The PokéCommunity Forums  

Go Back   The PokéCommunity Forums > ROM Hacking > Tools, Tutorials & Resources
Sign Up Rules/FAQ Live Battle Blogs Mark Forums Read

Notices

Tools, Tutorials & Resources Various tools to help you develop your hacks can be found here.
New threads in this forum are to be approved by a moderator before they are displayed.


Advertise here

Reply
 
Thread Tools
  #1    
Old August 10th, 2013, 06:58 PM
Spherical Ice's Avatar
Spherical Ice
Community Supporter
 
Join Date: Nov 2007
Location: UK
Send a message via Skype™ to Spherical Ice

Advertise here

Sprite Behaviours and Movement Values



Have you ever wondered what the Movement field on Person events in Advance Map controls, or what value to enter there? Or maybe you were curious about the Movement types that are labelled ???. This document hopes to answer these questions.

NOTE This document is written for Advance Map 1.9.2, not 1.9.5, and FireRed ROMs. 1.9.2 is the most stable edition and so everything in this document refers to it.

The labels for each movement type in Advance Map are not entirely accurate, and some are completely empty. The list below is taken from Advance Map's INI file.

Spoiler:
Code:
0=No Movement
1=Look around
2=Walk around
3=Walk up and down
4=Walk up and down
5=Walk left and right
6=Walk left and right
7=Look up
8=Look down
9=Look left
10=Look right
11=Look down
12=Hidden
13=Look up and down
14=Look left and right
15=Look up and left
16=Look up and right
17=Look down and left
18=Look down and right
19=Look up, down and left
20=Look up, down and right
21=Look up, left and right
22=Look down, left and right
23=Look around counterclockwise
24=Look around clockwise
25=Run up and down
26=Run up and down
27=Run left and right
28=Run left and right
29=Run up, right, left and down
30=Run right, left, down and up
31=Run down, up, right and left
32=Run left, down, up and right
33=Run up, left, right and down
34=Run left, right, down and up
35=Run down, up, left and right
36=Run right, down, up and left
37=Run left, up, down and right
38=Run up, down, right and left
39=Run right, left, up and down
40=Run down, right, left and up
41=Run right, up, down and left
42=Run up, down, left and right
43=Run left, right, up and down
44=Run down, left, right and up
45=Run around counterclockwise
46=Run around counterclockwise
47=Run around counterclockwise
48=Run around counterclockwise
49=Run around counterclockwise
50=Run around clockwise
51=Run around clockwise
52=Run around clockwise
53=Copy Player
54=Mirror Player
55=Mirror Player
56=Mirror Player
57=Tree wall disguise
58=Rock wall disguise
59=Mirror player (standing)
60=Copy player (standing)
61=Mirror player (standing)
62=Mirror player (standing)
63=Hidden
64=Walk on the spot (Down)
65=Walk on the spot (Up)
66=Walk on the spot (Left)
67=Walk on the spot (Right)
68=Jog on the spot (Down)
69=Jog on the spot (Up)
70=Jog on the spot (Left)
71=Jog on the spot (Right)
72=Run on the spot (Down)
73=Run on the spot (Up)
74=Run on the spot (Left)
75=Run on the spot (Right)
76=Hidden
77=Walk on the spot (Down)
78=Walk on the spot (Up)
79=Walk on the spot (Left)
80=Walk on the spot (Right)


Titles like "Run up, right, left and down" are rather ambiguous and don't describe exactly what is happening.

In actuality, "Run up, right, left and down" is a movement that looks like this:


The Person event is on the circular path in A-Map

As you can see, the Person event moves up, then right, and then simply goes back to the beginning. This means that the "left" movement will always be the same as the "right" movement and the "down" movement will always be the same as the "up" movement.

But...how do we change how far the Person event moves? Can we make it so it moves, for example, six tiles up and two tiles right (and back)?

Yes we can, with the Movement field in Advance Map.

In the .gif above, the Person event's settings looks like this:


The Movement field has a value of 55. But what does that mean?

Well, the first value determines how far along the Y axis the Person event will move, and the second value determines how far along the X axis the Person event will move.

Simply put, the value is like so: YX

So, a value of 55 would make the Person event move up 5 tiles, and then right 5 tiles (and then the opposite) when it has the Movement type of "Run up, right, left and down".

Going back to our example of moving six tiles up and two tiles right, the value we'll use is 62.


Does it work?


Yes!

NOTE The YX value is in hexadecimal. That means that if you want to, for example, move the Person event up ten tiles and across fifteen tiles, the YX value would be AF. This also means that it is not possible for the Person event to move more that fifteen tiles in any direction.

Some of the labels for the movement types in Advance Map are inaccurate for FireRed, or just wrong.

The spoiler below is an edited version of the list above with more accurate labels.

Spoiler:
Code:
0=No Movement [0]
1=Look around [1]
2=Walk around [2]
3=Walk up and down [3]
4=Walk up and down [4]
5=Walk left and right [5]
6=Walk left and right [6]
7=Look up [7]
8=Look down [8]
9=Look left [9]
10=Look right [10]
11=Broken [11]
12=Hidden 1 [12]
13=Look up and down [13]
14=Look left and right [14]
15=Look up and left [15]
16=Look up and right [16]
17=Look down and left [17]
18=Look down and right [18]
19=Look up, down and left [19]
20=Look up, down and right [20]
21=Look up, left and right [21]
22=Look down, left and right [22]
23=Look around counterclockwise [23]
24=Look around clockwise [24]
25=Run up [25]
26=Run down [26]
27=Run left [27]
28=Run right [28]
29=Run up and back, then right and back [29]
30=Run right and back, then down and back [30]
31=Run down and back, then right and back [31]
32=Run left, down, and back [32]
33=Run up, left, and back [33]
34=Run left and back, then down and back [34]
35=Run down and back, then left and back [35]
36=Run right, down, and back [36]
37=Run left, up, and back [37]
38=Run up and back, then right and back [38]
39=Run right and back, up and back [39]
40=Run down, right, and back [40]
41=Run right, up, and back [41]
42=Run up and back, then left and back [42]
43=Run left and back, then up and back [43]
44=Run down, left, then back [44]
45=Run around counterclockwise [45]
46=Run around counterclockwise [46]
47=Run around counterclockwise [47]
48=Run around counterclockwise [48]
49=Run around counterclockwise [49]
50=Run around clockwise [50]
51=Run around clockwise [51]
52=Run around clockwise [52]
53=Mirror Player [53]
54=Copy Player [54]
55=Mirror Player, rotated 90 degrees [55]
56=Mirror Player, rotated 270 degrees [56]
57=Tree wall disguise [57]
58=Rock wall disguise [58]
59=Mirror Player's direction [59]
60=Copy Player's direction [60]
61=Mirror Player's direction, rotated 90 degrees [61]
62=Mirror Player's direction, rotated 270 degrees [62]
63=Hidden in Ash Pile [63]
64=Walk on the spot (Down) [64]
65=Walk on the spot (Up) [65]
66=Walk on the spot (Left) [66]
67=Walk on the spot (Right) [67]
68=Jog on the spot (Down) [68]
69=Jog on the spot (Up) [69]
70=Jog on the spot (Left) [70]
71=Jog on the spot (Right) [71]
72=Run on the spot (Down) [72]
73=Run on the spot (Up) [73]
74=Run on the spot (Left) [74]
75=Run on the spot (Right) [75]
76=Hidden 2 [76]
77=VS Seeker arm raise, facing down [77]
78=VS Seeker jump, facing down [78]
79=VS Seeker arm raise, shaking, facing down [79]
80=Walk Around [80]


Movement Type 11 has been renamed to "Broken" as it can make the player control an NPC with this Movement Type after battles or viewing the bag, and it appears to perform no useful function (that is not, at least, performed by other Movement Types).

Movement Types 29 through to 44 have been reworded to more accurately describe how the Person event will move and what you will actually be able to control (i.e the directions written out instead of just implied in "and back").

Movement Types 53 through to 56 have been reworded to be more descriptive as to how the Person event will mirror / copy the Player's movements.

For clarification on using Movement Type 57 and Movement Type 58, the collapsing of the Tree and Rock walls is controlled by the trainerbattle command, and so scripts without the trainerbattle command will still execute, but without the Wall will collapsing. These Movement Types are functional in FireRed, despite being a feature exclusive to R/S/E, although the Rock Wall's palette is glitched.

Movement Type 63 has been changed from "Hidden" to "Hidden in Ash Pile". This Movement Type is applied to the Ninja Boys in Route 113 in R/S/E and makes the Trainer "pop" out of the earth when the player comes within the View Radius. To ensure this works, check the Trainer field and enter a value of 1 in the View Radius field.

Movement Types 77, 78, 79 and 80 were wrong in the original INI list, at least in the context of FireRed ROMs. Movement Type 77 makes the Person event behave like this:
Spoiler:


Movement Type 78 makes the Person event behave like this:
Spoiler:


Movement Type 79 makes the Person event behave like this:
Spoiler:


Movement Type 80 appears to behave identically to Movement Type 2, and just makes the Person event walk around with no pre-determined path.

If you want to use this updated list instead of the default list, open "English.txt" file in the INI/Sprachen folder of your Advance Map directory. Find "[Bewegung]", and then replace the list with the new text. Alternatively, download the updated English.txt file linked below, and replace the original file with it.

English.txt updated file.

But, what if, say, you want to make a Person event initially Look Up in a map, but then Walk Around after a certain variable is set?

That's where scripting comes in, with the spritebehave command.


Now, as we can see from XSE's auto-syntax feature, the parameters needed for this command is the Person number and the Behaviour number.

Simply put, we put the Person event's number (Person event no) and the Movement Type in.


So if we want to change Person event number 3's Movement Type to Walk Around, we'd write it out like this:


NOTE Both the Person event number and the Movement Type numbers in Advance Map are in decimal, so if you include 0x, you will have to convert it to hexadecimal.

All you would have to do then is include a variable check that would do the above command once the variable is set to a certain value, and put it into a level script (03 or 05).

The change would only take place after you reload the map and it will only work in a level script.
__________________

Last edited by Spherical Ice; February 19th, 2014 at 02:08 PM.
Reply With Quote
  #2    
Old August 11th, 2013, 09:06 AM
Derlo's Avatar
Derlo
Braziliam Hacker!! De Mossoró
 
Join Date: Aug 2007
Send a message via Windows Live Messenger to Derlo
Very useful.
Clarified some questions I had regarding the movements.
__________________



Pokémon
Essence of Light

Comming Soon...
Reply With Quote
  #3    
Old September 20th, 2013, 09:11 PM
lhabcuanime's Avatar
lhabcuanime
LhabxJhieL
 
Join Date: Sep 2013
Location: Phillipines
Gender: Male
Nature: Naughty
this tutorial is useful
thanks for this .. more power
__________________
Reply With Quote
Reply
Quick Reply

Sponsored Links


Advertise here
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Minimum Characters Per Post: 25



All times are UTC -8. The time now is 02:09 AM.


Style by Nymphadora, artwork by Sa-Dui.
Like our Facebook Page Follow us on Twitter © 2002 - 2014 The PokéCommunity™, pokecommunity.com.
Pokémon characters and images belong to The Pokémon Company International and Nintendo. This website is in no way affiliated with or endorsed by Nintendo, Creatures, GAMEFREAK, The Pokémon Company or The Pokémon Company International. We just love Pokémon.
All forum styles, their images (unless noted otherwise) and site designs are © 2002 - 2014 The PokéCommunity / PokéCommunity.com.
PokéCommunity™ is a trademark of The PokéCommunity. All rights reserved. Sponsor advertisements do not imply our endorsement of that product or service. User generated content remains the property of its creator.