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  #26   Link to this post, but load the entire thread.  
Old September 21st, 2016 (1:52 PM).
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Zervais Zervais is offline
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Originally Posted by BluRose View Post
so sorry for not quite being clear
the way zervais animated is perfectly fine in b/w standpoint
fire red/leaf green animates the frames for you and makes b/w-style frames look like they're going insanely fast, and it's fairly interesting i guess ahaha
I noticed. Is there any way I can slow it down? That video you shared was really interesting too. I don't suppose you know how to do the stairs and jump thing?
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Old September 21st, 2016 (2:31 PM).
BluRose BluRose is offline
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Originally Posted by Zervais View Post
I noticed. Is there any way I can slow it down? That video you shared was really interesting too. I don't suppose you know how to do the stairs and jump thing?
frame issue: yes, but you need to modify the engine. it might be a simple byte hange denoting how many frames a running animation takes, tbh idk

diagonal stairs are cancer:
to make a little thing clear, you can use jiangzhengwenjzw's applymovement table expansion hack, but it doesn't do the 23.5 degrees that dppt was all about, preferring to go 45 degrees instead.

run-jump off ledges:
http://www.pokecommunity.com/showpost.php?p=8378117&postcount=531
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heyo check out my github:

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highlights:
battle engine for heartgold
various feature branches in heart gold (fairy type, odd egg, mud slopes)

i'm a big part of the development team of pokemon firegold! all the code that i develop for that hack is also on my github

also on discord: BluRose#0412
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Old September 21st, 2016 (3:18 PM).
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Zervais Zervais is offline
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Quote:
Originally Posted by BluRose View Post
frame issue: yes, but you need to modify the engine. it might be a simple byte hange denoting how many frames a running animation takes, tbh idk

diagonal stairs are cancer:
to make a little thing clear, you can use jiangzhengwenjzw's applymovement table expansion hack, but it doesn't do the 23.5 degrees that dppt was all about, preferring to go 45 degrees instead.

run-jump off ledges:
http://www.pokecommunity.com/showpost.php?p=8378117&postcount=531
Thank you for these. I'm not sure I'll use the extended table because it looks like it takes up a ton of data and I feel like I'll need a lot of free space for the larger overworlds and tiles. Not to mention things like scripts in the actual game!

For the jump off ledges, how exactly do I put that in my game?
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Old September 21st, 2016 (3:58 PM).
BluRose BluRose is offline
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Quote:
Originally Posted by Zervais View Post
Thank you for these. I'm not sure I'll use the extended table because it looks like it takes up a ton of data and I feel like I'll need a lot of free space for the larger overworlds and tiles. Not to mention things like scripts in the actual game!

For the jump off ledges, how exactly do I put that in my game?
asmagix insertion
http://www.pokecommunity.com/showthread.php?t=313906
__________________
heyo check out my github:

BluRosie
highlights:
battle engine for heartgold
various feature branches in heart gold (fairy type, odd egg, mud slopes)

i'm a big part of the development team of pokemon firegold! all the code that i develop for that hack is also on my github

also on discord: BluRose#0412
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Old September 21st, 2016 (9:33 PM).
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M.L M.L is offline
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I understand I am not to familiar with sprite's and ow and b/w in general I understand what you mean so the only way to properly test the speeds are to insert them into the rom and test them in game.
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