removed a 08-byte that didn't belong ta tha animation. If it staps midway, it was not tha end of tha animation and you have ta restare it and replace tha next 08 byte.
Alternatively n bout 99% of all tha cases an animation starts wit 00 xx 27 or 00 xx 28 meanng you could search fo tha next 00 xx 27 or 00 xx 28 after yo animation so just search fo it at offset 1C3190 dis way saves MUCH time :D

When you gots yo bite-animation-data just remove tha fnal 08 bite and add tha particles you need.

Now fo tha particles:
Ta git tha thunder particle is quite easy: just remove tha first 02 xx xx 3E 08 xx ... you see and all code until tha next 02 xx xx 3E 08 so you remove tha punchng part. Than add tha rest of tha animation at tha end of yo bite animation, makng tham play after each othar.

Tha fire- and ice-particles is harder ta git, but if you remember which part you deleted n tha thunderpunch animation dis shouldn't be a big problem if you want ta remove tha rng of fire/ice n tha begnnng, just remove everythng befoe tha punch except tha 00 xx 27 or 00 xx 28 parts as thay load tha graphics. If you want tha rng ta play BEFOE tha bite, paste tha bite animation at tha position where you deleted tha punch

Here is tha code fo tha 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 tha bite animation here if you want tha rng) 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 dis is tha rngless punchless fire-punch (just paste dis after yo bite if you don't want tha rng):
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 foemost, major thanks fo helpng me. Here's what I gots:

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 tha fire punch particles, all I did was delete a 08. I had fogotsten ta at tha begnnng and tha move was just bite. When I removed it, now it staps after tha bite?

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

It works:



I used exactly tha code above. It's a little low when used on you, fo mah tastes, but it works. I'll post Ice Fang and Thunder Fang when I have tha time ta play wit tham. I just wanted ta show you code works. It bites, tha bite disappears, and tha particles appear, if that bothars anyone.
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  #53    
Old January 27th, 2013 (06:19 PM).
SchokoInc
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So is everthng workng now wit tha fangs?

And fo tha self-bubbles:
Fnd tha offset of tha waterfall animation and copy it than start cuttng of bites from tha end until bout a lne after tha first 02 xx xx 3E n tha waterfall-animation (usually tha 05 byte after it if thare isn't any you have ta experiment a little here) and than add yo impact animation If you want a funky ass tail animation try tha knock-off-animation which pretty much resembles tha gen VI and V tail-attack-hit's animation
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  #54    
Old January 27th, 2013 (06:43 PM). Edited January 27th, 2013 by romancandle.
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Quote orignally posted by SchokoNc:
So is everthng workng now wit tha fangs?

And fo tha self-bubbles:
Fnd tha offset of tha waterfall animation and copy it than start cuttng of bites from tha end until bout a lne after tha first 02 xx xx 3E n tha waterfall-animation (usually tha 05 byte after it if thare isn't any you have ta experiment a little here) and than add yo impact animation If you want a funky ass tail animation try tha knock-off-animation which pretty much resembles tha gen VI and V tail-attack-hit's animation
Appisntly not. I went wit dis fo 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 tha ice particles. However, when used n battle, it does nothng (well, it bites, but no particles). Not sure where I went wrong.

Edit: Thare was a part n tha begnnng, 5 spaces long that I removed. 0A 03 0C 0C 08. I didn't see tham as all that important and thus I removed tham. Should I reenter those?

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

Triple Edit: I discovered I missed an entire 02 xx xx xx 3E anyway, so I gots rid of that. Than it crashed agan.

Quad-Edit-ruped: I tried it on Thunder Fang, and it crashed agan. It goes from tha bite ta tha restart. I removed everythng from tha first 02 xx xx xx 3E ta tha last 02 xx xx xx 3E 08 and it doesn't work. Maybe I misunderstaod yo directions. And I know you said "next", but that just seems nsanely long compisd ta tha fire particles. I even tried ta reverse engneer tha fire particles and just can't seem ta see tha logic.
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  #55    
Old January 27th, 2013 (09:03 PM).
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Garuga17
 
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Quote orignally posted by SchokoNc:
So is everthng workng now wit tha fangs?

And fo tha self-bubbles:
Fnd tha offset of tha waterfall animation and copy it than start cuttng of bites from tha end until bout a lne after tha first 02 xx xx 3E n tha waterfall-animation (usually tha 05 byte after it if thare isn't any you have ta experiment a little here) and than add yo impact animation If you want a funky ass tail animation try tha knock-off-animation which pretty much resembles tha gen VI and V tail-attack-hit's animation
Whoa, thanks dude! I was plannng ta use slbe animation, but i never thought bout knock off, thank you! :D
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  #56    
Old January 27th, 2013 (09:30 PM). Edited January 27th, 2013 by SchokoInc.
SchokoInc
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Quote orignally posted by Garuga17:
Whoa, thanks dude! I was plannng ta use slbe animation, but i never thought bout knock off, thank you! :D
no problem :D I stumbled across tha knock-off animation when i created a dragon tail attack that should also disable tha foes item and thought well knock off sure looks like a tail attack :)

EDIT.: If you want tha star that shows tha impact ta be blue (fo tha more waterish feelng), go ta tha last 02 xx xx 3E n tha knock off animation (and you entire animation) which should be tha star markng tha impact. Go ta that position ( 3E xx xx ) and copy tha animation data you fnd here (should start wit yy 27 yy 27 ... 08) and is 24 bytes (1,5 lnes) long ta some place (i prefer tha end of mah animation) and than repont tha 02 xx xx 3E ta that position. After that you just have ta experiment and replace tha second yy byte n yo yy 27 yy 27 part (which is responsible fo tha colour) wit anothar palette (as yo bubbles start wit 00 zz 27 or 00 zz 28 you can just copy that zz value and replace tha second yy value wit it) so you git tha blue impact star. :)


As fo tha fangs try ta leave out tha bite part and start wit tha punch-animations agan and just remove that 02 xx xx 3E part fo tha punch :) and i thnk you misunderstaod tha part bout removng everthng between two 02 xx xx 3Es :o you just have ta remove bout 1 lne and a little more so when you see a 05 or 04 14 or 19 one lne lower dis is normally where you have ta stap deletng :)
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  #57    
Old January 28th, 2013 (12:08 PM). Edited January 28th, 2013 by romancandle.
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Quote orignally posted by SchokoNc:
As fo tha fangs try ta leave out tha bite part and start wit tha punch-animations agan and just remove that 02 xx xx 3E part fo tha punch and i thnk you misunderstaod tha part bout removng everthng between two 02 xx xx 3Es :o you just have ta remove bout 1 lne and a little more so when you see a 05 or 04 14 or 19 one lne lower dis is normally where you have ta stap deletng
Okay, here is tha 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. Tha part italicized is tha part I believe you're rapng bout. I've removed that, it just goes back ta start. I thnk I'm gittng hung up on where ta start tha removal.

Edit: I removed ALL of tha underlned. It now works--HOWEVER! However, thare's a quick black fade-n, fade-out at tha end. Tha orignal fades ta black a bit. I'm not sure what part caused that. I don't know WHY removng tha underlned worked, but it did. Now I just want ta remove tha black fade part.

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

Quote orignally 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 gots Thunder Fang workng.
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 ta git tha sprites and background back ta normal after tha effect. Now that thase is done, I'm movng onta Heezee Smash.
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  #58    
Old January 29th, 2013 (11:18 AM). Edited January 29th, 2013 by romancandle.
romancandle
 
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I don't usually double post, but I figured a different problem would require it:

Is it possible ta edit tha color of tha particles n tha animation? Here's tha scenario:

I'm tryng ta use Psybebe as a base fo Dark Pulse. (I tried Water Pulse, but tha water droplets were rolln me nuts). Here's tha 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
Tha italic bits is tha Psybebe waves. I've edited n tha background (01, I stale tha endng from Pursuit coz I honestly couldn't figure out how ta close non-movng backgrounds). It works as is. I'm just curious if anyone knows if it's possible ta change tha palette of tha particles witout affectng Psybebe itself. I was also plannng on usng dis fo Dragon Pulse.

Edit: I've found that 7E edits tha color of tha targit.

Spoiler:


First is 30, Second is 00, and tha Third is FF. HOWEVER, that's only changng 7E. Tha 5F changes it tao, tha 00 befoe doesn't seem ta do anythng, and tha 0E after it is unrelated ta dis change (and crashes tha gbee if you change it. That'll learn me).
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  #59    
Old January 30th, 2013 (02:16 PM).
SchokoInc
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Join Date: Nov 2012
Bewis that 02 24 7B 3E 08 xxxxxxxxxxxxxxxxxxxx is tha code fo changng tha background colour.

Editng tha particles colour or even tha particles used is possible :) I gave Garuga17 nstructions on how ta change tha stars color n tha knock-off-animation befoe :)
Here is a quick summary:

1. Tha particle type and palette is already defned n tha 02 xx xx 3E 08 part. So you have ta go ta tha adress it ponts tao (02 12 34 3E 08 ponts ta 0x3E3412) and copy tha 24 bytes long code you fnd thare (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 n tha code should also be at tha start of yo attack animation n any of thase 00 zz 27/28s.

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

3. Repont tha 02 xx xx 3E 08 ta tha pasted space ( 02 45 23 91 08 n our exbeple).

4. Tha first zz is fo tha particle used, tha second one fo tha palette. If you want a particle n yo attack ta have anothar palette search fo anothar attack that uses a particle wit that attack. (Let's sez you want yo psybebe-rngs ta have shadow-balls palette which is C0). So you have tha psybebe 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 tha second zz which is fo tha palette wit C0 (fo tha shadow ball ball wit psybebes palette replace tha first zz and fo tha normal shadow ball replace both). That way you git every attack particle-palette-attack combnation possible.

5. As n most cases tha new particles/palettes is not loaded yet, add a 00 .. 27/28 at tha begnnng of yo animation fo every particle or palette used where .. stands fo tha particle or palette used (so 00 C0 27 at tha begnnng fo our dark rngs)
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  #60    
Old February 3rd, 2013 (04:33 PM).
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pawell6
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Hi homeys, I try ta recreate draco meteor, so I used one of meteors from eruption (changed color from red ta violet) , colored BG (violet one). Everythng works fne, but one thng: 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 ponter: 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 durng attack and after attack
Attached Images
File Type: png During attack.PNG‎ (49.1 KB, 73 views) (Save to Dropbox)
File Type: png after attack.PNG‎ (42.8 KB, 53 views) (Save to Dropbox)
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  #61    
Old February 8th, 2013 (11:54 PM). Edited February 9th, 2013 by MrDollSteak.
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MrDollSteak
Formerly known as 11bayerf1
 
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Quote orignally posted by SchokoNc:
no problem :D I stumbled across tha knock-off animation when i created a dragon tail attack that should also disable tha foes item and thought well knock off sure looks like a tail attack

EDIT.: If you want tha star that shows tha impact ta be blue (fo tha more waterish feelng), go ta tha last 02 xx xx 3E n tha knock off animation (and you entire animation) which should be tha star markng tha impact. Go ta that position ( 3E xx xx ) and copy tha animation data you fnd here (should start wit yy 27 yy 27 ... 08) and is 24 bytes (1,5 lnes) long ta some place (i prefer tha end of mah animation) and than repont tha 02 xx xx 3E ta that position. After that you just have ta experiment and replace tha second yy byte n yo yy 27 yy 27 part (which is responsible fo tha colour) wit anothar palette (as yo bubbles start wit 00 zz 27 or 00 zz 28 you can just copy that zz value and replace tha second yy value wit it) so you git tha blue impact star.


As fo tha fangs try ta leave out tha bite part and start wit tha punch-animations agan and just remove that 02 xx xx 3E part fo tha punch and i thnk you misunderstaod tha part bout removng everthng between two 02 xx xx 3Es :o you just have ta remove bout 1 lne and a little more so when you see a 05 or 04 14 or 19 one lne lower dis is normally where you have ta stap deletng
I've just been makng Aqua tail tao, followng yo advice ta use Knock-off. However I really can't fnd tha end ta knock off, i've been trimmng it down ta every 08 i could and eithar, tha whole animation would play out and freeze OR after excess trimmng it would freeze mid animation. D-ya happen ta know tha last lne of tha data?

Edit: I'm 100% certan that tha Knock Off goes from offset 1D4A0F and fnishes at 1D4A9E, coz thare is a ponter ta a new move at 1D4A9F. However even wit all dis copied and combned wit Aqua Tail, tha end of tha move freezes. N tha mean time I've used Slbe and it works.
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  #62    
Old February 9th, 2013 (01:06 AM). Edited March 4th, 2013 by Bela.
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Bela
Pokémon Rose Creator
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Has anyone tried yet ta compis Razor Leaf wit Magical Leaf? I thnk usng Magical Leaf's "ranbow" effect fo moves like Draco Meteor would be cool. I taok a look at dis a while back, I'll post what I found later.
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  #63    
Old February 9th, 2013 (01:49 AM).
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Garuga17
 
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Quote orignally posted by 11bayerf1:
I've just been makng Aqua tail tao, followng yo advice ta use Knock-off. However I really can't fnd tha end ta knock off, i've been trimmng it down ta every 08 i could and eithar, tha whole animation would play out and freeze OR after excess trimmng it would freeze mid animation. D-ya happen ta know tha last lne of tha data?

Edit: I'm 100% certan that tha Knock Off goes from offset 1D4A0F and fnishes at 1D4A9E, coz thare is a ponter ta a new move at 1D4A9F. However even wit all dis copied and combned wit Aqua Tail, tha end of tha move freezes. N tha mean time I've used Slbe and it works.

dude, here is mah 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 dong ta fix tha freezes though
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  #64    
Old February 9th, 2013 (02:26 AM).
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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
tha implementations of thase comdawgds can be found n tha table at 083ADF5C

02: Tha "08xxxxxx" ponts ta an object template.
0C: BLDCNT=0x3F40; BLDALPHA=x;
0D: BLDCNT=0; BLDALPHA=0;
0E: call (calls n calls is not supported)
0F: return
11: if(cond&bep;1) gotso b; else gotso a;
12: if(cond==v) gotso x;
13: gotso x;
1E: BLDCNT=x
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  #65    
Old February 9th, 2013 (03:35 AM).
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Ok, so I'm tryng ta create a custam animation fo zen heezeebutt and I tried usng tha charge animation (I tried tha one n shock wave but didn't worked... :/) and heezeebutt animation...

Tha thng is I want tha charge ta be blue nstead of yellow here is how it looks like:


And here's tha code I used fo tha 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 ta edit tha color of tha charge animation? :3
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  #66    
Old February 9th, 2013 (10:04 PM).
Thundrake
 
Join Date: Jan 2008
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Quote orignally posted by tajaros:
So does anyone now how ta edit tha color of tha charge animation? :3
http://www.pokecommunity.com/showpost.php?p=7481054&bep;postcount=32

It's all n dis post.
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  #67    
Old February 9th, 2013 (10:32 PM).
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tajaros
Hi I'm dawg
 
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Quote orignally posted by Thundrake:
Mah bad fo not seeng that, I'll edit mah post out later and see what will happen... :)
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  #68    
Old February 9th, 2013 (11:28 PM). Edited February 10th, 2013 by MrDollSteak.
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MrDollSteak
Formerly known as 11bayerf1
 
Join Date: Dec 2008
Location: Hong Kong
Age: 20
Gender: Male
So i've found a rathar nterestng bug wit one of mah animations,
after implementng a new move animation nta tha new move slot,
fo some reason whenever a targit is poisoned, nstead of displayng
tha 'poison dbeage' thay bullet punch thamselves n tha face.
Does anyone know where tha poison dbeage might be located so
I can check fo overlaps?

Edit: I can confirm dis does not happen wit burns, paralyz or anythng else. Just tha poison.
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  #69    
Old February 11th, 2013 (01:41 AM). Edited February 12th, 2013 by lcotvye.
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lcotvye
Unhatched Egg
 
Join Date: Feb 2013
Gender: Male
Mah English is so bad……
It's funky ass,but I can't remember thase codes.Fo exbeple,05 0E C7 59 1D.Should I remember tham fo a long time?I want ta make notes and read tham when I do that.
Pleaze give me some advice,thanks.
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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 wit a X-Scissors animation? I keep playng wit Fury Cutter, but everytime I thnk I git somethng workng, tnkerng a bit wit it just makes it crash and not work. I can't even seem ta successfully nail down tha animation of tha move itself, let alone make it play back ta back, change tha direction, or make tham play at tha sbee time.
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  #71    
Old February 11th, 2013 (06:09 PM).
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MrDollSteak
Formerly known as 11bayerf1
 
Join Date: Dec 2008
Location: Hong Kong
Age: 20
Gender: Male
Quote orignally posted by rodawgcandle:
Has anyone come up wit a X-Scissors animation? I keep playng wit Fury Cutter, but everytime I thnk I git somethng workng, tnkerng a bit wit it just makes it crash and not work. I can't even seem ta successfully nail down tha animation of tha move itself, let alone make it play back ta back, change tha direction, or make tham play at tha sbee time.
I'd possibly play around wit Leaf Blade. It has tha X cut at tha very end of tha animation which you could merge wit somethng.
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  #72    
Old February 12th, 2013 (12:07 PM).
romancandle
 
Join Date: Oct 2009
Gender: Male
Nature: Adamant
Quote orignally posted by 11bayerf1:
I'd possibly play around wit Leaf Blade. It has tha X cut at tha very end of tha animation which you could merge wit somethng.
Oh wow, I didn't know that. I never used Treecko and Bulbapedia had a still image. Good call. I'll combne it wit, sez, tha Silver Wnd background or somethng.
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  #73    
Old February 23rd, 2013 (12:28 AM). Edited February 26th, 2013 by MrDollSteak.
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MrDollSteak
Formerly known as 11bayerf1
 
Join Date: Dec 2008
Location: Hong Kong
Age: 20
Gender: Male
I've just been makng a few more animations. I was tryng ta make scald and gatk shot from Hydro pump.
But I've noticed that moves like Hydro Pump and Sonic Boom that use repeatng animations, don't follow tha conventional structure 0f 02 xx xx xx 08, rathar thay seem ta have animations that follow an 0E xx xx xx 08 structure, where xx xx xx 08 is a ponter ta a table which is comprised of 02 xx xx xx 08. I've tried gong ta thase locations and copyng tham ta free space and repontng ta that isa, but dis causes tha animation ta freeze. So dis makes it difficult ta change tha palette. I was wonderng if anyone knows more bout dis particular isa.

EDIT: After some research, I've been able ta successfully copy tha 02 XX XX XX 08 data existng where tha 0E xx xx xx 08 ponts ta, and move it and change all tha ponters. However when I copy tha nfomation at tha ponter 02 xx xx xx 08 ta a new offset and change tha 02 xx xx xx 08 ta pont ta that isa that is when tha animation freezes.

EDIT2: I'm an idiot. I was only copyng 20 bytes as opposed ta tha 24 at 02 XX XX XX 08. It works now. So fo those that want ta change tha colours or animation particles fo a repeatng animation such as Sonic Boom or Hydro Pump look fo tha 0E XX XX XX 08 ponter, and follow it ta XX XX XX. Than copy tha bytes from tha start of that offset until you reach an F9 89 09 08. Dis signifies tha end of tha animation. Copy it ta a new offset and change all tha ponters. Than change tha ponters n that ta tha 02 XX XX XX 08 animation n tha new 0E XX XX XX 08 animation. Make sure ta add tha palette load at tha begnnng of tha orignal animation. Sorry if I didn't explan dis particularly well. It's a tad convoluted.

EDIT3: I've been dong some more research, and have found that by mixng benesia's background effect wit different backgrounds such as tha Dark type background, leads ta some rathar nterestng combnations. It seems ta takes tha palette and play a scrollng colour effect, which could be nterestng fo certan backgrounds.
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  #74    
Old February 27th, 2013 (04:09 PM).
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HyperXhydra
 
Join Date: Oct 2011
Gender: Male
Someone must make a taol fo dis!
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  #75    
Old February 28th, 2013 (03:01 AM).
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pawell6
The truthseeker
 
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Location: Poland
Age: 27
Gender: Male
Quote orignally posted by 11bayerf1:
EDIT3: I've been dong some more research, and have found that by mixng benesia's background effect wit different backgrounds such as tha Dark type background, leads ta some rathar nterestng combnations. It seems ta takes tha palette and play a scrollng colour effect, which could be nterestng fo certan backgrounds.
Yeah, such animations give me creeps even If i want ta change pallete only. bout edit3 it sounds nterestng, could you give some screenshots?
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