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Adding New Custom Particles

IMPORTANT EDIT!

There is one more thing to fix, and that is the Shiny Pokemon entry animation!
Otherwise, if a Shiny Pokemon is sent out into battle the game will freeze.

What do you mean by this one? What should I do then about this? I'm just curious about this on how to do this. :/
 
What do you mean by this one? What should I do then about this? I'm just curious about this on how to do this. :/

I'm pretty sure this is what he's talking about.

STEP 7:
Navigate in your hex editor to 0x80F17E8 in Fire Red or 0x8172FB8 in Emerald, you should see two pointers.
Change the first pointer from what it is to the pointer to the new offset of
the F9 27 particle, which if you followed this tutorial is 960748, for those who
did not use the same offsets, you can easily find it by searching for this string
38 87 D2 08 C0 00 F9 27.

The second pointer is the palette, so just change the pointer to the new offset
of the F9 27 palette. Because each time you extend the table the palette will
change, you'll have to add 8 to this pointer everytime you add a new particle.
To find it search for this string BC 87 D2 08 F9 27 00 00.
 
Can we have a little exemple on how to use our new particles please ?
Because it always glitches, unless an old particule is replaced.

For exemple :
This is the animation for Shadow Ball i Emerald :
Code:
00 [B]C0 27[/B] 14 02 17 04 0F 1F 59 8C 15 08 07 A8 00 C0 FF 3F 00 05 00 05 00 00 00 05 00 02 AA AA AA 08 82 03 10 00 10 00 08 00 05 19 9F 00 3F 03 D1 52 0D 08 02 05 01 00 04 00 00 00 08 00 01 00 05 15 17 08
and at AA AA AA :
Code:
[B]C0 27 C0 27 [U]74 49 52 08 9C C6 2E 08[/U][/B] 00 00 00 00 54 6D 59 08 E1 19 11 08
So usually, to replace the particle by another vanilla particle, I change the bold bytes depending on which particle i want. But for a custom particle, i don't know which pointers I have to use. (underlined) And what are they doing ?
 
Last edited:
Re-upload of the attachment in the main thread as the forum was hacked:
 

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Will there be any problem if the size of the image i inserted is same to any of the image earlier...

https://www.pokecommunity.com/posts/8883420
I inserted the image from here, with size 48*48 (80 04 when reversed and arranged) but its the same to that of (4f 27) particle....
.
.
after inserting this particle, i inserted the animation in the link above but as soon as the uses this move the whole game restarts.....
any solution to it???
 
In response to your first question, are you adding 8 to both pointers each time? Because you only need to add 8 to the second pointer. I wrote that somewhere from memory.

The glitches you're talking about aren't real glitches, it's because when you follow the 02 command to the offset you need to change the size pointer. If I recall correctly, it's the second to last pointer out of the 18bytes(hex) or 24bytes (dec) that loads the size of the particle. You'll find that it glitches with non-custom particles too if you put say leaf particles into Flamethrower. Just check the sizes of ones of the same index size, look at the pointers they have at the 02 command and adjust those.

Also may I ask what particles you've added, and if you'd want to share them?
If you would like to share them I could add them to either this thread or the 4th gen move resources thread in RnD. I'm probably going to make a shell one soon for Razor Shell and Shell Smash, and then to improve Withdraw.


Can you please walk through an example of changing the size. For the Solarbeam animation, I tried replacing the Solarbeam particles with the thunder particles from electric moves like Thunder, Thundershock etc, but all I got was glitched particles. Which byte specifically do I need to change, and also, wouldn't changing the size of the thunder particles to "fit" Solarbeam corrupt all the other animations that use the same particles?
 
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