It took me to answer that question, because when I started using ASM do not know almost nothing of what I was doing! Today, I can say whatever I do ... So, let's get to entereça:
I do not find any way to create a final animation for the Pokemon in battle, because:
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- From the assembly le a 'FDFFXXXX ", it will loop the frames until you encounter the amount deposited in XXXX, and stop reading the last frame read. This is usable for a "snap at any given time";
- When the game finds a command like "FEFFXXXX" he will create frames to the end, and create a loop. He will never stop reading, this is why I could not use this command;
- A "FFFFXXXX" command will finish reading the last frame read.
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As we have seen, so that an animation can be read, the sisteme battle will expect this reading, which is why a single byte FEFF0000 not solve our problem!
When tired of repontear offset 0x082349BC (I'll never forget those offsets ...), I repoint upon a memory bank! I even ran the offset memory that had reponteado in case 0x02FF7D00 - I did not encounter any problems when using this offset-I wrote then:
00000A00 01000A00 FEFF0000
As always, the game proceeded not from the moment he read FEFF ...
Enta Cossou my finger and I wrote over one FF FE, and the game continued!
I did the opposite and there was no problems!
All that was left to do was to make the game do it for me!
I found pointers for each assembly Battle message!
enough I write something like:
mov r0, # 0xFF
strb r0, [r1, # 0x0]
Done!