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Adke February 26th, 2016 9:25 AM

Animating worldmap head
 
I don't really know if my question should be asked here or where, but anyways.

Is there a way to animate the "little head" of the worldmap and change its size to make it, for example, of 16x32?

Hope someone can help me :3

INDIAN MEW(ARAZI) February 26th, 2016 10:06 AM

you should be more specific

robinjea February 26th, 2016 5:26 PM

Quote:

Originally Posted by Adke (Post 9135444)
I don't really know if my question should be asked here or where, but anyways.

Is there a way to animate the "little head" of the worldmap and change its size to make it, for example, of 16x32?

Hope someone can help me :3

I'm pretty sure you can change it's size with unLZ and all but I'm not really sure about the animation part. :D

Adke March 3rd, 2016 8:46 AM

Quote:

Originally Posted by BlackWhiteRobin (Post 9136427)
I'm pretty sure you can change it's size with unLZ and all but I'm not really sure about the animation part. :D

Nope, I tried it and the image is cut, it only shows a 16x16 square and the rest is not showed.

Blah March 3rd, 2016 9:57 AM

Quote:

Originally Posted by Adke (Post 9145350)
Nope, I tried it and the image is cut, it only shows a 16x16 square and the rest is not showed.

It depends on
1) size of the head
2) amount of frames in animation

083F1C54 contains the OAM sprite structure for the world map head. You'll need to adjust this to get higher than the standard 8x8 pixel image. At 080C41E4 we have the amount being malloc'd. You can adjust the 0x8C in a hex editor. If it's higher than 1 byte (0xFF), you'll need to modify the source code with a hook. 0xFF is definitely not enough for multiple frames of that image. That's not all.

You need to edit the pals at 083EF27C and 083EF29C (male and female) pals). These are uncompressed pals.

For the actual animation, you'll need to write something up for the object callback :)

Adke March 4th, 2016 3:59 AM

Quote:

Originally Posted by FBI (Post 9145420)
It depends on
1) size of the head
2) amount of frames in animation

083F1C54 contains the OAM sprite structure for the world map head. You'll need to adjust this to get higher than the standard 8x8 pixel image. At 080C41E4 we have the amount being malloc'd. You can adjust the 0x8C in a hex editor. If it's higher than 1 byte (0xFF), you'll need to modify the source code with a hook. 0xFF is definitely not enough for multiple frames of that image. That's not all.

You need to edit the pals at 083EF27C and 083EF29C (male and female) pals). These are uncompressed pals.

For the actual animation, you'll need to write something up for the object callback :)

The size is 16x32 with 3 frames.
When I look at 03f1c54 I get this, but I have no idea what to with it.
http://i.imgur.com/EWqz7N2.png

Malloc'd is something I have never heard of before.

Sorry to be so newbie in this but I'm starting with asm and oams so I don't know much :S

Blah March 4th, 2016 5:58 AM

Quote:

Originally Posted by Adke (Post 9146603)
The size is 16x32 with 3 frames.
When I look at 03f1c54 I get this, but I have no idea what to with it.
http://i.imgur.com/EWqz7N2.png

Malloc'd is something I have never heard of before.

Sorry to be so newbie in this but I'm starting with asm and oams so I don't know much :S

Malloc is a function which allocates memory basically. In this case it was allocated 0x8C bytes for the image. You can change the 0x8C to a larger value (but it can only be upto 1 byte since it was allocated using a mov instruction).

Writing 00 C0 00 C0 at 083F1C54 should get the OAM to be the dimensions you wanted it to be.


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