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Conversation Between Darthatron and sonic1
Showing Visitor Messages 1 to 8 of 8
  1. sonic1
    January 25th, 2012 6:20 AM
    sonic1
    Wow, many thanks! Just a few questions though (forgive my silliness):
    Where should i put the branch (what offset)?
    How should i build the animation table? Whats the structure?
    And finally, is the shifter the offset of the IO for BG1?

    Thanks ;D
  2. Darthatron
    January 25th, 2012 2:43 AM
    Darthatron
    I do remember you. :) Though, it won't work on Emerald using the same method, since Emerald plays the titlescreen until the song is finished, rather than until a certain number of frames have been shown.

    http://pastebin.com/XUFASfRU

    I commented it some what, but not in much detail. HAVE FUN!
  3. sonic1
    January 25th, 2012 2:27 AM
    sonic1
    Hi there Darth! Do you remember me, the guy who was interested in your routine of putting those status images of the moves in the move screen? Well, i just saw in your post that you're still giving the routine for the animated titlescreen, and as i'm learning SWIs and IO, i'm just here to ask if you could lend me that routine, even if undocumented (which is good to me, i'll have to learn by force xD), so i can study the ways you do the animation and stuff, and probably adapt it to emerald (credits given to you in both cases).

    Thanks!
    ~Sonic1
  4. sonic1
    December 24th, 2011 6:46 AM
    sonic1
    Yes, now i understand it, you load 2 half images, and thats the reason for that image you posted. And you first load 1 half and then load the another.
    Thanks, i got it now! :)
  5. Darthatron
    December 24th, 2011 5:37 AM
    Darthatron
    I'll try...
    Spoiler:
    ldr r0, .SplitImages
    add r0, r4 @This blue section just loads the second half of the image into register #0 (r0,) which is 0x60 bytes from the start of said image.
    add r0, #0x60

    ldr r1, .VRAM
    mov r2, #0x1E @This red section is simply a way of doing "ldr r1, .VRAM + 0x1E0", without having to use a second pointer. This is the location of the second lot of tiles.
    lsl r2, #0x04

    add r1, r1, r2
    mov r2, #0x30 @Number of halfwords to copy.
    swi #0xB @Copy r2 halfwords from [r0] to [r1]


    I hope that was helpful.
  6. sonic1
    December 24th, 2011 3:12 AM
    sonic1
    Ohh now i get it. So, you just know that all tiles are present in order in that square tilemap.


    About the routine, i've understood this part:
    Spoiler:

    ldr r0, .SplitImages @loads type icons adress
    add r0, r4 @adds value to load respective adress
    ldr r1, .VRAM @loads tileset adress to store tiles
    mov r2, #0x30 @lenght/mode of tiles
    swi #0xB @copy tiles


    But i can't really understand this one:
    Spoiler:

    ldr r0, .SplitImages
    add r0, r4
    add r0, #0x60
    ldr r1, .VRAM
    mov r2, #0x1E
    lsl r2, #0x04
    add r1, r1, r2
    mov r2, #0x30
    swi #0xB


    Could you please give me a brief explanation of what it does? I'm still learning SWI's...:paranoid:
  7. Darthatron
    December 23rd, 2011 6:23 PM
    Darthatron
    I just wrote the image to the tiles which are shown on that part of the screen. It would be different to have it anywhere else. It's just a big tilemap (like when you edit the world map, or titlescreen) and I changed the tiles from being blank to being the image we need.

    Get it?
  8. sonic1
    December 23rd, 2011 4:17 PM
    sonic1
    Hi there, darth. I've seen the routine you posted for showing the split image in the party screen and i understood it almost nicely. Just one question, though. How do you choose the coordinates where the image shows?

    Thanks in advance. ~Sonic1

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