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  • Yes, but when I followed your tutorial, battles freeze?
    Perhaps I've done something wrong?

    This may also be a consequence of the bytes to be putting the wrong way (assumption), because if one wants a byte is incorrect, the game WILL GO CRAZY!!... but as said, it is an assumption, just check it, because I live stumbling with similar situations.{XD}
    Well, possibly I may have explained something wrong... But do not worry, because these routines are extremely simple!... I found, by chance, a group of offsets that lead to routines that are performed when each type of battle message is displayed... So, as you can see in the code altariaking has offsets 01000A00 ... and stuff ... - I put these bytes in a memory space!

    Conclusion: When using my simple routine that throws a "FEFF0000" upon "FFFF0000", the Pokemons will dancing! __ Or the opposite, so they do not pause forever the game.
    Ok, but it is the same code that the altariaking showed in "Animated Sprites in Ruby and FireRed"...
    If you is talking of differents animations to each pokemon, or something like...
    I go think about it in the future...
    Yeah, I've been trying to see what went wrong (though I'm not going to use this) :D
    With the animated routine I mean.
    Hey bro, your routine in this post doesn't work, probably 7D E0 80 08 and C5 C5 80 08 are pointers? What should I write there? Sorry I'm an ASM noob
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