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  #76    
Old November 5th, 2012 (4:11 AM).
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    Ok, I got it to work but, i have 2 questions... :D

    Does anyone know how to implement this to the enemy only? Cause I don't need the backsprite to be animated. (It's because I'm using Emerald Sprites...)

    Do I have to just put another Backsprite to make the Illusion that it's not moving? ? :/
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      #77    
    Old November 6th, 2012 (6:02 AM).
    thjenvuongxh thjenvuongxh is offline
       
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      Animations table in this 308CBC
      But not to animate the backsprites
      if you do, freeze the battle

      I say this because already worked with before Pokemon Emerald.
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        #78    
      Old November 7th, 2012 (1:57 AM).
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        Quote:
        Originally Posted by thjenvuongxh View Post
        Animations table in this 308CBC
        But not to animate the backsprites
        if you do, freeze the battle

        I say this because already worked with before Pokemon Emerald.
        No, I'm using FireRed but Importing Emerald Sprites... :/

        Thanks anyway when you make the 2nd frame like the 1st frame it looks like it doesn't have an animation at all... :D
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          #79    
        Old November 7th, 2012 (5:30 AM).
        thjenvuongxh thjenvuongxh is offline
           
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          Perhaps with a ASM routine would be possible insert a
          Pokemon Emerald animation...
          ...this is my one desire:
          "a NEW ANIMATION".
          ...But I do not know anything about creating ASM routines...
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            #80    
          Old November 11th, 2012 (5:01 PM).
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            Is it possible to change some animations in Emerald? I'm currently toying around with some sprites in Emerald but it's really annoying when the 2nd frames don't line up with the 2nd frames of the original Pokemon I wrote it over.
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              #81    
            Old November 12th, 2012 (4:44 AM).
            thjenvuongxh thjenvuongxh is offline
               
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              As I already explained, animations table in this 308CBC.
              But the jumps and bumps...
              ...I have no idea where this...
              ...editing even less...
              BUT IT MUST BE BLESSED WITH ASM ROUTINE

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                #82    
              Old November 19th, 2012 (2:54 PM).
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                Quote:
                Originally Posted by thjenvuongxh View Post
                As I already explained, animations table in this 308CBC.
                But the jumps and bumps...
                ...I have no idea where this...
                ...editing even less...
                BUT IT MUST BE BLESSED WITH ASM ROUTINE
                Chances are the rotations, movement and dilating is done via a table of some sort, or even another script-like bytecode. You could have 1 byte for the type, then 3 for arguments (or less...)

                Chances are, however, that it will require some extreme decompiling to even find it.
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                  #83    
                Old November 19th, 2012 (3:17 PM). Edited November 19th, 2012 by thjenvuongxh.
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                  The routine is at 0x011d65

                  I can say this because I already caught in the pokemon in battle when he was coming!


                  're getting close... hihihi...
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                    #84    
                  Old March 29th, 2013 (2:34 PM).
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                    It would be nice if someone makes a patch for this.
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                      #85    
                    Old March 30th, 2013 (2:44 PM).
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                      Quote:
                      Originally Posted by HyperXhydra View Post
                      It would be nice if someone makes a patch for this.
                      It's 28 bytes, do we really need a patch for that? No, no we don't.

                      Just use a hex editor, they don't byte.
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                        #86    
                      Old March 31st, 2013 (6:42 PM).
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                        Quote:
                        Originally Posted by shiny quagsire View Post
                        It's 28 bytes, do we really need a patch for that? No, no we don't.

                        Just use a hex editor, they don't byte.
                        I know nothing about hex editing...
                        Seriously, people should make more video tutorials, if it's easy then it won't take much of their time.
                        Cool stuff like battle animation editing also needs a video tutorial.
                        all I can find on youtube is super simple stuff about hacking, and why does everyone hate Pokemon ruby?...
                        or how about someone make tools.
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                          #87    
                        Old April 12th, 2013 (3:13 PM).
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                          So everyone what's the final code for FR that loops the animation and has no bugs?
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                            #88    
                          Old April 12th, 2013 (10:22 PM).
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                            Quote:
                            Originally Posted by robin22gongon View Post
                            So everyone what's the final code for FR that loops the animation and has no bugs?
                            The answer is D, none of the above.
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                              #89    
                            Old April 12th, 2013 (11:35 PM).
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                              Quote:
                              Originally Posted by shiny quagsire View Post
                              The answer is D, none of the above.
                              Wait, I didn't quite catch that? I put
                              Code:
                              DF FF 00 00
                              ?
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                                #90    
                              Old April 13th, 2013 (2:13 AM).
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                              Quote:
                              Originally Posted by robin22gongon View Post
                              Wait, I didn't quite catch that? I put
                              Code:
                              DF FF 00 00
                              ?
                              No, it was a joke; there is no version for FireRed yet that loops the animation and has no bugs.
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                                #91    
                              Old April 14th, 2013 (6:09 PM).
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                                Then there is still no way to ASM hack it?
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                                  #92    
                                Old April 14th, 2013 (6:10 PM).
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                                  In theory, it can be done. It's just a matter of whether anyone even wants to do it.
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                                    #93    
                                  Old April 14th, 2013 (6:33 PM). Edited April 15th, 2013 by BlackWhiteRobin.
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                                    I would do it if I only know how to make ASM codes but right now all I know is compiling.
                                    But do you have any idea on how it should be structured?

                                    I think this might be pretty easy if someone could just find out where the code continues after reaching FF FF 00 00.
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                                      #94    
                                    Old April 15th, 2013 (1:03 PM).
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                                      The issue isn't with the looping mechanism, it's the fact that the battle routine pauses until the animation is done. Finding it isn't as easy as you think, you'd have to dig through several, perhaps hundreds of routines before finding out how to fix it.
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                                        #95    
                                      Old April 16th, 2013 (9:03 PM).
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                                        Quote:
                                        Originally Posted by shiny quagsire View Post
                                        The issue isn't with the looping mechanism, it's the fact that the battle routine pauses until the animation is done. Finding it isn't as easy as you think, you'd have to dig through several, perhaps hundreds of routines before finding out how to fix it.
                                        Woah a hundred routines? :3 That would really take a while.

                                        But how about the routine that makes the sprite move for the backsprite in emerald have you got luck in finding it? :3
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                                          #96    
                                        Old November 8th, 2013 (6:17 AM). Edited March 31st, 2014 by BugMania.
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                                          I discovered a way of letting an animation similar to BW.
                                          Spoiler:




                                          Well, if we know that an offset as 0x2FF7D00 is an area of ​​memory that can change.
                                          We can go to 0x082349BC and insert these bytes: 00 7D FF 02
                                          Now, go to the Game Boy and go to "Memory view".


                                          Walk to 0x2FF7D00 and insert bytes as follows: 00 00 0A 00 01 00 0A 00 FF FF 00 00
                                          Thus, when in a wild battle, just a touch as FE FF under FF FF will make the pokemon dance.




                                          Let's go to the Hex again. In 0xD7360, we will see what I like to call "routines for setwildbattlemessages".

                                          To facilitate the understanding of what I want to show, put something like this:
                                          64 73 0D C6 08 F1 80 08 30 C6 80 08 60 C6 80 08 80 C6 C1 08 90 C6 80 08 54 76 0D 08


                                          Then, go to 0x80C4BC and put this:
                                          B4 30 05 2D 4D 88 02 4E 35 80 04 48 30 BC 00 47 18 7D FF 02 C0 70 03 02 C2 70 03 02 29 74 0D 08 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 30 B4 2D 4D 05 88 02 4E 35 80 04 48 30 BC 00 47 18 7D FF 02 C0 70 03 02 70 03 02 C2 C9 74 0D 08 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 05 4D 30 B4 2D 88 02 4E 35 80 04 48 30 BC 00 47 18 7D FF 02 C0 70 03 02 C2 70 03 02 75 0D 08 F1 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 30 4D 04 2D 88 B4 02 4E 35 80 04 48 30 BC 00 47 18 7D FF 02 C0 70 03 02 C2 70 03 02 59 75 0D 08 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 30 B4 04 88 02 4D 2D 4D 35 80 04 48 30 BC 00 47 18 7D FF 02 C0 70 03 02 C2 70 03 02 73 7D 0D 08





                                          The routines I did was to load that is within variables 0x8004 and 0x8005 in 0x2FF7D18.

                                          Therefore, before using any battle, run a script like:
                                          setvar 0x8004 0xFFFF
                                          setvar 0x8005 0xFFFE
                                          end
                                          (...)

                                          I need help to improve this routine!

                                          ...Sorry for bad english.
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                                            #97    
                                          Old November 8th, 2013 (2:03 PM).
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                                            Quote:
                                            Originally Posted by BugMania View Post
                                            I discovered a way of letting an animation similar to BW.




                                            Well, if we know that an offset as 0x2FF7D00 is an area of ​​memory that can change.
                                            We can go to 0x2349BC and insert these bytes: 00 7D FF 02
                                            Now, go to the Game Boy and go to "Memory view".


                                            Walk to 0x2FF7D00 and insert bytes as follows: 00 00 0A 00 01 00 0A 00 FF FF 00 00
                                            Thus, when in a wild battle, just a touch as FE FF under FF FF will make the pokemon dance.




                                            Let's go to the Hex again. In 0xD7360, we will see what I like to call "routines for setwildbattlemessages".

                                            To facilitate the understanding of what I want to show, put something like this:
                                            64 73 0D C6 08 F1 80 08 30 C6 80 08 60 C6 80 08 80 C6 C1 08 90 C6 80 08 54 76 0D 08


                                            Then, go to 0x80C4BC and put this:
                                            B4 30 05 2D 4D 88 02 4E 35 80 04 48 30 BC 00 47 18 7D FF 02 C0 70 03 02 C2 70 03 02 29 74 0D 08 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 30 B4 2D 4D 05 88 02 4E 35 80 04 48 30 BC 00 47 18 7D FF 02 C0 70 03 02 70 03 02 C2 C9 74 0D 08 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 05 4D 30 B4 2D 88 02 4E 35 80 04 48 30 BC 00 47 18 7D FF 02 C0 70 03 02 C2 70 03 02 75 0D 08 F1 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 30 4D 04 2D 88 B4 02 4E 35 80 04 48 30 BC 00 47 18 7D FF 02 C0 70 03 02 C2 70 03 02 59 75 0D 08 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 30 B4 04 88 02 4D 2D 4D 35 80 04 48 30 BC 00 47 18 7D FF 02 C0 70 03 02 C2 70 03 02 73 7D 0D 08





                                            The routines I did was to load that is within variables 0x8004 and 0x8005 in 0x2FF7D18.

                                            Therefore, before using any battle, run a script like:
                                            setvar 0x8004 0xFFFF
                                            setvar 0x8005 0xFFFE
                                            end
                                            (...)
                                            I need help to improve this routine!

                                            ...Sorry for bad english.
                                            Nice, do you think you could also provide the source ASM so that we can get a better insight as to how this works? I'm sure I and several others would also like to have this ASM available to improve on in case any errors or special needs for their hacks arise.
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                                              #98    
                                            Old November 9th, 2013 (3:39 AM). Edited November 9th, 2013 by BugMania.
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                                              Quote:
                                              Originally Posted by shiny quagsire View Post
                                              Nice, do you think you could also provide the source ASM so that we can get a better insight as to how this works? I'm sure I and several others would also like to have this ASM available to improve on in case any errors or special needs for their hacks arise.
                                              Spoiler:

                                              It is a very simple routine:
                                              (This is to run the animation).

                                              .text
                                              .align 2
                                              .thumb
                                              main:
                                              push {r5, r4, r0}
                                              LDR r5, var2
                                              LDRH r5, [r5]
                                              LDR R6, anim
                                              strh r5, [r6]
                                              LDR R0, go !Continue the Battle
                                              pop {r5, r4, r0}
                                              BX R0

                                              .align 2
                                              anim: .word 0x2FF7D18
                                              var: .word 0x020370c0
                                              var2: .word 0x020370c2
                                              go: .word 0x080XXXXX






                                              This 0x80xxxxx is for a byte that you would continue. Example: 0x80D737D (In table SetwildbattleMessages).

                                              (This is to no run the animation).
                                              .text
                                              .align 2
                                              .thumb
                                              main:
                                              push {r5, r4, r0}
                                              LDR r5, var
                                              LDRH r5, [r5]
                                              LDR R6, anim
                                              strh r5, [r6]
                                              LDR R0, go !Continue the Battle
                                              pop {r5, r4, r0}
                                              BX R0

                                              .align 2
                                              anim: .word 0x2FF7D18
                                              var: .word 0x020370c0
                                              var2: .word 0x020370c2
                                              go: .word 0x080XXXXX
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                                              Spoiler:


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                                              et to the extreme!

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                                                #99    
                                              Old November 9th, 2013 (3:42 AM).
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                                              ふゆかい
                                                 
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                                                Whoa, are you serious?! Well, I'm not that surprised.
                                                I was wondering how Pokemon Skyline did that trick.
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                                                  #100    
                                                Old November 9th, 2013 (12:16 PM). Edited March 14th, 2014 by BugMania.
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                                                  I managed to fix some bugs typical of a Asm-Noob.
                                                  When you restarted the game, the memory disappeared.
                                                  Spoiler:

                                                  Go to the byte 0x8040574 and add an offset XXXXXX08

                                                  In 08XXXXXX, take this routine:
                                                  70 B4 06 48 00 24 00 26 50 2E 03 D0 35 18 2C 60 04 36 F9 E7 70 BC 02 48 00 47 00 00 60 7D FF 02 YY YY YY 08

                                                  set at any offset it: *FF FF # FE FF 00 00
                                                  warning: the order os needed!

                                                  In 08YYYYYY, throw it:

                                                  30 B4 04 4D 2D 88 02 4E 35 80 04 48 30 BC 00 47 1C 7D FF 02 AA AA AA 08 BB BB BB 08 ZZ ZZ ZZ 08

                                                  ... at *, put the pointer in AAAAAA08
                                                  and #, is in BBBBBB08

                                                  In a free space (0x08 RR RR RR), put something like:

                                                  00 00 0A 00 01 00 0A 00 02 00 0A 00 03 00 0A 00 02 00 0A 00 01 00 0A 00 00 00 00 00 FF FF 00 00

                                                  at 0x08 ZZ ZZ ZZ, set this:
                                                  91 B4 0F 48 00 88 20 28 0E D0 FF D3 0A 4F C7 19 3F 88 0A 4C 04 19 27 80 09 48 00 88 02 30 08 4C 20 80 91 BC 07 48 00 47 05 48 00 88 00 1A 04 4C 20 80 91 BC 04 48 00 47 RR RR RR 08 00 7D FF 02 20 7D FF 02 ZZ ZZ ZZ 08 F3 06 04 08

                                                  if in doubt, do not think twice to let me know!

                                                  Let me know about BUGS!
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                                                  Even the smallest of beings can achieve the greatest of obstacles!
                                                  Click in the spoiler, if you dare!
                                                  Spoiler:


                                                  L
                                                  et's dream bigger than our bodies can endure!
                                                  G
                                                  et to the extreme!

                                                  See my works here

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