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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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  #101    
Old April 21st, 2013, 12:42 AM
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Quote:
Originally Posted by Shadowraze View Post
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.
Most animations start with 00 XX 27 or 00 XX 28. What I would do is just search for the bytes 08 00 and once you reach one that looks like 08 00 XX 27 or 28 chances are you're in the right place.
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  #102    
Old April 21st, 2013, 01:17 AM
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So I would go to the animation pointer and then most likely, when I see 08 00 XX 27 or 28, that's the end of the code?
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  #103    
Old April 21st, 2013, 05:51 AM
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Quote:
Originally Posted by robin22gongon View Post
So I would go to the animation pointer and then most likely, when I see 08 00 XX 27 or 28, that's the end of the code?
Yup. Go to the start of the move you want and just search for 08 00 in your hex editor and keep going until you see that. The XX will be different every time. That's just a placeholder. There are some occasions where this isn't the end of the code, but as a general rule it's pretty good.
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  #104    
Old April 21st, 2013, 05:59 AM
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I extra toon repointing for the episode editor with PGE 2 or 3 weeks in the past but simply haven't much launched your up-date. There's no need for like sophisticated guidelines about repointing.
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  #105    
Old April 23rd, 2013, 05:29 PM
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Hey guys! Quick question. What's the complete code for the Pound or Tackle's Animation?
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  #106    
Old April 23rd, 2013, 07:24 PM
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Quote:
Originally Posted by robin22gongon View Post
Hey guys! Quick question. What's the complete code for the Pound or Tackle's Animation?
You know you can just follow the animation pointer from PGE and get the animation yourself by cutting through every 08.

Anyways, here's your animation.

Pound
Spoiler:
00 97 27 0A 01 0C 0C 08 19 7F 00 3F 02 08 7C 3E 08 02 04 00 00 00 00 01 00 02 00 03 F9 89 09 08 02 05 01 00 03 00 00 00 06 00 01 00 05 0B 01 0D 08


Tackle
Spoiler:
00 97 27 0A 01 0C 0C 08 02 54 4E 3D 08 02 02 04 00 04 00 04 06 02 08 7C 3E 08 02 04 00 00 00 00 01 00 02 00 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
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  #107    
Old April 23rd, 2013, 09:10 PM
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If I use the command for a Non-scrolling BG, do I still have to use
Code:
0E C7 59 1D 08
Or do I just have to put this at the end?
Code:
0E C7 59 1D 08


EDIT: Sorry they were the same codes.
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Last edited by robin22gongon; April 23rd, 2013 at 09:42 PM.
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  #108    
Old April 23rd, 2013, 09:18 PM
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Quote:
Originally Posted by robin22gongon View Post
If I use the command for a Non-scrolling BG, do I still have to use
Code:
0E C7 59 1D 08
Or do I just have to put this at the end?
Code:
0E C7 59 1D 08
Please try to read through the whole thread before asking. I know for a fact that this has been stated by DoesntKnowHowToPlay. Anyways, the answer is yes. Where you would put 0E C7 59 1D 08, instead put 15 17 or 15 16.
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  #109    
Old April 27th, 2013, 12:35 PM
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Well I'm back with some more interesting stuff. Sorry for the double post, but I just felt this needed a separate post. In terms of Battle backgrounds, there are a few that change depending on the user of the move. For example in hyper fang, when you're the one using it then background is number 04, but when the opponent uses it, it becomes 05. I did some research and found out how to do that, but your own custom backgrounds you inserted.

Still Background Version 1

Simply insert the following code somewhere, and instead of using 14 XX 17 to load a background use a 0E command pointing to this code.

04 02 03 2D C0 0B 08 02 00 21 07 01 00 C0 7D 1C 08 03 B5 EA 0D 08 02 00 21 07 00 00 B2 7D 1C 08 21 07 01 00 B9 7D 1C 08 0F 18 XX 13 B1 7D 1C 08 18 YY 13 B1 7D 1C 08 18 ZZ 13 B1 7D 1C 08

XX - background number when user attacks
YY - background number when the opponent attacks
ZZ - background number when targeting other opponent in double battle? Not sure.

Scrolling Backgrounds

Now, I also figured out how to do the same with scrolling backgrounds. It's actually much more simple than still backgrounds, but can be applied to still backgrounds as well.

First off here is our code for the scrolling background

03 21 B9 0B 08 02 00 21 07 01 00 UU UU UU 08 14 WW 17 03 2D B8 0B 08 05 04 00 XX 00 YY ZZ 00 FF FF

UU UU UU is a pointer to 14 VV 13 TT TT TT 08
TT TT TT is a pointer to 17
VV - the background number of the BG when opponent uses attack
WW - the background number of the BG when the user attacks
XX - how fast background scrolls horizontally
YY - how fast background scrolls vertically
ZZ - either 00(scrolls right) or 01(scrolls left) but only applies to when the opponent uses the move

Note* The tricky part with this is that you can't put the code just anywhere like you can with a regular scrolling BG. This one has must go after 00 XX 27 or 00 XX 28 at some point. Usually it goes immediately after.

Still Backgrounds Version 2

Now, I found out the scrolling method after version one of the still backgrounds. Version two is pretty much the same as scrolling.

Here's the code

03 21 B9 0B 08 02 00 21 07 01 00 UU UU UU 08 14 WW 17

UU UU UU is a pointer to 14 VV 13 TT TT TT 08
TT TT TT is a pointer to 17
VV - the background number of the BG when opponent uses attack
WW - the background number of the BG when the user attacks
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Last edited by dreamengine; April 27th, 2013 at 05:26 PM.
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  #110    
Old April 28th, 2013, 08:15 PM
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I've been thinking about the palettes assigned to certain XX 27 or XX 28 commands, and wondering how the colours themselves are stored, and how to go about finding these palettes. The reason why I ask this, is that theoretically once we find how the game goes about assigning palettes to these commands we should either be able to edit the colours assigned to these bytes, or better yet to create new palettes. From what I've seen so far, there should be more than enough space to do this, because the XX 28 commands themselves do not go much further than 2D 28, which in theory would be an index of 28 2D, so realistically we could create ones at higher levels such as 4F 28. We should also in theory be able to assign particles to these commands as well, which may make adding new particles possible.

All of this is theoretical of course, I haven't been able to find such tables. For all I know they may even be hard coded. I just thought it was food for thought, and hopefully someone with more knowledge may be able to offer some insight into this.
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  #111    
Old May 28th, 2013, 03:16 AM
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Hey! Thanks for this great Tut. Think im gonna try it.
But I'm a lot confused and failing a lot. I really dont have any knowledge on hex editing,Though

Anyway I'm gonna try my best
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  #112    
Old June 10th, 2013, 03:36 PM
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I really like some of the move animations for the custom moves in Pokemon Vega. I wonder how you could port those moves to the English version. And it seems like the Japanese are much more ahead in creating custom move animations in general.

Here is an example, Focus Blast: it uses background 11 and something similar to Luster Purge, I guess. I think I'll try to document more of these custom moves for reference if it's allowed.
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  #113    
Old June 17th, 2013, 01:27 PM
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Hey guys, while playing pokemon vega I noticed that creator took particles from rockslide and made it move like in icy wind. After some reasearch I figured out how to do it. Lets say we want leaves from razor leaf to move like fire in flamethrower.
1. First we look for animation code for flamethrower:
00 2D 27 0A 03 28 01 0C 0C 08 03 F9 89 09 08 05 05 00 00 00 00 02 00 2E 00 01 00 04 06 03 01 B1 0A 08 05 01 64 00 1B 8B 00 C0 3F 02 00 0E 8F FA 1C 08 0E 8F FA 1C 08 0E 8F FA 1C 08 03 F9 89 09 08 05 05 01 00 03 00 00 00 2B 00 01 00 0E 8F FA 1C 08 0E 8F FA 1C 08 0E 8F FA 1C 08 0E 8F FA 1C 08 0E 8F FA 1C 08 0E 8F FA 1C 08 0E 8F FA 1C 08 0E 8F FA 1C 08 05 0B 03 0D 08
2. We look for 02 commands (animation load). There are none, so those commands are hidden in 0E command: 0E 8F FA 1C. We go to offset 1CFA8F:
Quote:
02 D0 59 3E 08 03 04 0A 00 0A 00 00 00 10 00 04 02 02 D0 59 3E 08 03 04 0A 00 0A 00 00 00 10 00 04 02 0F
(0F indicates return to original animation). Copy it and paste in new loaction. Don't forget to change pointers in 0E command according to your new location. Anyway we have 02 D0 59 3E 08. Offset 3E59D0:
Quote:
2D 27 2D 27 D8 C9 3A 08 CC 59 3E 08 00 00 00 00 FC 1C 23 08 25 B0 0A 08
This is fire particle. Repoint it to another location. Don't forget to change pointers in 02 command according to your new location. Bold part is important.
3. Now we look for leaf partice in razor leaf code animation. Its poniter is right behind 02 command: 02 08 2C 3E 08. Offset 3E2C08:

Quote:
4F 27 4F 27 D0 C9 3A 08 00 2C 3E 08 00 00 00 00 FC 1C 23 08 A5 2A 0A 08
Then we replace part of code from point 2 with bold part from point 3. Of course you have to add 00 4F 27 to the begining of the code.

4. So the final code is:

Quote:
00 2D 27 00 4F 27 0A 03 28 01 0C 0C 08 03 F9 89 09 08 05 05 00 00 00 00 02 00 2E 00 01 00 04 06 03 01 B1 0A 08 05 01 64 00 1B 8B 00 C0 3F 02 00 0E XX YY ZZ 08 0E XX YY ZZ 08 0E XX YY ZZ 08 03 F9 89 09 08 05 05 01 00 03 00 00 00 2B 00 01 00 0E XX YY ZZ 08 0E XX YY ZZ 08 0E XX YY ZZ 08 0E XX YY ZZ 08 0E XX YY ZZ 08 0E XX YY ZZ 08 0E XX YY ZZ 08 0E XX YY ZZ 08 05 0B 03 0D 08
Offset XX YY ZZ:
02 XX2 YY2 ZZ2 08 03 04 0A 00 0A 00 00 00 10 00 04 02 02 XX2 YY2 ZZ2 08 03 04 0A 00 0A 00 00 00 10 00 04 02 0F
Offset XX2 YY2 ZZ2:
4F 27 4F 27 D0 C9 3A 08 00 2C 3E 08 00 00 00 00 FC 1C 23 08 25 B0 0A 08
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Last edited by pawell6; June 18th, 2013 at 01:37 AM.
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  #114    
Old June 17th, 2013, 03:01 PM
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Quote:
Originally Posted by pawell6 View Post
Hey guys, while playing pokemon vega I noticed that creator took particles from rockslide and made it move like in icy wind. After some reasearch I figured out how to do it. Lets say we want leaves from razor leaf to move like fire in flamethrower.
1. First we look for animation code for flamethrower:
00 2D 27 0A 03 28 01 0C 0C 08 03 F9 89 09 08 05 05 00 00 00 00 02 00 2E 00 01 00 04 06 03 01 B1 0A 08 05 01 64 00 1B 8B 00 C0 3F 02 00 0E 8F FA 1C 08 0E 8F FA 1C 08 0E 8F FA 1C 08 03 F9 89 09 08 05 05 01 00 03 00 00 00 2B 00 01 00 0E 8F FA 1C 08 0E 8F FA 1C 08 0E 8F FA 1C 08 0E 8F FA 1C 08 0E 8F FA 1C 08 0E 8F FA 1C 08 0E 8F FA 1C 08 0E 8F FA 1C 08 05 0B 03 0D 08
2. We look for 02 commands (animation load). There are none, so those commands are hidden in 0E command: 0E 8F FA 1C. We go to offset 1CFA8F:
(0F indicates return to original animation). Copy it and paste in new loaction. Don't forget to change pointers in 0E command according to your new location. Anyway we have 02 D0 59 3E 08. Offset 3E59D0:
This is fire particle. Repoint it to another location. Don't forget to change pointers in 02 command according to your new location. Bold part is important.
3. Now we look for leaf partice in razor leaf code animation. Its poniter is right behind 02 command: 02 08 2C 3E 08. Offset 3E2C08:

Then we replace part of code from point 2 with bold part from point 3. Of course you have to add 00 4F 27 to the begining of the code.

4. So the final code is:
Should I inform you that we are already starting research on particle effects?

http://www.romhackersonline.com/soci...ticle-effects/
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  #115    
Old July 29th, 2013, 10:50 PM
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Hey guys, I'm new here, I'm from Argentina so I apologize for my bad English

I'd been doing some "hack", and i'm stuck with a "Bullet Punch" script.

I read the entire post and I can't fix the problem!

I'm making some new moves with the existing graphics, in the next code there are codes from "Iron Defense", "Mega Punch" and the speed background, the problem is that the background remains and I don't know where is the mistake (I really know that I may have lots of errors, but it's my first try)

Here's what I have:

Quote:
BULLET PUNCH:
14 09 17 03 2D B8 0B 08 05 04 00 0F 00 00 01 00 FF FF 1C 5F 00 C0 1C 02 03 ED 86 0B 08 05 03 00 00 00 00 00 00 02 3C 7B 3E 08 02 07 01 00 08 00 02 00 FF FF 0E 00 FF FF 00 00 05 00 97 27 00 9F 27 0A 01 0C 0C 08 11 91 7E 1C 08 0E C7 51 1D 08 08
Another one, "Drain punch", I want to use "Mega punch" and "Leech Life" but i have to remove the pin in the leech life animation, I don't know how! Also, the same problem with the "Mega punch" animation, i don't know how to add something after it!

The "Leech life" animation (don't know if this is ALL the code, maybe it's shorter):
Quote:
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

EXTRA:
Quote:
NIGHT PULSE:
14 00 17 00 B4 27 03 1D 8B 09 08 02 05 00 00 03 00 00 00 02 00 01 00 0E E8 75 1C 08 0E E8 75 1C 08 04 10 03 05 97 09 08 05 05 00 00 06 00 00 08 02 00 01 00 05 0E C7 59 1D 08 08

"Screech" and Night background (00)
Saludos desde Argentina
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  #116    
Old July 31st, 2013, 08:44 AM
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I'm trying to make Shadow Force in Fire Red using Charmander as a test and Fly as a base. Problem is, I can't tell where the complete Fly animation ends because of all the 08s! Bacause of this, after adding a background, it won't go away, which is quite frustrating as I have no idea which 08 to end on! Is there a way to tell the end of two-turned animations? If not, is there at least a Fly script for me to work off of?

Also, with Attack effect 155, my attack says "********** dug a hole!" even though Fly has the exact same effect and says something different! Is there a way to expand the table to include other quotes like "********** vanished!" and implement them into new moves?
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  #117    
Old July 31st, 2013, 10:35 AM
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@franx93, I think I can help you. Animation for bullet punch:
Quote:
14 09 17 03 2D B8 0B 08 05 04 00 0F 00 00 01 00 FF FF 1C 5F 00 C0 1C 02 03 ED 86 0B 08 05 03 00 00 00 00 00 00 02 3C 7B 3E 08 02 07 01 00 08 00 02 00 FF FF 0E 00 FF FF 00 00 05 00 97 27 00 9F 27 0A 01 0C 0C 08 02 08 7C 3E 08 02 04 F8 FF F8 FF 01 00 02 00 02 10 67 3E 08 03 05 F8 FF 00 00 08 00 01 00 00 00 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 05 0E C7 59 1D 08 08
First of all clearing command is 0E C7 59 1D 08, not 0E C7 51 1D 08. Next in your code there is command 11 91 7E 1C 08,which jumps to offset 1C7E91, so clearing command isn't executed. So you should copy data animation from the offset and replace it with 11 command (but there is also next jump command 13 77 7E 1C 08 which should be replaced with data from offset 1C7E77).
Animation with removed pin:
Quote:
00 B1 27 00 A3 27 04 01 00 2F 27 00 97 27 0A 03 2A 01 0C 0C 08 04 01 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
where 02 78 72 3E 08 02 03 EC FF 0F 00 0C 00 was removed. You can easily identify the particle:
in the last code there is 02 XX XX XX 08 YY ZZ, where XX XX XX is a pointer, YY byte of uknown meaning and ZZ is a byte which indicates how long is code: next 2*ZZ bytes belong to that particle. After that usually there is next particle (starts with 02), 05 command, 04 TT (waiting command, TT is waitng time) , some sound command (19, 1C or 1D) or 0E command. In our example ZZ is 03 so next 6 bytes belong to the particle (EC FF 0F 00 0C 00).

Edit: The same rule aplies to 03 XX XX XX 08 command, which usually shakes sprites or loads different animation.
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Last edited by pawell6; July 31st, 2013 at 12:28 PM. Reason: Adding more info
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  #118    
Old July 31st, 2013, 11:37 AM
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Hello, i'm working on a project that i wish to keep secret as for now. i have the PGE and it has the animation pointer. i do understand Hex, well enough how could i go about using that seeing how i make many mistakes involving hex, though i do plenty of backups. is there any way of using what might be considerably easier. or is this method much preferred? Mind you i would much prefer the animation pointer versus this to be 100% honest.
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  #119    
Old August 1st, 2013, 01:24 AM
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Okay, so we know how to add backgrounds to attacks, but what about removing them?

From what I can gather, this is Luster Purge's animation.
Quote:
00 1B 28 00 97 27 14 03 16 03 B5 E7 0D 08 05 00 17 0A 00 0C 0C 08 19 C2 00 C0 02 48 71 3E 08 29 04 00 00 00 00 00 00 00 00 04 14 03 3D A8 0B 08 05 05 05 00 02 00 00 00 10 00 FF FF 03 21 AA 0B 08 05 05 1B 28 02 00 00 00 10 00 FF FF 05 03 21 AA 0B 08 05 05 97 27 00 00 0C 00 0C 00 00 5C 05 02 50 7C 3E 08 83 02 01 00 02 00 03 DD D3 0D 08 05 02 D0 00 3F 00 04 03 02 50 7C 3E 08 83 02 01 00 02 00 03 DD D3 0D 08 05 02 D0 00 3F 00 04 03 02 50 7C 3E 08 83 02 01 00 02 00 03 DD D3 0D 08 05 02 D0 00 3F 00 04 03 02 50 7C 3E 08 83 02 01 00 02 00 03 DD D3 0D 08 05 02 D0 00 3F 00 04 03 02 50 7C 3E 08 83 02 01 00 02 00 03 DD D3 0D 08 05 02 D0 00 3F 00 04 03 02 50 7C 3E 08 83 02 01 00 02 00 03 DD D3 0D 08 05 02 D0 00 3F 00 05 03 3D A8 0B 08 05 05 05 00 02 00 10 00 00 00 FF FF 03 B5 94 0B 08 05 03 01 00 05 00 0E 00 05 0B 00 0D 0E C7 59 1D 08 08
The highlighted values are the background codes. I copied the code into an empty area, removed the background codes, repointed the attack animation data and tested. The game crashed and reset. Is there something more to this, or do I need to replace the BG codes with FF and not close the gaps?

EDIT: Just noticed something else. Merely copying the animation and pasting it makes the game crash if the copy is used.

Last edited by Enigmatic Emolga; August 1st, 2013 at 01:31 AM.
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  #120    
Old August 1st, 2013, 03:25 PM
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@pawell6 Thaaaaanks, you're a hero! I find it quiet difficult to learn this because of the lenguaje.
Thanks again!!
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  #121    
Old August 4th, 2013, 09:25 AM
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EDIT: Figured it out, I am so dumb...

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Last edited by xGal; August 4th, 2013 at 01:01 PM.
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  #122    
Old December 14th, 2013, 09:06 PM
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I'm a newbie and the tutorial is too advanced for me to understand. Could somebody please guide me easier to understand? Such as where must I put these code?
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  #123    
Old January 18th, 2014, 06:18 AM
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Well, I am a still a beginner now, which tutorial should I read first in order to understand this tutorial?
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  #124    
Old January 18th, 2014, 10:43 AM
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Quote:
Originally Posted by wael96 View Post
Well, I am a still a beginner now, which tutorial should I read first in order to understand this tutorial?
First post I believe. lol
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  #125    
Old February 5th, 2014, 06:11 AM
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So, if nobody else is going to try to help out Emerald hackers, I guess I'll do my bit. Just don't be mad if I get literally everything wrong, because I haven't got a ****ing clue what I'm doing - I'm just blindly stumbling around, trying to search for the non-pointer byte patterns from this tutorial. I'd appreciate it if Chaos Rush would put this stuff in the OP, so other people don't have to guess at this stuff, but...

14 WW 16 03 61 76 11 08 05 04 00 XX 00 YY ZZ 00 FF FF
The fragment of hex used in Emerald for background movement (the pointer is different). All the background IDs are still accurate. Haven't tested, but I presume replacing 16 with 17 has the same effect as in Fire Red.

As a side note, because I couldn't for the life of me find any information for this, the pointer for the second animation for Sky Attack is 2CD28E in Emerald. Still no idea where Skull Bash is.

Last edited by Leafbarrett; February 5th, 2014 at 01:26 PM.
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