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[Other] Additional Emote Bubbles?

  • 77
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    • Seen Dec 5, 2015
    I'm trying to write a script (as in movie script) for a Pokemon Hack. My problem is that there isn't much you can do with sprite actors besides talk. My proposed solutions is to add additional "emote" bubbles, similar to the exclamation point above a trainer that just spotted you. Instead of having someone say "I don't like that" I can have a frowny face appear. Here's what I've figured out so far. The three emotes in my Emerald base are:

    • #raw 0x56 = Exclamation Mark (!)
    • #raw 0x57 = Question Mark (?)
    • #raw 0x58 = Love (<3)
    According to diegoisawesome's XSE tutorial, these "raws" have been found. I'm guessing that means the offset which they're located in the ROM's memory (I have no idea if I'm using the right terms here. I mean the code for emotes has been reverse-engineered). Hypothetically, could I convert these raws into ASM, recompile them onto the ROM as a different raw, and then edit the image using unLZ? Editing sound effects would be ideal, though if I can't then I'll make do.


    I have never used ASM before and don't know a thing about coding. I'd like to know if this is possible before I spend time learning ASM just for a couple emote bubbles.
     
    I'm trying to write a script (as in movie script) for a Pokemon Hack. My problem is that there isn't much you can do with sprite actors besides talk. My proposed solutions is to add additional "emote" bubbles, similar to the exclamation point above a trainer that just spotted you. Instead of having someone say "I don't like that" I can have a frowny face appear. Here's what I've figured out so far. The three emotes in my Emerald base are:

    • #raw 0x56 = Exclamation Mark (!)
    • #raw 0x57 = Question Mark (?)
    • #raw 0x58 = Love (<3)
    According to diegoisawesome's XSE tutorial, these "raws" have been found. I'm guessing that means the offset which they're located in the ROM's memory (I have no idea if I'm using the right terms here. I mean the code for emotes has been reverse-engineered). Hypothetically, could I convert these raws into ASM, recompile them onto the ROM as a different raw, and then edit the image using unLZ? Editing sound effects would be ideal, though if I can't then I'll make do.


    I have never used ASM before and don't know a thing about coding. I'd like to know if this is possible before I spend time learning ASM just for a couple emote bubbles.

    Short Answer: Yes.

    Long answer: You can't "convert" those "raws" into ASM. They're just indices in a table of animations. Those indices point to a series of functions to be run, the first of which calls an overworld animation script (same thing that gets called by doanimation) which then in turn calls another ASM function which loads the graphics and attaches them to an NPC so it can animate at the correct position. It has been reverse engineered (in FR at least), but it's still probably a fairly complex hack for a beginner. Adding more indices would involve repointing two tables (overworld animation table and applymovement table) and then adding more ASM.
    Since that is lame, I would suggested removing a little used emote (the Love emote or something) and instead hacking that animation to load emote graphics from a table somewhere. You would then need to set a variable to select which one to use, but at least you don't have to write that much code and repoint multiple tables.
     
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