Thread: Development: Creating New Battle Animations
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Old January 8th, 2013 (9:50 PM).
DoesntKnowHowToPlay's Avatar
DoesntKnowHowToPlay DoesntKnowHowToPlay is offline
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    Join Date: Jan 2012
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    Some random things I've found while fiddling with the animations recently:

    15 17 and 15 16 appear to reset the background to normal.

    21 07 XX 00 YY YY YY YY branches to YY YY YY YY if the side the attacker is on matches XX. Mega Punch's custom background operates by placing two of these in a row (with XX = 00 and 01) to branch to subroutines that set the background to the correct one and then return.

    0F appears to return to where the initial script left off after a branch.

    The first parameter of the 02 command always seems to be a pointer to some animation data- this structure is 24 bytes long.

    The first two bytes indicate what image data to use, while the next two bytes indicate the palette. The enumeration for this is the same as that of the 00 command- in order for an effect to work properly, the 00 command must have been called for both of these- otherwise the palette and/or image will not be loaded. While the existing animations appear to always have these be the same, they don't have to be- you can for instance give the Stun Spore seeds Fire Blast's palette this way. For some animations both of these are 00- I believe these are effects that don't use images, such as Earthquake's screen-shaking.

    I'm not entirely sure what the rest of the bytes do, but it appears the two pointers after these values contains more image data (I think the dimensions and how it animates, respectively) while the rest of it has to do with how the effect plays out. I've fiddled with it a bit and done some interesting things like these:


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