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  #26    
Old July 27th, 2012 (4:21 PM).
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Darthatron Darthatron is offline
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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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  #27    
Old August 3rd, 2012 (9:22 AM).
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This is actually pretty amazing. Good work!
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  #28    
Old August 14th, 2012 (9:56 PM).
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Herpahermaderp Herpahermaderp is offline
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    I think its awesome...but I think I'm blonde, I don't get ANY of the stuff you guys were talking about previously lol I must has this on my hacked rom...
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      #29    
    Old August 14th, 2012 (11:05 PM).
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    Darthatron Darthatron is offline
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    Quote:
    Originally Posted by Herpahermaderp View Post
    I think its awesome...but I think I'm blonde, I don't get ANY of the stuff you guys were talking about previously lol I must has this on my hacked rom...
    Better start learning ASM, then
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      #30    
    Old August 14th, 2012 (11:51 PM).
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    Herpahermaderp Herpahermaderp is offline
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      Quote:
      Originally Posted by Darthatron View Post
      Better start learning ASM, then
      *cough cough* whats ASM? *cough cough* If I know what that means I can be on my way
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        #31    
      Old August 15th, 2012 (1:48 AM).
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      Darthatron Darthatron is offline
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      Quote:
      Originally Posted by Herpahermaderp View Post
      *cough cough* whats ASM? *cough cough* If I know what that means I can be on my way
      ASM is ASseMbly. It's the language the ROM is stored in. Knowing how it works allows you to make hacks like this.
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        #32    
      Old August 15th, 2012 (7:55 AM).
      Herpahermaderp's Avatar
      Herpahermaderp Herpahermaderp is offline
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        Ah, thank you! Now I will try to add this into my ROM lol
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          #33    
        Old October 6th, 2012 (4:31 PM).
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        VERGUNDAI VERGUNDAI is offline
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          Hi there, this is really great.

          Are you thinking of making a tool that can change this without hexing?
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            #34    
          Old October 6th, 2012 (8:30 PM).
          Darthatron's Avatar
          Darthatron Darthatron is offline
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          Quote:
          Originally Posted by VERGUNDAI View Post
          Hi there, this is really great.

          Are you thinking of making a tool that can change this without hexing?
          Nope. Never. Once I release the highly commented code, it will be easy enough to implement.
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            #35    
          Old October 7th, 2012 (8:09 AM).
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          Quote:
          Originally Posted by Darthatron View Post
          Nope. Never. Once I release the highly commented code, it will be easy enough to implement.
          Soon, by any chance? c:
          ;_; I lost the non-commented code you sent me, and the notes I took on it.
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            #36    
          Old July 22nd, 2013 (5:16 PM). Edited August 18th, 2013 by karatekid552.
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          karatekid552 karatekid552 is offline
          What happens if I push it?....
             
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            -I just talked to Darthatron about 2 minutes ago and got permission to release this-

            Source Code:

            Code:
            .text
            .align 2
            .thumb
            
            /*This goes at 78BF8*/
            Branch:
                    ldr r1, .New_Routine
                    bx r1
                    pop {r3}
            
            .align 2
            .New_Routine:
                    .word 0x08XXXXXX + 1
            XXXXXX is the location you put this at:

            Code:
            .text
            .align 2
            .thumb
            
            Start:
                    push {r0-r3}
                    ldr r3, .RAM_Address
                    ldr r1, .Ani_Table
                    ldrb r2, [r3, #0x1]
                    lsl r2, #0x3
                    add r1, r2
                    ldrb r0, [r1, #0x4]
                    ldrb r2, [r3]
                    cmp r2, r0
                    bge LoadFrame
                    add r2, #0x1
                    strb r2, [r3]
            
                    b PressStart
            LoadFrame:
                    mov r2, #0x0
                    strb r2, [r3]
                    ldrb r2, [r1, #0x5]
                    strb r2, [r3, #0x1]
                    ldr r0, [r1]
                    ldr r1, .VRAM_Animated_Image
                    swi #0x12
            
            PressStart:
                    ldrb r2, [r3, #0x2]
                    add r2, #1
                    strb r2, [r3, #0x2]
                    cmp r2, #0x10
                    ble Finish
                    mov r2, #0
                    strb r2, [r3, #0x2]
            FlashOn:
                    ldrb r2, [r3, #0x3]
                    cmp r2, #0
                    bne FlashOff
                    ldr r0, .Start_Image
                    ldr r1, .VRAM_Start
                    swi #0x12
                    mov r2, #1
                    strb r2, [r3, #0x3]
                    b Finish
            FlashOff:
                    ldr r0, .Blank
                    ldr r1, .VRAM_Start
                    ldr r2, .CPUSET
                    swi #0xB
                    mov r2, #0
                    strb r2, [r3, #0x3]
            
            Finish:
                    pop {r0-r3}
            ExitRightNow:
                    ldr r1, [r0]
                    ldr r0, .Frame_Count
                    push {r3}
                    ldr r3, .Old_Routine
                    bx r3
            
            .align 2
            .Ani_Table:
                    .word 0x08YYYYYY
            .RAM_Address:
                    .word 0x020370c0
            .VRAM_Animated_Image:
                    .word 0x06004000
            .VRAM_Start:
                    .word 0x06001D40
            .Frame_Count:
                    .word 0x0000FFFF
            .Start_Image: /*An image of the press start, 256 color*/
                    .word 0x08BAA550
            .Blank: /*An blank (completely transparent) image the same size as the press start, 256 color*/
                    .word 0x08BAA688
            .Old_Routine:
                    .word 0x08078C01
            .CPUSET:
                    .word 0x05000300

            YYYYYY = a table somewhere with this structure: Word [Pointer to Image]; Byte [Pause Length]; Byte [Next Frame];

            For an example of how this works as is (I modified it in DC) see Liquid Crystal's titlescreen.

            The images basically replace the layer that the charizard is on in FR, so you will need to change the palette for that image to be the palette of your new animated frames. You don't need to change the original image, but you do need to change the .raw and make sure that all of your images use the same .raw. The way to do this is to insert you images all the same size and don't make tilesets. Just create your frames, all with the same dimensions, and insert them. Then create a .raw with one of them and replace the .raw for the charizard with it.

            All credits go to Dathatron.

            I will write a more thorough tutorial when I get around to it....

            Edit:
            Here is a quick mod of the routine so you don't have to worry about the flashing press start.
            Code:
            .text
            .align 2
            .thumb
            
            Start:
                    push {r0-r3}
                    ldr r3, .RAM_Address
                    ldr r1, .Ani_Table
                    ldrb r2, [r3, #0x1]
                    lsl r2, #0x3
                    add r1, r2
                    ldrb r0, [r1, #0x4]
                    ldrb r2, [r3]
                    cmp r2, r0
                    bge LoadFrame
                    add r2, #0x1
                    strb r2, [r3]
            
                    b PressStart
            LoadFrame:
                    mov r2, #0x0
                    strb r2, [r3]
                    ldrb r2, [r1, #0x5]
                    strb r2, [r3, #0x1]
                    ldr r0, [r1]
                    ldr r1, .VRAM_Animated_Image
                    swi #0x12
            
            Finish:
                    pop {r0-r3}
            ExitRightNow:
                    ldr r1, [r0]
                    ldr r0, .Frame_Count
                    push {r3}
                    ldr r3, .Old_Routine
                    bx r3
            
            .align 2
            .Ani_Table:
                    .word 0x08YYYYYY
            .RAM_Address:
                    .word 0x020370c0
            .VRAM_Animated_Image:
                    .word 0x06004000
            .Frame_Count:
                    .word 0x0000FFFF
            .Old_Routine:
                    .word 0x08078C01
            .CPUSET:
                    .word 0x05000300
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              #37    
            Old July 24th, 2013 (1:28 AM).
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            MrDollSteak MrDollSteak is offline
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              Quote:
              Originally Posted by karatekid552 View Post
              All credits go to Dathatron.

              I will write a more thorough tutorial when I get around to it....
              That's fantastic! I've been interested in this for awhile
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                #38    
              Old August 6th, 2013 (7:33 PM).
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                i need somthing that will work for emerald
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                  #39    
                Old May 23rd, 2014 (11:42 AM).
                musti205 musti205 is offline
                   
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                  Can anyone tell me what i have to do that i can create a animated titlescreen in Fire red ?
                  Or can you give me a tutorial please i dont unsterstand this thread!
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                    #40    
                  Old May 23rd, 2014 (1:30 PM).
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                  Shiny Quagsire Shiny Quagsire is offline
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                    Quote:
                    Originally Posted by musti205 View Post
                    Can anyone tell me what i have to do that i can create a animated titlescreen in Fire red ?
                    Or can you give me a tutorial please i dont unsterstand this thread!
                    9 times out of 10 if you ask for a tutorial or a patch in Research and Development you aren't going to get one. Just so ya know.

                    On a slightly different note if you want to be able to learn how to do things like this I'd suggest first learning how to use a hex editor. Find tutorials that require you to use one and follow along. Keep trying to do the hack until you finally get it right. If you can't then find something on how to script, and learn that, and then go back and try to learn how to hex edit. Then move on to just compiling ASM. You can use the routine in Hackmew's Knowledge and try inserting and using it. Find ASM hacks to apply. Not everyone can understand routines like this or even insert them, but there really isn't any easy way to do this.
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                      #41    
                    Old July 3rd, 2014 (8:39 PM).
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                    mrtienduc1999 mrtienduc1999 is offline
                       
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                      You can write a tut for all. i saw it in Pokemon Liquid Crystal and i like it!
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                        #42    
                      Old November 26th, 2014 (3:56 AM).
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                      Lance32497 Lance32497 is offline
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                        Ahhhm... sorry for being noob in my question, but I dont really get it.....
                        Quote:
                        For anyone who's interested, at '0x078c1c'
                        there is a 32-bit number (the default value is
                        '0x00000a8b') which dictates the number of
                        frames for which the titlescreen is displayed
                        before resetting. The GBA operates at roughly
                        60 frames per second and '0xa8b' divided by
                        60 is 45 so the unedited titlescreen is
                        displayed for 45 seconds. You can change that
                        number (remember to reverse it) to lengthen
                        or shorten the amount of time it takes for the
                        titlescreen to reset.
                        This is for Fire Red, by the way.
                        How can I make the titlescreen moves?
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                          #43    
                        Old November 26th, 2014 (2:28 PM).
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                        Shiny Quagsire Shiny Quagsire is offline
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                          Quote:
                          Originally Posted by Lance32497 View Post
                          Ahhhm... sorry for being noob in my question, but I dont really get it.....


                          How can I make the titlescreen moves?
                          If you scroll up in this page (page 2) you should find karatekid's post which has the ASM needed to do it. From there you just adjust the ASM accordingly, compile, and insert.
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                            #44    
                          Old November 26th, 2014 (2:51 PM).
                          Lance32497's Avatar
                          Lance32497 Lance32497 is offline
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                            wow-o-wow!
                            Thanks for it!
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                              #45    
                            Old September 27th, 2015 (3:40 AM).
                            Pokemon_XY Pokemon_XY is offline
                               
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                              For anyone who is interested in this hack, I've corrected Karatekid's source code and I've decided to publish it here.
                              The branch:
                              Code:
                              0x78BFC - 07 49 08 47 08 BC
                              0x78C1C - XX XX XX 08 //Pointer to the following code, (+1)
                              The routine itself:
                              Code:
                              .thumb
                              Start:
                                      push {r0-r3}
                                      ldr r3, .RAM_Address
                                      ldr r1, .Ani_Table
                                      ldrb r2, [r3, #0x1]
                                      lsl r2, #0x3
                                      add r1, r2
                                      ldrb r0, [r1, #0x4]
                                      ldrb r2, [r3]
                                      cmp r2, r0
                                      bge LoadFrame
                                      add r2, #0x1
                                      strb r2, [r3]
                                      b Finish
                              LoadFrame:
                                      mov r2, #0x0
                                      strb r2, [r3]
                                      ldrb r2, [r1, #0x5]
                                      strb r2, [r3, #0x1]
                                      ldr r0, [r1]
                                      ldr r1, .VRAM_Animated_Image
                                      swi #0x12
                              
                              Finish:
                                      pop {r0-r3}
                              ExitRightNow:
                                      ldr r1, [r0]
                                      ldr r0, .Frame_Count
                                      push {r3}
                                      ldr r3, .Old_Routine
                                      bx r3
                              
                              .align 2
                              .Ani_Table:
                                      .word 0x08YYYYYY @animation table offset
                              .RAM_Address:
                                      .word 0x020370c0
                              .VRAM_Animated_Image:
                                      .word 0x06004000
                              .Frame_Count:
                                      .word 0x0000FFFF
                              .Old_Routine:
                                      .word 0x08078C01
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                                #46    
                              Old September 27th, 2015 (4:55 AM).
                              BlackWhiteRobin's Avatar
                              BlackWhiteRobin BlackWhiteRobin is offline
                                 
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                                Quote:
                                Originally Posted by Pokemon_XY View Post
                                For anyone who is interested in this hack, I've corrected Karatekid's source code and I've decided to publish it here.
                                The branch:
                                Code:
                                0x78BFC - 07 49 08 47 08 BC
                                0x78C1C - XX XX XX 08 //Pointer to the following code, (+1)
                                The routine itself:
                                Code:
                                .thumb
                                Start:
                                        push {r0-r3}
                                        ldr r3, .RAM_Address
                                        ldr r1, .Ani_Table
                                        ldrb r2, [r3, #0x1]
                                        lsl r2, #0x3
                                        add r1, r2
                                        ldrb r0, [r1, #0x4]
                                        ldrb r2, [r3]
                                        cmp r2, r0
                                        bge LoadFrame
                                        add r2, #0x1
                                        strb r2, [r3]
                                        b Finish
                                LoadFrame:
                                        mov r2, #0x0
                                        strb r2, [r3]
                                        ldrb r2, [r1, #0x5]
                                        strb r2, [r3, #0x1]
                                        ldr r0, [r1]
                                        ldr r1, .VRAM_Animated_Image
                                        swi #0x12
                                
                                Finish:
                                        pop {r0-r3}
                                ExitRightNow:
                                        ldr r1, [r0]
                                        ldr r0, .Frame_Count
                                        push {r3}
                                        ldr r3, .Old_Routine
                                        bx r3
                                
                                .align 2
                                .Ani_Table:
                                        .word 0x08YYYYYY @animation table offset
                                .RAM_Address:
                                        .word 0x020370c0
                                .VRAM_Animated_Image:
                                        .word 0x06004000
                                .Frame_Count:
                                        .word 0x0000FFFF
                                .Old_Routine:
                                        .word 0x08078C01
                                Questioooon~! ^U^ If I use this, would I still use any of the stuff from karatekid552's post?
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                                  #47    
                                Old September 27th, 2015 (5:44 AM).
                                Pokemon_XY Pokemon_XY is offline
                                   
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                                  Quote:
                                  Originally Posted by BlackWhiteRobin View Post
                                  Questioooon~! ^U^ If I use this, would I still use any of the stuff from karatekid552's post?
                                  Yes, basically you should build a table for tileset and replace pointers and palette as mentioned in Karatekid's post.
                                  I've tested it, and everything run perfectly.
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                                    #48    
                                  Old September 27th, 2015 (6:53 AM).
                                  BlackWhiteRobin's Avatar
                                  BlackWhiteRobin BlackWhiteRobin is offline
                                     
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                                    Quote:
                                    Originally Posted by Pokemon_XY View Post
                                    Yes, basically you should build a table for tileset and replace pointers and palette as mentioned in Karatekid's post.
                                    I've tested it, and everything run perfectly.
                                    Ooops. Sorry, I meant these. If I would need any of them.

                                    Quote:
                                    Originally Posted by karatekid552 View Post
                                    Code:
                                    .text
                                    .align 2
                                    .thumb
                                    
                                    /*This goes at 78BF8*/
                                    Branch:
                                            ldr r1, .New_Routine
                                            bx r1
                                            pop {r3}
                                    
                                    .align 2
                                    .New_Routine:
                                            .word 0x08XXXXXX + 1
                                    XXXXXX is the location you put this at:

                                    Code:
                                    .text
                                    .align 2
                                    .thumb
                                    
                                    Start:
                                            push {r0-r3}
                                            ldr r3, .RAM_Address
                                            ldr r1, .Ani_Table
                                            ldrb r2, [r3, #0x1]
                                            lsl r2, #0x3
                                            add r1, r2
                                            ldrb r0, [r1, #0x4]
                                            ldrb r2, [r3]
                                            cmp r2, r0
                                            bge LoadFrame
                                            add r2, #0x1
                                            strb r2, [r3]
                                    
                                            b PressStart
                                    LoadFrame:
                                            mov r2, #0x0
                                            strb r2, [r3]
                                            ldrb r2, [r1, #0x5]
                                            strb r2, [r3, #0x1]
                                            ldr r0, [r1]
                                            ldr r1, .VRAM_Animated_Image
                                            swi #0x12
                                    
                                    PressStart:
                                            ldrb r2, [r3, #0x2]
                                            add r2, #1
                                            strb r2, [r3, #0x2]
                                            cmp r2, #0x10
                                            ble Finish
                                            mov r2, #0
                                            strb r2, [r3, #0x2]
                                    FlashOn:
                                            ldrb r2, [r3, #0x3]
                                            cmp r2, #0
                                            bne FlashOff
                                            ldr r0, .Start_Image
                                            ldr r1, .VRAM_Start
                                            swi #0x12
                                            mov r2, #1
                                            strb r2, [r3, #0x3]
                                            b Finish
                                    FlashOff:
                                            ldr r0, .Blank
                                            ldr r1, .VRAM_Start
                                            ldr r2, .CPUSET
                                            swi #0xB
                                            mov r2, #0
                                            strb r2, [r3, #0x3]
                                    
                                    Finish:
                                            pop {r0-r3}
                                    ExitRightNow:
                                            ldr r1, [r0]
                                            ldr r0, .Frame_Count
                                            push {r3}
                                            ldr r3, .Old_Routine
                                            bx r3
                                    
                                    .align 2
                                    .Ani_Table:
                                            .word 0x08YYYYYY
                                    .RAM_Address:
                                            .word 0x020370c0
                                    .VRAM_Animated_Image:
                                            .word 0x06004000
                                    .VRAM_Start:
                                            .word 0x06001D40
                                    .Frame_Count:
                                            .word 0x0000FFFF
                                    .Start_Image: /*An image of the press start, 256 color*/
                                            .word 0x08BAA550
                                    .Blank: /*An blank (completely transparent) image the same size as the press start, 256 color*/
                                            .word 0x08BAA688
                                    .Old_Routine:
                                            .word 0x08078C01
                                    .CPUSET:
                                            .word 0x05000300
                                    Code:
                                    .text
                                    .align 2
                                    .thumb
                                    
                                    Start:
                                            push {r0-r3}
                                            ldr r3, .RAM_Address
                                            ldr r1, .Ani_Table
                                            ldrb r2, [r3, #0x1]
                                            lsl r2, #0x3
                                            add r1, r2
                                            ldrb r0, [r1, #0x4]
                                            ldrb r2, [r3]
                                            cmp r2, r0
                                            bge LoadFrame
                                            add r2, #0x1
                                            strb r2, [r3]
                                    
                                            b PressStart
                                    LoadFrame:
                                            mov r2, #0x0
                                            strb r2, [r3]
                                            ldrb r2, [r1, #0x5]
                                            strb r2, [r3, #0x1]
                                            ldr r0, [r1]
                                            ldr r1, .VRAM_Animated_Image
                                            swi #0x12
                                    
                                    Finish:
                                            pop {r0-r3}
                                    ExitRightNow:
                                            ldr r1, [r0]
                                            ldr r0, .Frame_Count
                                            push {r3}
                                            ldr r3, .Old_Routine
                                            bx r3
                                    
                                    .align 2
                                    .Ani_Table:
                                            .word 0x08YYYYYY
                                    .RAM_Address:
                                            .word 0x020370c0
                                    .VRAM_Animated_Image:
                                            .word 0x06004000
                                    .Frame_Count:
                                            .word 0x0000FFFF
                                    .Old_Routine:
                                            .word 0x08078C01
                                    .CPUSET:
                                            .word 0x05000300
                                    __________________

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                                      #49    
                                    Old September 27th, 2015 (7:25 AM).
                                    Pokemon_XY Pokemon_XY is offline
                                       
                                      Join Date: Aug 2015
                                      Posts: 58
                                      Quote:
                                      Originally Posted by BlackWhiteRobin View Post
                                      Ooops. Sorry, I meant these. If I would need any of them.
                                      NO.
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                                        #50    
                                      Old October 2nd, 2015 (2:58 AM).
                                      TheZoroark007 TheZoroark007 is offline
                                         
                                        Join Date: Jul 2013
                                        Gender: Male
                                        Posts: 94
                                        I really want to do this on my hack, but really would need a tutorial!

                                        I don't get what I have to do.
                                        I know, I have to compile + insert the ASM Routines, but how/where do I have to inject the single pictures for the animation?
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