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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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  #26    
Old July 27th, 2012, 04:21 PM
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It's finished. But there is still no commented version. Since I am lazy. This is complex for something to start with, though. I suggest following some tutorials first.
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  #27    
Old August 3rd, 2012, 09:22 AM
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This is actually pretty amazing. Good work!
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  #28    
Old August 14th, 2012, 09:56 PM
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I think its awesome...but I think I'm blonde, I don't get ANY of the stuff you guys were talking about previously lol I must has this on my hacked rom...
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  #29    
Old August 14th, 2012, 11:05 PM
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Quote:
Originally Posted by Herpahermaderp View Post
I think its awesome...but I think I'm blonde, I don't get ANY of the stuff you guys were talking about previously lol I must has this on my hacked rom...
Better start learning ASM, then
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  #30    
Old August 14th, 2012, 11:51 PM
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Quote:
Originally Posted by Darthatron View Post
Better start learning ASM, then
*cough cough* whats ASM? *cough cough* If I know what that means I can be on my way
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  #31    
Old August 15th, 2012, 01:48 AM
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Originally Posted by Herpahermaderp View Post
*cough cough* whats ASM? *cough cough* If I know what that means I can be on my way
ASM is ASseMbly. It's the language the ROM is stored in. Knowing how it works allows you to make hacks like this.
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  #32    
Old August 15th, 2012, 07:55 AM
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Ah, thank you! Now I will try to add this into my ROM lol
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  #33    
Old October 6th, 2012, 04:31 PM
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Hi there, this is really great.

Are you thinking of making a tool that can change this without hexing?
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  #34    
Old October 6th, 2012, 08:30 PM
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Hi there, this is really great.

Are you thinking of making a tool that can change this without hexing?
Nope. Never. Once I release the highly commented code, it will be easy enough to implement.
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  #35    
Old October 7th, 2012, 08:09 AM
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Nope. Never. Once I release the highly commented code, it will be easy enough to implement.
Soon, by any chance? c:
;_; I lost the non-commented code you sent me, and the notes I took on it.
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  #36    
Old July 22nd, 2013, 05:16 PM
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-I just talked to Darthatron about 2 minutes ago and got permission to release this-

Source Code:

Code:
.text
.align 2
.thumb

/*This goes at 78BF8*/
Branch:
        ldr r1, .New_Routine
        bx r1
        pop {r3}

.align 2
.New_Routine:
        .word 0x08XXXXXX + 1
XXXXXX is the location you put this at:

Code:
.text
.align 2
.thumb

Start:
        push {r0-r3}
        ldr r3, .RAM_Address
        ldr r1, .Ani_Table
        ldrb r2, [r3, #0x1]
        lsl r2, #0x3
        add r1, r2
        ldrb r0, [r1, #0x4]
        ldrb r2, [r3]
        cmp r2, r0
        bge LoadFrame
        add r2, #0x1
        strb r2, [r3]

        b PressStart
LoadFrame:
        mov r2, #0x0
        strb r2, [r3]
        ldrb r2, [r1, #0x5]
        strb r2, [r3, #0x1]
        ldr r0, [r1]
        ldr r1, .VRAM_Animated_Image
        swi #0x12

PressStart:
        ldrb r2, [r3, #0x2]
        add r2, #1
        strb r2, [r3, #0x2]
        cmp r2, #0x10
        ble Finish
        mov r2, #0
        strb r2, [r3, #0x2]
FlashOn:
        ldrb r2, [r3, #0x3]
        cmp r2, #0
        bne FlashOff
        ldr r0, .Start_Image
        ldr r1, .VRAM_Start
        swi #0x12
        mov r2, #1
        strb r2, [r3, #0x3]
        b Finish
FlashOff:
        ldr r0, .Blank
        ldr r1, .VRAM_Start
        ldr r2, .CPUSET
        swi #0xB
        mov r2, #0
        strb r2, [r3, #0x3]

Finish:
        pop {r0-r3}
ExitRightNow:
        ldr r1, [r0]
        ldr r0, .Frame_Count
        push {r3}
        ldr r3, .Old_Routine
        bx r3

.align 2
.Ani_Table:
        .word 0x08YYYYYY
.RAM_Address:
        .word 0x020370c0
.VRAM_Animated_Image:
        .word 0x06004000
.VRAM_Start:
        .word 0x06001D40
.Frame_Count:
        .word 0x0000FFFF
.Start_Image: /*An image of the press start, 256 color*/
        .word 0x08BAA550
.Blank: /*An blank (completely transparent) image the same size as the press start, 256 color*/
        .word 0x08BAA688
.Old_Routine:
        .word 0x08078C01
.CPUSET:
        .word 0x05000300

YYYYYY = a table somewhere with this structure: Word [Pointer to Image]; Byte [Pause Length]; Byte [Next Frame];

For an example of how this works as is (I modified it in DC) see Liquid Crystal's titlescreen.

The images basically replace the layer that the charizard is on in FR, so you will need to change the palette for that image to be the palette of your new animated frames. You don't need to change the original image, but you do need to change the .raw and make sure that all of your images use the same .raw. The way to do this is to insert you images all the same size and don't make tilesets. Just create your frames, all with the same dimensions, and insert them. Then create a .raw with one of them and replace the .raw for the charizard with it.

All credits go to Dathatron.

I will write a more thorough tutorial when I get around to it....

Edit:
Here is a quick mod of the routine so you don't have to worry about the flashing press start.
Code:
.text
.align 2
.thumb

Start:
        push {r0-r3}
        ldr r3, .RAM_Address
        ldr r1, .Ani_Table
        ldrb r2, [r3, #0x1]
        lsl r2, #0x3
        add r1, r2
        ldrb r0, [r1, #0x4]
        ldrb r2, [r3]
        cmp r2, r0
        bge LoadFrame
        add r2, #0x1
        strb r2, [r3]

        b PressStart
LoadFrame:
        mov r2, #0x0
        strb r2, [r3]
        ldrb r2, [r1, #0x5]
        strb r2, [r3, #0x1]
        ldr r0, [r1]
        ldr r1, .VRAM_Animated_Image
        swi #0x12

Finish:
        pop {r0-r3}
ExitRightNow:
        ldr r1, [r0]
        ldr r0, .Frame_Count
        push {r3}
        ldr r3, .Old_Routine
        bx r3

.align 2
.Ani_Table:
        .word 0x08YYYYYY
.RAM_Address:
        .word 0x020370c0
.VRAM_Animated_Image:
        .word 0x06004000
.Frame_Count:
        .word 0x0000FFFF
.Old_Routine:
        .word 0x08078C01
.CPUSET:
        .word 0x05000300
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Last edited by karatekid552; August 18th, 2013 at 12:40 PM.
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  #37    
Old July 24th, 2013, 01:28 AM
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Quote:
Originally Posted by karatekid552 View Post
All credits go to Dathatron.

I will write a more thorough tutorial when I get around to it....
That's fantastic! I've been interested in this for awhile
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  #38    
Old August 6th, 2013, 07:33 PM
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i need somthing that will work for emerald
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  #39    
Old May 23rd, 2014, 11:42 AM
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Can anyone tell me what i have to do that i can create a animated titlescreen in Fire red ?
Or can you give me a tutorial please i dont unsterstand this thread!
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  #40    
Old May 23rd, 2014, 01:30 PM
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Quote:
Originally Posted by musti205 View Post
Can anyone tell me what i have to do that i can create a animated titlescreen in Fire red ?
Or can you give me a tutorial please i dont unsterstand this thread!
9 times out of 10 if you ask for a tutorial or a patch in Research and Development you aren't going to get one. Just so ya know.

On a slightly different note if you want to be able to learn how to do things like this I'd suggest first learning how to use a hex editor. Find tutorials that require you to use one and follow along. Keep trying to do the hack until you finally get it right. If you can't then find something on how to script, and learn that, and then go back and try to learn how to hex edit. Then move on to just compiling ASM. You can use the routine in Hackmew's Knowledge and try inserting and using it. Find ASM hacks to apply. Not everyone can understand routines like this or even insert them, but there really isn't any easy way to do this.
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  #41    
Old July 3rd, 2014, 08:39 PM
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You can write a tut for all. i saw it in Pokemon Liquid Crystal and i like it!
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