• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

Development: Creating New Battle Animations

This is an amazing discovery, I looked at this before but didn't decide to implement it until now! Just a few questions, each background has 12 bytes, obviously pointers to the tileset, palette and tilemap. I was just wondering if the 3 pointers are respective to that order, ie. is the first pointer the pointer to the tileset etc.?
Also is there a specific limit to how many extra backgrounds you have? and finally, do they have to be 16 colours? I'm assuming they do, but with any luck they might not.

Thanks so much for your help!

Dude, I made a tut for this already, and you still saw it here haha... xD https://www.pokecommunity.com/showthread.php?t=296865

Yes, they are respectively in that order.

All images to be inserted in the ROM should be 16 colors just for you to know. I think you can have at least 255 backgrounds though I only have managed to have 0x25 backgrounds in my game.
 
Dude, I made a tut for this already, and you still saw it here haha... xD https://www.pokecommunity.com/showthread.php?t=296865

Yes, they are respectively in that order.

All images to be inserted in the ROM should be 16 colors just for you to know. I think you can have at least 255 backgrounds though I only have managed to have 0x25 backgrounds in my game.

Ha! I didn't see your tutorial at all. I managed to put it all in without problems before, I just wasn't sure about the order, thanks for clarifying that though.
 
Hello everyone, I am new to this tutorial. I want to make a Hammer Arm by having Karate Chop animation and 04 (Focus Punch) background. I found the start offset for the Karate Chop animation but how can I find the end offset for the animation? Please help.
 
Finding the end of an animation is normally trial and error - your best bet is to grab a bunch of bytes starting at Karate Chop's offset, paste them into free space (FF bytes) and repoint Karate Chop's pointer in the table to where you posted the edited bytes, open up GBA's Memory Viewer (Tools > Memory Viewer), and test the move. If it runs properly, it's likely you've grabbed too much, so head to the offset (note that it's prefaced with an 08 here, so for example if your animation is at 0xXXYYZZ, it would be 0x08XXYYZZ here) and replace bytes at the end with FF until you overwrite an 08 byte, refresh and retry. Do this until your animation resets at the end - this means your animation is what you have left, plus an 08 at the end (normally). If it freezes mid animation, you've deleted too much, so restart and try again.

Some animations don't end in a 08 byte; however, I'm pretty sure Karate Chop isn't one of them. It seems difficult at first but if you're editing a bunch you'll quickly get the hang of it.

I have a question of a different sort. I created an Aqua Tail animation:

00 A4 27 00 AB 27 00 9D 27 0A 03 0C 0C 08 03 F9 89 09 08 05 05 00 00 00 00 02 00 17 00 01 00 04 05 19 87 00 C0 02 B0 5A 3E 08 02 04 0A 00 0A 00 19 00 00 00 04 04 19 87 00 C0 02 B0 5A 3E 08 02 04 F1 FF 00 00 19 00 00 00 04 04 19 87 00 C0 02 B0 5A 3E 08 02 04 14 00 0A 00 19 00 00 00 04 04 19 87 00 C0 02 B0 5A 3E 08 02 04 00 00 F6 FF 19 00 00 00 04 04 19 87 00 C0 02 B0 5A 3E 08 02 04 F6 FF 0F 00 19 00 00 00 04 04 19 87 00 C0 02 B0 5A 3E 08 02 04 19 00 14 00 19 00 00 00 04 04 19 87 00 C0 02 B0 5A 3E 08 02 04 EC FF 14 00 19 00 00 00 04 04 19 87 00 C0 02 B0 5A 3E 08 02 04 0C 00 00 00 19 00 00 00 05 0E A9 8A 1C 08

It's essentially the water-bubbles from Waterfall's code, followed by an 0E pointer to the Slam animation (underlined for clarity). It mostly works; however, if a mon uses this in battle and then something levels up, the game freezes after trying to load the stats summary box. Also, certain graphics, such as the status-drop animations and the move menu (in battle) become borked until the battle ends. Is this because I have too many 00 XX 27 structures? I've been working on this for a few hours and can't seem to fix the problem.
 
Last edited:
It's essentially the water-bubbles from Waterfall's code, followed by an 0E pointer to the Slam animation (underlined for clarity). It mostly works; however, if a mon uses this in battle and then something levels up, the game freezes after trying to load the stats summary box. Also, certain graphics, such as the status-drop animations and the move menu (in battle) become borked until the battle ends. Is this because I have too many 00 XX 27 structures? I've been working on this for a few hours and can't seem to fix the problem.

I think this is due to the 0E pointer to slam animation more than anything. Because 0E animations point to repeating animations, and aren't the end to the script. To be honest if I were you i'd just remove to 0E pointer and put the slam animation in there. That's what I've done for my Aqua Tail code and it doesn't have any problems like that.
 
Im just skimming through the topics, and i havent read all of this one, but is there a topic to create your own attacks? is there a guide somewhere, if this isnt one, like i said didnt read it all xD </3
 
Im just skimming through the topics, and i havent read all of this one, but is there a topic to create your own attacks? is there a guide somewhere, if this isnt one, like i said didnt read it all xD </3

By "create your own attacks" what exactly are you referring to? This thread is all about creating new animations for attacks.

- If you wanted to make your own attack or bring in a Gen IV/V attack and the options in PGE are not enough, then you will have to learn how to Battle Script from Jambo's tutorial.

-If you just want to make new animations, then you should read the whole first post of this thread, and then skim most of the rest of the thread.

-If you want to increase the number of in-game attacks, there a couple of tutorials/researches for that.
 
lol thank you, i will look into em

There was a topic on adding new moves, and it showed and offset location that i didnt have.

When i look for the 00250c04 i have
00250bff
then it goes to
00250c08 is that ok?
 
Last edited:
Has anyone posted/found the animation pointer in a Ruby ROM?

The hack that I'm working on is for Ruby and it would be extremely helpful
 
So I was doing so quick research for Ruby and this is what I got.

Animation Pointer: 1C7168

I think for the most part the structure is the same the only thing that differs are pointers

Scrolling background command

14 WW 17 03 59 3A 0E 08 05 04 00 XX 00 YY ZZ 00 FF FF

Psychic Scrolling Background

0E E7 61 1D 08

End a scrolling background(works with the psychic one)

0E F3 61 1D 08

For now this is enough to make decent animations with Ruby. Like I said things are almost exactly the same as Fire Red except for these few pointer changes
 
In one hack I saw, apparently the animation for Fury Attack was replaced with knives. How would one replicate this? Sorry, I don't have link posting permissions yet.
 
In one hack I saw, apparently the animation for Fury Attack was replaced with knives. How would one replicate this? Sorry, I don't have link posting permissions yet.

He probably changed the animation image in unlz with knives. So just try to find the fury attack image in UNLZ and replace it with whatever you want. But it's still not granted to work.
 
He probably changed the animation image in unlz with knives. So just try to find the fury attack image in UNLZ and replace it with whatever you want. But it's still not granted to work.

I found the knives image in UNLZ and it was the last image on the rom. However, the fury attack image is not the same location on a regular Fire Red rom.
 
I found the knives image in UNLZ and it was the last image on the rom. However, the fury attack image is not the same location on a regular Fire Red rom.

Well because it differs maybe you inserted some sprites in the game already that caused the images to shift places in UNLZ.
 
How do I determine how long an animation code is?

Just copy paste an amount of code and put it to free-space and test the animation. If it's working then good although it can work if you put remove some more bytes so remove the unnecessary bytes as much as possible. If I remember right animations start with E0 Correct me If I'm wrong please.. And if the animation is not working copy paste remaining codes per E0.
 
Back
Top