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Animating the FireRed titlescreen.
While browsing this section I found a post by colcolstyles (see below) about the amount of frames that the titlescreen in FireRed is displayed for. I then thought to myself "That'd be a good way to add an animation to the titlescreen!" and then I posted this thread.
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This would be a much better way of having an animated titlescreen than anything done before now(I think), since more than 2 frames will be able to be used. I'll let you all know how it goes!! EDIT: http://www.youtube.com/watch?v=SA95KzAgb48 Success has been had. EDIT2: It now works by using a data array that works as such: Code:
So yeah, it just changes the tiles, not the tilemap, as that seems to suffice. Any other ideas? EDIT: Zapdos in the animation: http://www.youtube.com/watch?v=rnm4SkwE22I |
Nice work! Now we only need to be able to 'pull' tilemaps across the screen...
And make this work in Emerald too, as it just resets on the end of the song. |
For Emerald, I think it would be better to use an OAM. Of course, this would make moving of the animation a lot easier as well. But it would limit the size of the animation to 64x64. :\
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Awesome, thanks for this, I can't wait to quit programming and try it out at somepoint.
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Cool idea. Once I have finished all my school work I'll contribute.
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I wouldn't know, exactly, how to get the game to load a new OAM to the title screen, or how to have it animate... well, that would probably just use the frame system we've already found. But I wouldn't know how to make it, say, go across the screen. Then again, I don't know how to do that with tilemaps either...
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Yeah, but not with the way they are stored in the B/W ROM, since they are stored as "parts" rather than full frames. But if you make/find full frames, and give me the order, I can make a video showing it.
EDIT: I got bored an put in Zapdos' animation. Well... kind of. Just the frames. Not the FULL animation, though that is very possible. http://www.youtube.com/watch?v=rnm4SkwE22I There is a downside to this hack, though. It takes quite a bit of space. The entire Zapdos animation (frames, tilemap and routine) take up 11.55kb (11,828 bytes) in the ROM. Which only works out to about 0.0007% of the entire (un-expanded) ROM, but it's still quite a bit. |
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nice vid man i'm guessing that you should probably complete the hack before you input the titlescreen... |
^ He's not actually making a hack. He's hacking. you know, learning, experimenting in areas others haven't really abused much. It's pretty cool and fun. ;)
ANYWAYS, what I *really* came here with. I tried bpr 08078C1C 2 and nothing ever came up. :( But it's okay, I followed that post link, and read down on that thread a bit further where Knizz ( Reference ) posted the offset of the comparison. I looked up the point where r0 is loaded with the value. Spoiler:
And I was wondering, is the bpr not triggering because it's not ldr-ing a constant value? :\ |
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I use No$GBA to debug, though. Not VBA. Anyway, if anyone wants the routine as is, PM me for it. I'm sure it can be optimized, but I don't have much free time to do so. |
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EDIT: Source off all knowledge: http://nocash.emubase.de/gbatek.htm#lcdiobgscrolling EDIT2: http://www.youtube.com/watch?v=NuetDQEUqKQ |
Wow, that really is quite amazing. Great work! I only wish I knew more so that I could contribute to this. :(
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There's an I/O flag for the BG layer that checks for wrapping.
Disable it and you're good to go. |
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Wow... Amazing job on this, I was having a two-framed titlescreen before, and I look into this for more frames :D
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Mm, cool idea. I'll be keeping my eye on this. :)
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Hey, I tried that routine.
I think I did a nice job at understanding it. :) You load a pointer to an array of those structures Then, you load a pointer to the image and copy it. Then you wait until the frame count for that image passes Then you load the next and continue. { you store the fc and the current frame in that RAM_ADDRESS location thing. } But one question, how do you know when to reset back to the first image? { I still haven't actually gotten this thing to work btw. I probably just need to start with a fresh ROM and go from there. } Also, some other questions. For that routine, does it use a tilemap? What about the graphics, should they be compressed, or decompressed? *edit* NVM on the knowing when to restart. You just set the `next frame` value to 0. :P I FEEL SILLY now. But the questions of tilemaps uncompressed/compressed still remains. Although I have a feeling it's uncompressed with a tilemap...(GbaTek doesn't say swi 0xC uncompresses any data ) |
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EDIT: Also, I don't know where you got SWI 0xC from? The only SWI used is 0x12 (LZ77UnCompVram.) |
OH! I thought that was a decimal twelve, which I thought was odd. Awesome, thanks.
Okay...I must be doing something wrong. I inserted my routine, and adjusted the original as you recommended ( I remembered to add 1 to the offset ) and I can view the titlescreen, and continue to the continue/new game screen. However...the swi function I think is causing some issues. It's copying *way* too much data, and it looks corrupt in the tile-viewer. ( I did insert two frames using unlz.GBA ) The Title Screen as it appears now. Tile Viewer. |
Nice. Is it possible to get objects moving left to fight ie: fireballs going left and right rather than up and down?
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Also, will you ever release your ASM on this? |
I already give it out to people who ask for it. But it's still messy, and uncommented.
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Are you still developing this? I don't know much about ASM but implementing this would kind of make it worth learning it in my opinion.
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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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This is actually pretty amazing. Good work!
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