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  #76    
Old March 1st, 2013, 08:04 AM
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Quote:
Originally Posted by pawell6 View Post
Yeah, such animations give me creeps even If i want to change pallete only. About edit3 it sounds interesting, could you give some screenshots?
Sure!

Here's an example of Nasty Plot

http://www.romhackersonline.com/soci...8fe6c2_500.png

It uses the Dark Type background. As it shows it seems to take the first few colours and starts scrolling them from the middle to give an idea of movement. It only seems to work with scrolling backgrounds so far from what I've seen.

I currently don't have any more screenshots, but I'll take some more soon!
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  #77    
Old March 3rd, 2013, 07:25 AM
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pawell6
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Thanks for answer. 11bayerf1. After some testing I managed to find such BGs (for example see attachment). I used:

Spoiler:
00 6D 27 0E XX XX XX 08 04 08 02 F4 6F 3E 08 14 00 19 B3 00 C0 04 36 1C B3 00 C0 10 03 05 0E C7 59 1D 08 08

where 0E XX XX XX 08 is a pointer to new location. At the location there should be:

Spoiler:
14 09 16 03 F1 E6 0D 08 05 00 17 0F


Such code gives effect of ... how to call it - blinking or glowing.

Note: You can substitute 09 for any number from 00 to 1A for standard BGs or you even can insert number of custom BG. Also at the end there should be clearing command 0E C7 59 1D 08. If you change 09 to 00, you'll (probably) get BG from your first post.
It's possible to give that effect to colored BG. Example:

Spoiler:
02 24 7B 3E 08 02 05 01 00 01 00 00 00 05 00 YY YY 05 00 6D 27 0E XX XX XX 08 04 08 02 F4 6F 3E 08 14 00 19 B3 00 C0 04 36 1C B3 00 C0 10 03 05 0E C7 59 1D 08 08

where YY YY color, 0E XX XX XX 08 is a pointer to new location. At the location there should be:

Spoiler:
03 F1 E6 0D 08 05 00 17 0F
Attached Images
File Type: png test.PNG‎ (66.3 KB, 53 views) (Save to Dropbox)
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  #78    
Old March 3rd, 2013, 03:12 PM
knizz's Avatar
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I think I didn't explain my earlier post properly. It is a list of commands for this animation-bytecode and the format of their arguments. "1C xxxx xx xx xx" = "The command 1C is followed by four arguments that are 2, 1, 1 and 1 bytes wide respectively."
I'll demonstrate it using this code by tajaros as example:
Spoiler:

Code:
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
Formatted code
Code:
00 27E3
00 27E4
00 27E5
0A 00
0C 080C
02 083E7B24 02 05
    0001
    0002
    0000
    0004
    0000
05
03 080AE541 02 04
    0000
    003C
    0002
    000C
19 00CE C0
04 1E
19 00CE C0
04 1E
19 00CE C0
02 083E61D4 02 01
    0000
04 19
19 00CE C0
04 14
19 00CE C0
04 0F
19 00CE C0
04 0A
04 06
1C 00CE C0 06 05
05
02 083E6204 02 03
    0000
    0010
    0010
04 02
02 083E6204 02 03
    0000
    FFF0
    FFF0
19 0070 C0
05
02 083E7B24 02 05
    0001
    0004
    0004
    0000
    0000
0B 00
0D
00 2797
02 083E3550 02 01
    0000
19 009B C0
05
04 02
02 083E3550 02 01
    0001
05
03 08098CD1 02 05
    0000
    0002
    0000
    0004
    0001
03 080989F9 02 05
    01 00
    05 00
    00 00
    06 00
    01 00
02 083E3550 02 01
    0002
02 083E7C98 83 04
    00 00
    00 00   
    01 00
    01 00
19 0074 3F
05
08
Arguments of the 02 command:
Code:
083E7B24: objtemplate
    unknown1  0000
    unknown2  0000
    oamdata   08231CE4 (=oam_empty)
    animtbl1  08231CF0 (=animtable_empty_1)
    gfxtbl    00000000
    animtbl2  08231CFC (=animtable_empty_2)
    callback  080B99D4
Code:
083E61D4: objtemplate
    unknown1  27E4
    unknown2  27E4
    oamdata   083ACB60
    animtbl1  08231CF0 (=animtable_empty_1)
    gfxtbl    00000000
    animtbl2  083E61C8
        [0] 083E6138
            0010 0010
            0000 0000
            0004 0004
            3C00 0000
            0100 0100
            0000 0000
            7FFD 0000
            0000 0000
            FFFC FFFC
            0500 0000
            0004 0004
            0500 0000
            7FFD 000A
            0000 0000
            7FFF 0000
            0000 0000
        [1] 083E6178
            0010 0010
            0000 0000
            0008 0008
            1E00 0000
            0100 0100
            0000 0000
            FFFC FFFC
            0500 0000
            0004 0004
            0500 0000
            7FFE 0003
            0000 0000
        [2] 083E61A8
            0010 0010
            0000 0000
            0008 0008
            1E00 0000
            FFF8 FFF8
            1E00 0000
            7FFF 0000
            0000 0000
    callback  080AE71C
Code:
083E6204: objtemplate
    unknown1  27E5
    unknown2  27E5
    oamdata   083AC9D8
    animtbl1  083E6200
        [0] 083E61EC
            0000 0003
            0010 0003
            0020 0003
            0030 0003
            FFFF 0000
    gfxtbl    00000000
    animtbl2  08231CFC (=animtable_empty_2)
    callback  080AE774
Code:
083E3550: objtemplate
    unknown1  0000
    unknown2  0000
    oamdata   08231CE4 (=oam_empty)
    animtbl1  08231CF0 (=animtable_empty_1)
    gfxtbl    00000000
    animtbl2  08231CFC (=animtable_empty_2)
    callback  080A5340
Code:
083E7C98: objtemplate
    unknown1  0x2797
    unknown2  0x2797
    oamdata   083ACA38
    animtbl1  08231CF0 (=animtable_empty_1)
    gfxtbl    00000000
    animtbl2  083E7BF8
        [0] 083E7BA0
            …
        [1] 083E7BB0
            …
        [2] 083E7BC8
            …
        [3] 083E7BE0
            …
    callback  080BA780
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  #79    
Old March 6th, 2013, 09:30 PM
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oh my, this is a very good tutorial.
last night I decided to give it a try, and I made one.
here's animation for Roost

Spoiler:
00 1E 28 0A 03 29 19 C3 00 3F 04 00 02 00 6C 3E 08 80 08 00 00 F0 FF 40 00 02 00 68 00 28 2C 20 00 01 00 04 06 02 00 6C 3E 08 80 08 00 00 F0 FF 20 00 02 00 68 00 28 2C 20 00 01 00 02 00 6C 3E 08 80 08 00 00 F0 FF 00 00 02 00 68 00 28 2C 20 00 01 00 04 06 02 00 6C 3E 08 80 08 00 00 F0 FF E0 00 02 00 68 00 28 2C 20 00 01 00 02 00 6C 3E 08 80 08 00 00 F0 FF 80 00 02 00 68 00 28 2C 20 00 01 00 04 06 02 00 6C 3E 08 80 08 00 00 F0 FF C0 00 02 00 68 00 28 2C 20 00 01 00 02 00 6C 3E 08 80 08 00 00 F0 FF A0 00 02 00 68 00 28 2C 20 00 01 00 04 06 02 00 6C 3E 08 80 08 00 00 F0 FF 60 00 02 00 68 00 28 2C 20 00 01 00 05 0B 03 00 2F 27 0E C9 56 1D 08 05 08


needed bytes = 217

don't forget to set "target" -> "user" in attack editor.

Last edited by takeKopter; March 6th, 2013 at 09:36 PM. Reason: spoilers thingy
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  #80    
Old March 8th, 2013, 11:00 PM
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Quote:
Originally Posted by Chaos Rush View Post
I can now confirm that it is possible to create custom battle backgrounds by expanding the battle background table:



This custom battle background takes up slot 0x1B (which does not exist in the original FireRed rom)

The table starts at 0x3ADE18, and ends at 0x3ADF5B. There's another table right after it, which I mistook as part of the same table, so just remember that it ends at 0x3ADF5B, even though it looks like it doesn't.

I inserted my tileset, palette, and tilemap all with unLZ (I made the tilemap with NTME). Simply insert into free space, then manually point to the offsets you used in your new table with a hex editor.


For anyone that wants to experiment, here is my tileset and tilemap (the palette is included within the tileset because it's indexed). To test it, insert these with unLZ, keep track of the offsets you inserted the tileset, palette, and tilemap, then repoint and expand the table (make sure you don't mistake the table right after it as part of the original table!!! just look at the start and end offsets I gave earlier in this post), then have the new entries in the table point to your tileset, palette, and tilemap, then make a custom battle animation (or edit an existing one) and use the background slot 0x1B. And yes, I designed the graphics so that it can scroll horizontally.
This is an amazing discovery, I looked at this before but didn't decide to implement it until now! Just a few questions, each background has 12 bytes, obviously pointers to the tileset, palette and tilemap. I was just wondering if the 3 pointers are respective to that order, ie. is the first pointer the pointer to the tileset etc.?
Also is there a specific limit to how many extra backgrounds you have? and finally, do they have to be 16 colours? I'm assuming they do, but with any luck they might not.

Thanks so much for your help!
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  #81    
Old March 8th, 2013, 11:05 PM
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Quote:
Originally Posted by 11bayerf1 View Post
This is an amazing discovery, I looked at this before but didn't decide to implement it until now! Just a few questions, each background has 12 bytes, obviously pointers to the tileset, palette and tilemap. I was just wondering if the 3 pointers are respective to that order, ie. is the first pointer the pointer to the tileset etc.?
Also is there a specific limit to how many extra backgrounds you have? and finally, do they have to be 16 colours? I'm assuming they do, but with any luck they might not.

Thanks so much for your help!
Dude, I made a tut for this already, and you still saw it here haha... xD http://www.pokecommunity.com/showthread.php?t=296865

Yes, they are respectively in that order.

All images to be inserted in the ROM should be 16 colors just for you to know. I think you can have at least 255 backgrounds though I only have managed to have 0x25 backgrounds in my game.
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  #82    
Old March 9th, 2013, 02:34 AM
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Quote:
Originally Posted by tajaros View Post
Dude, I made a tut for this already, and you still saw it here haha... xD http://www.pokecommunity.com/showthread.php?t=296865

Yes, they are respectively in that order.

All images to be inserted in the ROM should be 16 colors just for you to know. I think you can have at least 255 backgrounds though I only have managed to have 0x25 backgrounds in my game.
Ha! I didn't see your tutorial at all. I managed to put it all in without problems before, I just wasn't sure about the order, thanks for clarifying that though.
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  #83    
Old March 31st, 2013, 05:04 AM
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Hello everyone, I am new to this tutorial. I want to make a Hammer Arm by having Karate Chop animation and 04 (Focus Punch) background. I found the start offset for the Karate Chop animation but how can I find the end offset for the animation? Please help.
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  #84    
Old March 31st, 2013, 07:48 AM
toasterr
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Finding the end of an animation is normally trial and error - your best bet is to grab a bunch of bytes starting at Karate Chop's offset, paste them into free space (FF bytes) and repoint Karate Chop's pointer in the table to where you posted the edited bytes, open up GBA's Memory Viewer (Tools > Memory Viewer), and test the move. If it runs properly, it's likely you've grabbed too much, so head to the offset (note that it's prefaced with an 08 here, so for example if your animation is at 0xXXYYZZ, it would be 0x08XXYYZZ here) and replace bytes at the end with FF until you overwrite an 08 byte, refresh and retry. Do this until your animation resets at the end - this means your animation is what you have left, plus an 08 at the end (normally). If it freezes mid animation, you've deleted too much, so restart and try again.

Some animations don't end in a 08 byte; however, I'm pretty sure Karate Chop isn't one of them. It seems difficult at first but if you're editing a bunch you'll quickly get the hang of it.

I have a question of a different sort. I created an Aqua Tail animation:

Quote:
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 0E A9 8A 1C 08
It's essentially the water-bubbles from Waterfall's code, followed by an 0E pointer to the Slam animation (underlined for clarity). It mostly works; however, if a mon uses this in battle and then something levels up, the game freezes after trying to load the stats summary box. Also, certain graphics, such as the status-drop animations and the move menu (in battle) become borked until the battle ends. Is this because I have too many 00 XX 27 structures? I've been working on this for a few hours and can't seem to fix the problem.
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Last edited by toasterr; April 1st, 2013 at 07:55 AM.
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  #85    
Old March 31st, 2013, 08:11 AM
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Thanks a lot for your help!
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  #86    
Old April 5th, 2013, 10:31 PM
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Quote:
Originally Posted by toasterr View Post
It's essentially the water-bubbles from Waterfall's code, followed by an 0E pointer to the Slam animation (underlined for clarity). It mostly works; however, if a mon uses this in battle and then something levels up, the game freezes after trying to load the stats summary box. Also, certain graphics, such as the status-drop animations and the move menu (in battle) become borked until the battle ends. Is this because I have too many 00 XX 27 structures? I've been working on this for a few hours and can't seem to fix the problem.
I think this is due to the 0E pointer to slam animation more than anything. Because 0E animations point to repeating animations, and aren't the end to the script. To be honest if I were you i'd just remove to 0E pointer and put the slam animation in there. That's what I've done for my Aqua Tail code and it doesn't have any problems like that.
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  #87    
Old April 7th, 2013, 01:50 PM
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Im just skimming through the topics, and i havent read all of this one, but is there a topic to create your own attacks? is there a guide somewhere, if this isnt one, like i said didnt read it all xD </3
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To be changed to Terror!
Ive been let aware of a Pokemon Nightmare Hack being released already, i waited to long, and i checked it out and it looks really cool
I wanted to keep a connection to Nightmare, so i thought of Night Terrors, and kept Terror!

Currently in Design Stage, will be begin to code in around a month!
Pokemon Dream will be the sequel and made Somewhat after.
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  #88    
Old April 7th, 2013, 02:42 PM
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Quote:
Originally Posted by The Legacy of The Legends Creator :D View Post
Im just skimming through the topics, and i havent read all of this one, but is there a topic to create your own attacks? is there a guide somewhere, if this isnt one, like i said didnt read it all xD </3
By "create your own attacks" what exactly are you referring to? This thread is all about creating new animations for attacks.

- If you wanted to make your own attack or bring in a Gen IV/V attack and the options in PGE are not enough, then you will have to learn how to Battle Script from Jambo's tutorial.

-If you just want to make new animations, then you should read the whole first post of this thread, and then skim most of the rest of the thread.

-If you want to increase the number of in-game attacks, there a couple of tutorials/researches for that.
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  #89    
Old April 7th, 2013, 03:40 PM
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I am hoping to create new attacks with new animations, bring later gen attacks like Darkrais special attack, and such.
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C: creating a Hack "Pokemon Nightmare Version" There will be a Pokemon Dream as a sequel! A thread will be put up :D


To be changed to Terror!
Ive been let aware of a Pokemon Nightmare Hack being released already, i waited to long, and i checked it out and it looks really cool
I wanted to keep a connection to Nightmare, so i thought of Night Terrors, and kept Terror!

Currently in Design Stage, will be begin to code in around a month!
Pokemon Dream will be the sequel and made Somewhat after.
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  #90    
Old April 7th, 2013, 03:43 PM
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What happens if I push it?....
 
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Quote:
Originally Posted by The Legacy of The Legends Creator :D View Post
I am hoping to create new attacks with new animations, bring later gen attacks like Darkrais special attack, and such.
Well then, do all three of the things I listed above!
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  #91    
Old April 7th, 2013, 03:48 PM
The Legacy of The Legends Creator :D's Avatar
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lol thank you, i will look into em

There was a topic on adding new moves, and it showed and offset location that i didnt have.

When i look for the 00250c04 i have
00250bff
then it goes to
00250c08 is that ok?
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C: creating a Hack "Pokemon Nightmare Version" There will be a Pokemon Dream as a sequel! A thread will be put up :D


To be changed to Terror!
Ive been let aware of a Pokemon Nightmare Hack being released already, i waited to long, and i checked it out and it looks really cool
I wanted to keep a connection to Nightmare, so i thought of Night Terrors, and kept Terror!

Currently in Design Stage, will be begin to code in around a month!
Pokemon Dream will be the sequel and made Somewhat after.

Last edited by The Legacy of The Legends Creator :D; April 7th, 2013 at 03:57 PM. Reason: Your double post has been automatically merged.
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  #92    
Old April 11th, 2013, 09:31 AM
bradyroush
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Has anyone posted/found the animation pointer in a Ruby ROM?

The hack that I'm working on is for Ruby and it would be extremely helpful
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  #93    
Old April 11th, 2013, 11:38 PM
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So I was doing so quick research for Ruby and this is what I got.

Animation Pointer: 1C7168

I think for the most part the structure is the same the only thing that differs are pointers

Scrolling background command

14 WW 17 03 59 3A 0E 08 05 04 00 XX 00 YY ZZ 00 FF FF

Psychic Scrolling Background

0E E7 61 1D 08

End a scrolling background(works with the psychic one)

0E F3 61 1D 08

For now this is enough to make decent animations with Ruby. Like I said things are almost exactly the same as Fire Red except for these few pointer changes
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  #94    
Old April 15th, 2013, 06:55 PM
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In one hack I saw, apparently the animation for Fury Attack was replaced with knives. How would one replicate this? Sorry, I don't have link posting permissions yet.
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  #95    
Old April 15th, 2013, 07:05 PM
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Quote:
Originally Posted by chaosakita View Post
In one hack I saw, apparently the animation for Fury Attack was replaced with knives. How would one replicate this? Sorry, I don't have link posting permissions yet.
He probably changed the animation image in unlz with knives. So just try to find the fury attack image in UNLZ and replace it with whatever you want. But it's still not granted to work.
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  #96    
Old April 15th, 2013, 08:29 PM
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Quote:
Originally Posted by Shadowraze View Post
He probably changed the animation image in unlz with knives. So just try to find the fury attack image in UNLZ and replace it with whatever you want. But it's still not granted to work.
I found the knives image in UNLZ and it was the last image on the rom. However, the fury attack image is not the same location on a regular Fire Red rom.
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  #97    
Old April 15th, 2013, 08:38 PM
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Quote:
Originally Posted by chaosakita View Post
I found the knives image in UNLZ and it was the last image on the rom. However, the fury attack image is not the same location on a regular Fire Red rom.
Well because it differs maybe you inserted some sprites in the game already that caused the images to shift places in UNLZ.
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  #98    
Old April 15th, 2013, 09:00 PM
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Quote:
Originally Posted by Shadowraze View Post
Well because it differs maybe you inserted some sprites in the game already that caused the images to shift places in UNLZ.
No, I have not inserted anything in either rom.
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  #99    
Old April 20th, 2013, 10:39 PM
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How do I determine how long an animation code is?
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  #100    
Old April 20th, 2013, 10:46 PM
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Quote:
Originally Posted by robin22gongon View Post
How do I determine how long an animation code is?
Just copy paste an amount of code and put it to free-space and test the animation. If it's working then good although it can work if you put remove some more bytes so remove the unnecessary bytes as much as possible. If I remember right animations start with E0 Correct me If I'm wrong please.. And if the animation is not working copy paste remaining codes per E0.
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