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  #126    
Old March 1st, 2014 (8:04 PM). Edited April 4th, 2014 by Artemis64.
Artemis64 Artemis64 is offline
     
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    For Ruby hackers, the command to clear background is 0E F3 61 1D 08 before you add the 08 byte at the end.
    Most of Chaos Rush's commands work, except for any command with an "08" (pointer) inside.

    Edit: I found the commands. They are:
    14 XX 17 03 59 3A 0E 08 05 04 00 00 00 YY 0Z 00 00 FF FF (Scrolling BG Left-to-Right)
    14 XX 17 03 59 3A 0E 08 05 04 00 00 00 YY FZ 00 00 FF FF (Scrolling BG Right-to-Left)

    Now, I would like some help with finding the Psychic Background command for Ruby.


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      #127    
    Old March 19th, 2014 (12:17 AM).
    Crazy_chu's Avatar
    Crazy_chu Crazy_chu is offline
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      i confused X.X can you make a video about it?
      please..
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        #128    
      Old April 6th, 2014 (7:59 PM). Edited April 6th, 2014 by HidoranBlaze.
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        If a person experienced in Emerald animations would help me with this, I would be very grateful.
        I'm trying to make a new animation, with the Dark background and the slash animation, but the game freezes every time the animation finishes. I did add an extra 08 and everything, and I'm pretty sure I found the right commands, so I'm not really sure what's going wrong. I really want to squash this bug so I can move on to implementing custom backgrounds in Emerald.
        Anyways, here's my code:
        Code:
        14 00 17 00 C7 27 02 2C 2D 59 08 82 03 01 00 F8 FF 00 00 19 88 00 3F 04 04 02 2C 2D 59 08 82 03 01 00 08 00 00 00 03 D1 52 0D 08 02 05 01 00 04 00 00 00 12 00 01 00 19 88 00 3F 05 FF 0E DD 7C 2D 08 08
        EDIT: Nvm I realized what went wrong. It's funny how one byte changes everything.
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          #129    
        Old May 4th, 2014 (3:20 PM). Edited May 4th, 2014 by Giniselono.
        Giniselono Giniselono is offline
           
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          Quote:
          Originally Posted by HidoranBlaze View Post
          If a person experienced in Emerald animations would help me with this, I would be very grateful.
          I'm trying to make a new animation, with the Dark background and the slash animation, but the game freezes every time the animation finishes. I did add an extra 08 and everything, and I'm pretty sure I found the right commands, so I'm not really sure what's going wrong. I really want to squash this bug so I can move on to implementing custom backgrounds in Emerald.
          Anyways, here's my code:
          Code:
          14 00 17 00 C7 27 02 2C 2D 59 08 82 03 01 00 F8 FF 00 00 19 88 00 3F 04 04 02 2C 2D 59 08 82 03 01 00 08 00 00 00 03 D1 52 0D 08 02 05 01 00 04 00 00 00 12 00 01 00 19 88 00 3F 05 FF 0E DD 7C 2D 08 08
          EDIT: Nvm I realized what went wrong. It's funny how one byte changes everything.
          What was the one byte that went wrong? I want to use this code too, and I'm getting the same problem you were having.
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            #130    
          Old May 7th, 2014 (6:14 AM).
          Yuna Hope's Avatar
          Yuna Hope Yuna Hope is offline
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            Quote:
            Originally Posted by Crazy_chu View Post
            i confused X.X can you make a video about it?
            please..
            Same here <3 Need some video
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              #131    
            Old May 7th, 2014 (10:50 PM).
            HidoranBlaze's Avatar
            HidoranBlaze HidoranBlaze is offline
               
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              Quote:
              Originally Posted by Giniselono View Post
              What was the one byte that went wrong? I want to use this code too, and I'm getting the same problem you were having.
              Ah my apologies, I didn't see this. It's been a while since I made this code, but I believe the FF byte near the end caused the problem; just take that out and you should be fine, I think.
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                #132    
              Old May 8th, 2014 (10:27 AM). Edited May 8th, 2014 by Giniselono.
              Giniselono Giniselono is offline
                 
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                Quote:
                Originally Posted by HidoranBlaze View Post
                Ah my apologies, I didn't see this. It's been a while since I made this code, but I believe the FF byte near the end caused the problem; just take that out and you should be fine, I think.
                Maybe you have the code stashed away somewhere? I changed the FF byte to 00 but that restarted my ROM when the attack was executed, so I instead took out the FF byte completely and my ROM broke.
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                  #133    
                Old May 8th, 2014 (4:19 PM). Edited May 8th, 2014 by HidoranBlaze.
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                HidoranBlaze HidoranBlaze is offline
                   
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                  Quote:
                  Originally Posted by Giniselono View Post
                  Maybe you have the code stashed away somewhere? I changed the FF byte to 00 but that restarted my ROM when the attack was executed, so I instead took out the FF byte completely and my ROM broke.
                  Ok, I'm on my computer now, I'll look at it and tell you what the problem is.

                  EDIT: Ok, here's my revised code. This definitely works. If this doesn't work, then you're probably doing something wrong. (I tested this myself) :

                  Code:
                  14 00 16 00 C7 27 02 2C 2D 59 08 82 03 01 00 F8 FF 00 00 19 88 00 3F 04 04 02 2C 2D 59 08 82 03 01 00 08 00 00 00 03 D1 52 0D 08 02 05 01 00 04 00 00 00 12 00 01 00 19 88 00 3F 05 0E DD 7C 2D 08 08
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                    #134    
                  Old May 8th, 2014 (5:55 PM).
                  Giniselono Giniselono is offline
                     
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                    Quote:
                    Originally Posted by HidoranBlaze View Post
                    Ok, I'm on my computer now, I'll look at it and tell you what the problem is.

                    EDIT: Ok, here's my revised code. This definitely works. If this doesn't work, then you're probably doing something wrong. (I tested this myself) :

                    Code:
                    14 00 16 00 C7 27 02 2C 2D 59 08 82 03 01 00 F8 FF 00 00 19 88 00 3F 04 04 02 2C 2D 59 08 82 03 01 00 08 00 00 00 03 D1 52 0D 08 02 05 01 00 04 00 00 00 12 00 01 00 19 88 00 3F 05 0E DD 7C 2D 08 08
                    Thanks, it worked!

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                      #135    
                    Old May 12th, 2014 (8:01 PM). Edited May 19th, 2014 by Artemis64.
                    Artemis64 Artemis64 is offline
                       
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                      Here's some animation codes for Ruby:
                      Ice Fang
                      Spoiler:


                      00 9B 27 00 9D 27 00 9F 27 00 97 27 0A 01 0C 0C 08 19 A1 00 3F 02 D0 B1 3D 08 02 06 00 00 E0 FF 00 00 00 00 33 03 0A 00 02 D0 B1 3D 08 02 06 00 00 20 00 04 00 00 00 CD FC 0A 00 04 0A 02 A8 B4 3D 08 02 04 00 00 00 00 01 00 02 00 03 7D 7E 0A 08 05 05 01 00 00 00 04 00 07 00 01 00 05 0B 01 0D 04 01 0E 36 5C 1D 08 04 05 03 39 2A 0E 08 0A 05 04 00 02 00 09 00 00 00 4C 7F 05 08 19 C5 00 C0

                      Thunder Fang
                      Spoiler:


                      00 9B 27 00 97 27 00 9F 27 00 35 27 0A 01 0C 0C 08 19 A1 00 3F 02 D0 B1 3D 08 02 06 00 00 E0 FF 00 00 00 00 33 03 0A 00 02 D0 B1 3D 08 02 06 00 00 20 00 04 00 00 00 CD FC 0A 00 04 0A 02 A8 B4 3D 08 02 04 00 00 00 00 01 00 02 00 03 7D 7E 0A 08 05 05 01 00 00 00 04 00 07 00 01 00 05 0B 01 0D 04 01 02 D0 97 3D 08 02 02 00 00 F0 FF 04 01 03 25 23 0E 08 02 03 01 01 01 01 01 01 04 01 02 D0 97 3D 08 82 02 00 00 D0 FF 04 01 02 D0 97 3D 08 02 02 00 00 F0 FF 04 01 02 D0 97 3D 08 02 02 00 00 10 00 04 01 19 DD 00 3F 03 25 23 0E 08 02 03 01 01 01 01 01 01 04 02 03 7D 7E 0A 08 02 05 01 00 00 00 03 00 0F 00 01 00 02 A8 B4 3D 08 03 04 00 00 00 00 01 00 02 00 04 01 02 C4 B3 3D 08 02 05 01 00 02 00 10 00 00 00 00 00 04 14 05 0B 01 0D 08

                      Drain Punch
                      Spoiler:


                      00 9F 27 00 A3 27 04 01 00 2F 27 00 97 27 0A 03 2A 01 0C 0C 08 04 01 02 A8 9F 3D 08 02 03 EC FF 0F 00 0C 00 05 02 A8 9F 3D 08 02 04 00 00 00 00 01 00 02 00 19 B4 00 3F 04 02 03 7D 7E 0A 08 05 05 01 00 00 00 05 00 05 00 01 00 05 02 C4 B3 3D 08 02 05 01 00 01 00 00 00 07 00 00 00 05 0E AE F5 1C 08 05 04 0F 0E F5 5E 1D 08 05 02 C4 B3 3D 08 02 05 01 00 01 00 07 00 00 00 00 00 05 0B 03 0D 08

                      Seed Bomb
                      Spoiler:


                      00 D6 27 00 BF 27 00 16 27 19 A7 00 C0 02 28 76 3D 08 82 06 0A 00 00 00 00 00 00 00 19 00 E0 FF 05 03 A1 7F 0A 08 02 05 01 00 04 00 00 00 10 00 01 00 02 28 78 3D 08 84 04 06 00 05 00 01 00 00 00 19 B1 00 3F 04 03 02 28 78 3D 08 84 04 F0 FF F1 FF 01 00 00 00 19 B1 00 3F 04 03 02 28 78 3D 08 84 04 10 00 FB FF 01 00 00 00 19 B1 00 3F 04 03 02 28 78 3D 08 84 04 F4 FF 12 00 01 00 00 00 19 B1 00 3F 04 03 02 28 78 3D 08 84 04 00 00 05 00 01 00 00 00 19 B1 00 3F 04 03 05 08

                      And I have some questions:
                      -What command allows you to play a sound multiple times?
                      -How would a pointer to offset 1 00 00 00 be written? Would it be 00 00 00 01 08, 00 00 00 18, or 00 00 00 09?
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                        #136    
                      Old May 13th, 2014 (7:07 PM).
                      destinedjagold's Avatar
                      destinedjagold destinedjagold is online now
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                      I have successfully made a simple animation for Night Slash in a Ruby ROM.
                      Adding backgrounds seemed to be easier than I thought.
                      Many thanks to Chaos Rush for this tutorial, and to dreamengine and Artemis64 for your Ruby contributions~

                      But I'm having trouble understanding how to add some hues of blue and green and other colors to the screen, like Absorb and Water Pulse. =/
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                        #137    
                      Old May 13th, 2014 (8:00 PM).
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                        Quote:
                        Originally Posted by destinedjagold View Post
                        I have successfully made a simple animation for Night Slash in a Ruby ROM.
                        Adding backgrounds seemed to be easier than I thought.
                        Many thanks to Chaos Rush for this tutorial, and to dreamengine and Artemis64 for your Ruby contributions~

                        But I'm having trouble understanding how to add some hues of blue and green and other colors to the screen, like Absorb and Water Pulse. =/
                        destinedjagold: Same principle applies. Just add the code to activate the background at the front, put your animation in between, and put the clear code at the end. Except you don't really need to add an extra 08 here. Here's my modified night slash example for Emerald, with the Giga Drain background, but you can substitute in the codes for Ruby (I think Artemis64 has the codes somewhere) :
                        Code:
                        02 74 72 59 08 02 05 01 00 01 00 00 00 04 00 ED 33 05 00 C7 27 02 2C 2D 59 08 82 03 01 00 F8 FF 00 00 19 88 00 3F 04 04 02 2C 2D 59 08 82 03 01 00 08 00 00 00 03 D1 52 0D 08 02 05 01 00 04 00 00 00 12 00 01 00 19 88 00 3F 05 02 74 72 59 08 02 05 01 00 01 00 04 00 00 00 ED 33 05 0B 03 0D 08
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                          #138    
                        Old May 15th, 2014 (1:00 AM). Edited May 19th, 2014 by Artemis64.
                        Artemis64 Artemis64 is offline
                           
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                          Here are the codes:
                          To enable such a background: 02 C4 B3 3D 08 02 05 01 00 SS 00 00 00 II 00 CC CC 05
                          To clear the background: 02 C4 B3 3D 08 02 05 01 00 SS 00 II 00 00 00 CC CC 05 0B 03 0D
                          SS refers to speed at which the battle becomes colored CC CC, and II controls at what intensity. For CC CC, all you have to do is open up Advance Map, go to the block editor then the palette editor, and pick the color you want. The 15-bit value there, however, has to be reversed to be usable in the thing.
                          I was thinking about adding new attack backgrounds, however. Using tajaros' tutorial, and substituting the offset 0x37F374, and adding his example Waterfall background, it failed when I placed the pointers at the end of the table. However, if I use it to overwrite BG 0x1 (the extra Dark-type BG) I can load it, and it works perfectly fine as far as I can see. Which makes me think there is some limiter that is preventing the game from loading more than 0x1A (26) backgrounds, in Ruby at least. Unfortunately, I have no idea how to go about finding limiter bytes. If someone can explain the process to me, I'd be more than willing to do it myself.
                          Edit: Wow, I even forgot what I originally wanted to post (my Flame Charge animation bytes, and my adapted Gen 4 flame sprites):
                          Flame Charge:
                          Spoiler:


                          00 2D 27 0A 02 0C 0C 08 1C A8 00 C0 14 0F 0E E9 39 1D 08 0E E9 39 1D 08 0E E1 02 1D 08 04 20 03 8D 1F 0E 08 02 06 0A 00 08 00 02 00 00 00 0E 00 FF 7F 05 0B 02 0D 02 F8 1F 3C 08 02 05 00 00 18 00 00 00 00 00 06 00 04 04 03 7D 7E 0A 08 02 05 01 00 05 00 00 00 08 00 01 00 03 91 97 07 08 03 05 01 00 1F 00 0C 00 01 00 01 00 19 91 00 3F 0E A2 11 1D 08 04 07 02 E0 1F 3C 08 02 03 00 00 00 00 09 00 05 0B 03 08 02 94 96 3D 08 03 03 00 00 00 00 32 00 04 04 0F

                          Flame Sprites.png
                          Edit 2: Here are some more animated background commands:
                          Animated Psychic : 0E E7 61 1D 08
                          High-power BG command: 0E E9 85 1C 08
                          Flying type BG : 0E FB 61 1D 08
                          As usual, all of them are for Ruby.
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                            #139    
                          Old May 23rd, 2014 (12:41 AM). Edited September 22nd, 2014 by You Watanabe.
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                          You Watanabe You Watanabe is offline
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                            Wow! Very interesting! This really helped me a lot and I get to create on my own.

                            Draco Meteor (noGIF):

                            I like it a lot.

                            Leaf Storm (noGIF):

                            Well, kinda bit simple for a powerful move. :3

                            If you want the Hex codes, just download the attachments below:
                            Attachment 72102
                            Attachment 72103
                            Just open it in an hex editor and you got it.
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                              #140    
                            Old May 28th, 2014 (4:00 AM).
                            Artemis64 Artemis64 is offline
                               
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                              Here's some more data on the commands/pointers:
                              To recap, the 0E command not only loads a sprite, but also loads complex movements e.g. the rotating fire of Fire Spin, the Mud-Slap. The 02 command loads a sprite with some basic movements e.g. the moving upwards before falling downwards in a curve of Acid and Water Gun.
                              So I was intending to create a custom Emerald animation for Acid Spray by using Mud Slap and replacing the mud particles with A6 27, which is the Acid poison particle command. However, the 02 command didn't load the spherical Acid properly, but rather loaded half of it and combined it with the acid droplets. Therefore I was digging through the 02 command's 0x18 bytes to see how to get it fixed. What I found was the structure of the 02 command:
                              (1st 2 bytes, image data)(Next 2 bytes, palette data)(2 pointers to what should be extracted from the image and used and how to piece it together)(4 00 bytes, still haven't figured out what they do)(2 pointers containing movement data)
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                                #141    
                              Old August 31st, 2014 (2:09 AM).
                              Artemis64 Artemis64 is offline
                                 
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                                More interesting information:
                                I don't really get this one, but it seems that 0A XX YY 00 02 00 00 00 is the command to color a Pokémon (like the white in Mist and the purple in Sludge). The YY byte appears to define what is colored. 04 is opponent's Pokémon, 0F appears to be the whole area (Heat Wave?) Then, a byte follows that decides the limits of the color. 09 appears to be limited to basic red (Flame Wheel), while 0C/0E seems to accept any color. After that, a 00 byte appears, then the color in reverse hex.
                                Then, extracting data from Mist, the command is 0A 00 08 00 02 00 00 00 0E 00 FF 7F? However, using Flame Wheel's data, changing the bytes to 00 08 crashes the animation..???
                                Finally, looking at Heat Wave, the command used to color the whole background is 06 02 06 00 00 1F, while the command used to color the sand particles is 06 00 06 00 00 1F. Just a single byte's difference. The structure appears kinda similar, but it IS different, which is weird, since most animations using the same resource usually is the same command. Get the confusion?
                                The reason why I am posting this now is because it needs to be better researched and finalised before it can become a proper command. Help please?
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                                  #142    
                                Old September 11th, 2014 (8:53 AM).
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                                Lance32497 Lance32497 is offline
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                                  I try to calculate the offset for SHADOW BALL, but I dont know what is the indication that this byte is the last byte for the move SHADOW BALL? How can I identify the end byte of a certain move???
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                                    #143    
                                  Old September 11th, 2014 (10:22 AM).
                                  vizor vizor is offline
                                     
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                                    Today i was doing some reserach on the script engine of this language and figuered out, how some commands work. I have not worked through them all and yet I dont understand everything the commands do. The list i am posting is for firered german, so the offsets won't fit a english rom, but the way the commands work should be the same


                                    Spoiler:
                                    battle anim engine

                                    cmd0 [u16 a]
                                    loads a animated graphic given in a into objvram and its animation into animation_bank

                                    cmd2 [u32 a] [u8 b] [u8 c] [...]
                                    a seems to be an oam_structure, while b is a flag?
                                    c also shows additional animation which is loaded into animation_bank
                                    this function spawns an OAM from this structure which a certain animation


                                    cmd3 [u32 a] [u8 b] [u8 c] [...]
                                    loads a into ram as a callback
                                    loads b into this callback as status
                                    c shows the amount of additional animation, which is loeaded into animation_bank

                                    cmd4 [u8 a]
                                    seems to delay the next command by a frames

                                    cmd5
                                    delays the script by a number given at 0x02037EE2, must be some kind of "waitstate"

                                    cmd6
                                    nop

                                    cmd7
                                    nop

                                    cmd8
                                    ends the script, as long there is no delay remaining, otherwise it will wait and then end the script

                                    cmd9 [u16 a]
                                    plays a sound/song given in a, as long as 0x02031DD8 == 0 and 0x0203AdFA != 2

                                    cmdA [u8 a]
                                    something very complex, a lot of code, spawns a callback if there is an targeta
                                    a has states from 0-3 (0,2 = players poke as target ;; 1,3 = opps. poke)

                                    cmdB [u8 b]
                                    very similar to cmdA but not so complex
                                    also spawns a callback and clears bits in the OAM structure flags

                                    cmdC [u16 a]
                                    enables blending by setting BLDCNT to 0x3F40 and sets COLEV to a

                                    cmdD
                                    resets BLDCNT and COLEV to 0

                                    cmdE [u32 a]
                                    branches the code to a and places a return adress at 0x02037ED8

                                    cmdF
                                    branches the code to the return adress at 0x02037ED8

                                    cmd10 [u8 a] [u16 b]
                                    places b in the animation_bank, places it with the ID a

                                    cmd11 [u32 a] [u32 b]
                                    branches the code to a if the byte at 0x02037F16 has bit0 set, otherwise it branches the code to b

                                    cmd12 [u8 a] [u32 b]
                                    branches the code to b if the byte at 0x02037F16 == a

                                    cmd13 [u8 a]
                                    branches the code to a

                                    cmd14 [u8 a]
                                    spawns 0x80737B4|1 as callback and sets a as it param 0x8 in RAM
                                    sets byte at 0x02037F17 to 0x1

                                    cmd15
                                    spawns 0x080737B5|1 as callback and sets it param 0x8 to 0xFFFF
                                    sets byte at 0x02037F17 to 0x1

                                    cmd16
                                    halts the code until 0x02037F17 == 0x2

                                    cmd17
                                    halts the code until 0x02037F17 == 0x0

                                    cmd18 [u8 a]
                                    loads a background into the battle from the table at 0x3ADC64 (ID is a, entry length is 0xC)

                                    cmd19 [u16 a] [s8 b]
                                    does a lot of checks with the singed byte b and then seems to play sound a or something like that
                                    maybe b is some modulation for the sound display


                                    cmd1A [s8 a]
                                    does the same thing with a as cmd19 does with b (maybe modulation)

                                    cmd1B [u16 a] [s8 b] [u8 c] [u8 d] [u8 e]
                                    spawns 0x0873C50|1 as callback
                                    sets a transformed value of b (like in cmd19) as param 0x8 in RAM
                                    sets " c " 0xA "
                                    sets abs(d) or 0x0 (if b >= c)as param 0xE in RAM
                                    sets e as param 0x10 in RAM



                                    cmd1F [u16 a]
                                    sets BLDCNT to a




                                    cmd23 [u8 a]
                                    does the same thing as cmdB but doesnt spawn a callback

                                    cmd24 [u8 a]
                                    very similar to cmdB


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                                      #144    
                                    Old November 28th, 2014 (11:10 PM).
                                    kittopian's Avatar
                                    kittopian kittopian is offline
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                                      I have recently got back into ROM hacking, and I am now working on a tool to make editing move animations slightly easier by "decompiling" it into some kind of pseudo-scripting 'language'. So far, it seems to work "ok", for instance, fly seems to be parsed nicely:
                                      Code:
                                      load ac 27;
                                      load 97 27;
                                      2waybranch f71f2d08 0f202d08;
                                      wait;

                                      However, It seems to "break" very easily, as evident by this move (Vine whip):
                                      Code:
                                      load 2f 28;
                                      sound 8f 0;
                                      execute 28fe578 2 2;
                                      delay 0;
                                      nop;
                                      load 4 6;
                                      sound 9b 0;
                                      execute e828598 82 2;
                                      load 0 0;
                                      load 4 6;
                                      unknown2 d152d8 2 5;
                                      load 2 0;
                                      load 0 6;
                                      load 1 0;
                                      it mainly has trouble with 0x02, and 0x03. It may be due to me miscounting the number of arguments it uses. Can someone tell me the number of arguments these "commands" accept? Or a way of "splitting" these commands? Any help will be appreciated and thank you for your time.
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                                        #145    
                                      Old January 30th, 2015 (11:18 PM).
                                      You Watanabe's Avatar
                                      You Watanabe You Watanabe is offline
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                                        The ZZ controls if 01, then the x and y for the enemy move reversely.
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                                          #146    
                                        Old June 27th, 2015 (11:00 AM).
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                                          Quote:
                                          =
                                          02 24 7B 3E 08 02 05 01 00 SS 00 00 00 YY 00 XX XX 05

                                          Where XX XX is the color you want, YY is the intensity (0C for Giga Drain- 10 replaces the background entirely with the given color), and SS is the speed of the transition (01 for Giga Drain, but I imagine Hyper Beam and other attacks use the same logic with a higher value). To revert the background to normal, place the following:

                                          02 24 7B 3E 08 02 05 01 00 SS 00 YY 00 00 00 XX XX 05 0B 03 0D

                                          The values here do not have to be the same, but I'd advise making the color and intensity the same or it will abruptly change at the start of the transition back.
                                          I used 02 24 7B 3E 08 02 05 01 00 SS 00 YY 00 00 00 XX XX 05 0B 03 0D after the move and The background doesn't revert to normal. It continued colored... What can I do to reverte to normal... please show me a example with a move like tackle or slash!!!! Thanks!!!
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                                            #147    
                                          Old June 30th, 2015 (1:06 AM).
                                          Artemis64 Artemis64 is offline
                                             
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                                            Quote:
                                            Originally Posted by humbert View Post
                                            I used 02 24 7B 3E 08 02 05 01 00 SS 00 YY 00 00 00 XX XX 05 0B 03 0D after the move and The background doesn't revert to normal. It continued colored... What can I do to reverte to normal... please show me a example with a move like tackle or slash!!!! Thanks!!!
                                            Here is an example (Giga Drain), with the colored background bytes in bold:
                                            Spoiler:
                                            00 A3 27 00 2F 27 00 97 27 0A 03 2A 01 0C 0C 08 02 24 7B 3E 08 02 05 01 00 01 00 00 00 0C 00 ED 33 05 19 AD 00 3F 02 08 7C 3E 08 02 04 00 00 00 00 01 00 00 00 04 02 03 F9 89 09 08 05 05 01 00 00 00 05 00 05 00 01 00 05 04 03 0E EC EE 1C 08 05 04 0F 0E C9 56 1D 08 05 02 24 7B 3E 08 02 05 01 00 01 00 0C 00 00 00 ED 33 05 0B 03 0D 08
                                            In this, SS = 01, XX XX = ED 33 and YY = 0C

                                            Hope this helps.
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                                              #148    
                                            Old August 10th, 2015 (8:07 PM).
                                            Cataclyptic's Avatar
                                            Cataclyptic Cataclyptic is offline
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                                              Hey, can anyone help me? I'm trying to do a simple animation of Sky Attack in Emerald: either to let both animations run in one turn, or to do the second animation on the first turn to reflect its new in game status. Using some hex, I've learned that the location of the animation is at 2CD17B however I cannot find out which byte tells it to pause the animation until next turn, or which byte is responsible for the second half of the attack.

                                              In the tutorial you say to replace the 08 with a 11 or 0E but there are many of those in the index, and I cannot figure out which one I am supposed to edit (mostly because I can't find out where the animation ends and a new animation for a new move begins). I have already tried to edit some but they just freeze the game when Sky Attack is selected.

                                              If anybody can answer this it would be much appreciated.
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