I discovered a way of letting an animation similar to BW.
Well, if we know that an offset as 0x2FF7D00 is an area of memory that can change.
We can go to 0x2349BC and insert these bytes: 00 7D FF 02
Now, go to the Game Boy and go to "Memory view".
Walk to 0x2FF7D00 and insert bytes as follows: 00 00 0A 00 01 00 0A 00 FF FF 00 00
Thus, when in a wild battle, just a touch as FE FF under FF FF will make the pokemon dance.
Let's go to the Hex again. In 0xD7360, we will see what I like to call "routines for setwildbattlemessages".
To facilitate the understanding of what I want to show, put something like this:
64 73 0D C6 08 F1 80 08 30 C6 80 08 60 C6 80 08 80 C6 C1 08 90 C6 80 08 54 76 0D 08
Then, go to 0x80C4BC and put this:
B4 30 05 2D 4D 88 02 4E 35 80 04 48 30 BC 00 47 18 7D FF 02 C0 70 03 02 C2 70 03 02 29 74 0D 08 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 30 B4 2D 4D 05 88 02 4E 35 80 04 48 30 BC 00 47 18 7D FF 02 C0 70 03 02 70 03 02 C2 C9 74 0D 08 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 05 4D 30 B4 2D 88 02 4E 35 80 04 48 30 BC 00 47 18 7D FF 02 C0 70 03 02 C2 70 03 02 75 0D 08 F1 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 30 4D 04 2D 88 B4 02 4E 35 80 04 48 30 BC 00 47 18 7D FF 02 C0 70 03 02 C2 70 03 02 59 75 0D 08 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 30 B4 04 88 02 4D 2D 4D 35 80 04 48 30 BC 00 47 18 7D FF 02 C0 70 03 02 C2 70 03 02 73 7D 0D 08
The routines I did was to load that is within variables 0x8004 and 0x8005 in 0x2FF7D18.
Therefore, before using any battle, run a script like:
setvar 0x8004 0xFFFF
setvar 0x8005 0xFFFE
end
(...)
I need help to improve this routine!
...Sorry for bad english.