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Research & Development Got a well-founded knack with ROM hacking? Love reverse-engineering the Pokémon games? Or perhaps you love your assembly language. This is the spot for polling and gathering your ideas, and then implementing them! Share your hypothesis, get ideas from others, and collaborate to create!
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  #101    
Old March 31st, 2014 (3:31 AM). Edited March 31st, 2014 by BugMania.
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To facilitate...
http://www.mediafire.com/download/qou5ljny92hxegj/Pokemon+-+Fire+Red.rar
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  #102    
Old March 31st, 2014 (9:06 AM).
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This is wondeful :D, I've been spending the last week trying to duplicate it.
I came very close, but thank you very much for this. You really are going to help enhance a lot of pokemon roms.
I see what went wrong now, I was very close.

I will work on ruby and emerald variations as well as pre-made ones, full credit given to you for the code of course.
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  #103    
Old April 1st, 2014 (12:50 AM).
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Ok. But someone found adreses for Pokemon Ruby about Behaviour Data?
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  #104    
Old April 1st, 2014 (3:16 AM).
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Quote:
Originally Posted by Ksiazek Bartlomiej View Post
Ok. But someone found adreses for Pokemon Ruby about Behaviour Data?
Well... There would be no problem doing this with RUBY too.
But so can only possible with the offsets of messages. ... so we must find such offsets and play the routines inside it.
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et to the extreme!

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  #105    
Old April 4th, 2014 (9:57 AM).
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I won't be working on emerald until I squash the bugs regarding castform and deoxys, shouldn't be to difficult *though I'm still a noob*. I'm going to work on it tonight when I get the time and post a hopefully bug-free patch when i finish.
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  #106    
Old July 17th, 2014 (1:30 PM).
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Hey, do you think we could do this for trainer sprites in battle as well?
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  #107    
Old July 17th, 2014 (3:13 PM).
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Originally Posted by Huy567 View Post
Hey, do you think we could do this for trainer sprites in battle as well?
According to this thread, someone already achieved that four years ago.

http://www.youtube.com/watch?v=Avn538l96qA
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  #108    
Old July 17th, 2014 (8:52 PM).
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Quote:
Originally Posted by Huy567 View Post
Hey, do you think we could do this for trainer sprites in battle as well?
Quote:
Originally Posted by Windsong View Post
According to this thread, someone already achieved that four years ago.

http://www.youtube.com/watch?v=Avn538l96qA
Yes, that would be me and another hacker which did it. I actually made a thread on it which is only one page down in the R&D subforum. Same process as this one, but with the trainers you can animate specific sprites to your will.
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  #109    
Old August 9th, 2015 (8:14 AM).
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When I browsed the internet I came across this beauty of a hack:
https://youtu.be/X_1m8p3BJaA
How did he make those 3d animations?
When I asked him that he sent me a link to this thread.
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  #110    
Old February 29th, 2016 (6:26 PM).
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First of all, it's great that this method exists for two framed sprites. Second of all, no matter how I look at this, I am left thinking that using the object callback to animate the sprite is far superior than this method. While this works for a mere 2 frames animation, when it comes to something more interesting like a looped animation, using an object callback would be excellent as it'd execute independently from the battle engine. At the same time allow for more interesting animations including positional movement/pal change and rotscale modifications as seen here:

https://www.youtube.com/watch?v=LUS5xmJpW_s&ab_channel=astridjoeroeja

Note Pikachu turns yellow for a second. So for an initial animation, use this method, for a looped animation or animation with cool effects using the object callback seems more logical to me.
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  #111    
Old June 6th, 2016 (9:44 PM).
 
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Quote:
Originally Posted by altariaking View Post
We all know that from Emerald the Pokemon were animated. However, what if this was possible in Ruby and FireRed?
Well, it is.
The offset 1E7C64 in Ruby (2349BC in FireRed) is the pointer to the data that tells us how the sprites behave when they appear. So, first of all, simply repoint it to another offset. Simply take your desired offset (I'll be using 0xB00000) and split it into segments.
Code:
B0 00 00
Then, swap the first two digits (B0) with the last two (00), and then add 08 to the end. So now we have this:
Code:
00 00 B0 08
Now, we must go to the offset it was repointed to, and then we need the animation data.
The first byte is the frame number.
The second byte does nothing.
The third byte is how long the image is displayed.
The fourth byte, again, does nothing.
To end the animation you must add
Code:
FF FF 00 00
So, here is an example of it all in action:
Code:
00 00 0F 00
01 00 0F 00
00 00 0F 00
01 00 0F 00
00 00 0F 00
FF FF 00 00
Of course you can make this code longer if you want, and even add more frames.
Now, all sprites will have a second frame, so now just insert the two frames for every sprite. A good, efficient way to do this is to insert a blank 128x64 image over every Pokemon in Unl-Z GBA, and then use Advanced Sprite Editor to insert all of the individual frames. You must do this for EVERY Pokemon and their Backsprite, otherwise there are a lot of bugs. Like turning into the Hero.

There are, however, a few bugs with using this. For instance, as I stated previously, if you don't insert two frames for a Pokemon, it will turn into the player's backsprite. When you exit the bag, or Pokemon menu during a battle, the Pokemon's sprite will move again. Also, if you make the animation data short, then you might not see it during wild battles, and if you make it too long then it will take a while before it does its thing in Trainer battles and the stats screen and such. I think that's it. :\
I was wondering if it is possible to increase the frame to the front of the sprite Pokemon, it would not be possible to develop something like this to increase the back sprites?
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  #112    
Old August 5th, 2016 (2:47 AM).
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Hi,sorry if this message is thrash but...I don't understand very well because I'm spanish.Any people can explain me more clear?
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  #113    
Old August 6th, 2016 (7:57 AM).
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Is it possible to do it with selected Pokémons only? Say for instance, I will do it to all except Castform...
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  #114    
Old August 6th, 2016 (8:00 AM).
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Quote:
Originally Posted by thedarkdragon11 View Post
Is it possible to do it with selected Pokémons only? Say for instance, I will do it to all except Castform...
I've done this once, it requires modifying the routine which assigns the animation to the Pokemon sprite to load them from a table, like trainer animations do. Don't think I have the source to that anywhere though...
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  #115    
Old August 8th, 2016 (10:05 AM).
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Quote:
Originally Posted by Shiny Quagsire View Post
I've done this once, it requires modifying the routine which assigns the animation to the Pokemon sprite to load them from a table, like trainer animations do. Don't think I have the source to that anywhere though...
Thanks! I'm glad that it's possible...
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  #116    
Old August 19th, 2016 (1:49 AM).
 
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Wild..pokemon..With..2..Frmaes..Doesnt..Animates
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