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OW Sprites Frames
Can someone explain to me how frames work for OW sprites? I guess I'm trying to understand how the system would know the difference between a sprite with 1, 9 or 20 frames? Also, I've read that you don't need 9 frames per sprite, but 8 is recommended, is that correct? I would ideally like to use 3 (front, back, side), since they're not going to be walking around at all, is that going to work? Or does everyone just use the standard 9? I just hate having to add tons of frame pointers in that I'm never going to use. I'm using FireRed and Overworld Editor to edit, added them with HEX.
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I'm not sure about 8 being recommended. There's always been 9 frames: Facing forward, Walk1, Walk2, Facing Backward, WalkBack1, WalkBack2, Facing Side, WalkSide1, and WalkSide2. Once again, I don't know how the game would react to more or less than that, though I'm kinda curious. What I usually do when I add OWs that won't be walking is just use the standard 9 frames and put the OWs where they need to be, leaving the frame slots used for walking blank. I then make note of them so I can use that space for other things later. |
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I meant depending on the size of the OW, they can take up lots of space, especially the 64x64 ones.
Oh right, I forgot about the bike sprites and the hero. The other frames for the hero are with the running shoes and holding the Poke Ball/VS Seeker up, which the game calls for when it needs them. Maybe if you added OWs with those same sprites and frames, with some ASM, you could make them effectively do whatever the hero can. Though this is out of my area of knowledge atm, so i'm not sure if this is possible. xD I guess 9 is the standard because there's no need for the NPCs to do anything else. Even the ones that don't walk just have their stationary sprites where their walking sprites are supposed to be. Unless you wanted them to do other things, then it may be possible. It makes sense why 1 frame isn't used. If you were to talk to them from the side or behind, the sprite would glitch out. Though if you never plan on having them move or be talked to, then I guess 1 frame OWs are perfect. So to OP, go ahead and try out using your 3-frame OWs with just those 3 frame pointers since you don't plan on them moving. I don't believe it'll cause any problems. Just make sure to keep a backup in case. I'll try it too once I get the time to work on my hack. |
Appreciate the information, thanks.
When I'm using Overworld Editor, I have to repoint it to my new sprite table. But it seems to have the frames per-determined within the program, so regardless of what sprite I use, the first sprite always has the 20 frames. As in, if I keep clicking the frame button, it will keep scrolling through all the frames. I just want to make sure that I don't need to worry about that and that's just how the Overworld Editor works? I can just ignore all of the extra frames? |
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Here's a quick run-down of the frames, as you guys probably know...
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I have done just 8 before and it worked finely (afaik), but never just the three for facing. I say go for it, but just make a backup right before you start. I think that the game will just default to the 3 side frames for walking or it will attempt to walk but it will look more like a garbled mess. EDIT: Oh, and, I would actually confirm my frame run down if it weren't four in the morning where I am. Or, if I had my own computer or something like that, that would be a plus. EDIT EDIT: One last thing--as EViLGRiN stated, there are OWs with just one frame, and these all appear in the game as stationary objects, no? The game probably just uses what it has available... I'll have to do this myself after school today (in about 11 hours). But that would be entirely for curiosity's sake... |
An overworld with only facing frames should work fine if you don't try to make it walk.
The game doesn't care how many frames an overworld has, it just assumes that if you try animating an overworld (applymovement, setbehaviour, etc.) that the current sprite has enough frames to animate. If you try make a normal overworld with only walking frames run, it's gonna access invalid frames in the frames table. If you haven't repointed anything, this has the effect of using another sprite's walking frames or something. This is because the frames tables are adjacent, so if you access more entries that you have you'll just access the next table's entries. If you have repointed the tables, then you're probably going to get a similar effect or a random mess if you didn't put the tables right next to each other. |
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