• Just a reminder that providing specifics on, sharing links to, or naming websites where ROMs can be accessed is against the rules. If your post has any of this information it will be removed.
  • Ever thought it'd be cool to have your art, writing, or challenge runs featured on PokéCommunity? Click here for info - we'd love to spotlight your work!
  • Our weekly protagonist poll is now up! Vote for your favorite Conquest protagonist in the poll by clicking here.
  • 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: Animated Sprites in Ruby and FireRed

Okay, that should work. Victini has 7 sprites, but i'll see if I can expand it to 8.
 
I understand, I addressed that later in my post that they'd still stretch and bounce.
 
It seems that I've found a "loop" command for those animation codes.
Use: FD FF XX XX ; where XX XX is the number of times the animation will loop (In little endian, of course).
Though it seems to have a limit, the value can only reach ~FDFD times. (From my testing, FFFF crashes the game.)

Note: It repeats the code from the beginning up to the last code before the loop and when the limit is reached, it will proceed to the next code, if any.
Oh, when you do the code like this:
Code:
00 00 09 00 01 00 09 00 FD FF 01 00 FD FF 01 00 FF FF 00 00
[I]'From frame 1 to frame 2 and the animation repeats over and over to no end...[/I]
It seems to loop infinitely with no adverse effects at all.
That means, B/W-style pokemon is indeed possible.

I've tested all this with trainer animations and it works perfectly.
I ought to share it here because I'm quite sure that this can also apply
to pokemon animations. But then I could be wrong...

I might post a video sometime.

For curiosity's sake, I tried the code, and followed the instructions on the first post.
I used a Ruby ROM (obviously).
It did have animations, but the battle won't load.
I mean, during a wild battle, my trainer won't send out his PKMN to battle the animated enemy PKMN. =/
My guess is that it'll also be the same on trainer battles.
 
I thought that might happen. I don't know why, but it seems to wait for the animation to end before sending out another pokemon, and it might take some ASM hacking to fix that.
 
There's a guy on YouTube that did this like two or three years ago. I'll see if I can find it. But anyways, yeah, it's the same concept. He had animations for Pokémon and the trainer's backsprite in Ruby.

You mean crazybuizel? That's actually who made this whole discovery, and he explained it in the comments of one of his videos, and we later found the tables in Fire Red as well.

I actually made a hack of this to support different animations for each Pokemon (Similar to trainer animations, as they have a table for each sprite), however, I lost it from Windows deciding to erase one of my hard drives on installation. I'll probably recreate it if enough people want it.
 
Here are some examples of what I mean. They are not indexed, but there is a way to inserted non-indexed images in Advanced Sprite Editor made by Wichu.

Attachments are below.
 
Last edited:
You mean crazybuizel? That's actually who made this whole discovery, and he explained it in the comments of one of his videos, and we later found the tables in Fire Red as well.

I actually made a hack of this to support different animations for each Pokemon (Similar to trainer animations, as they have a table for each sprite), however, I lost it from Windows deciding to erase one of my hard drives on installation. I'll probably recreate it if enough people want it.
Yep. That'd be it :P Was looking for so long, and couldn't find it D:
 


For curiosity's sake, I tried the code, and followed the instructions on the first post.
I used a Ruby ROM (obviously).
It did have animations, but the battle won't load.
I mean, during a wild battle, my trainer won't send out his PKMN to battle the animated enemy PKMN. =/
My guess is that it'll also be the same on trainer battles.

That's a drag...
I knew it was too good to be true.

But shiny quagsire is right, it'll require ASM.

But if done on trainer animations, does it work for you?
 
I need some help. how do I re point the offset ? I'm using NSE HEX editor, I dont even know where to put the code ! I'm new in rom Hacking.

I open the HEX editor , select Sprite Table and then went to 2349B and I dont know what to do next :/
 
Can someone make a video about this? Please?

Chances are that even if we did make a video, you still wouldn't understand. Start with the basics, like scripting, and work your way up to understanding hex editing.
 
How about a step by step tutorial about this with pictures? I understand some of those but I'm stuck at repointing the offsets and using AltariaKing's code

Another question, if I successfully do it, can I use Wichu's Sprite Editor to add Sprites into the frames or do I have to use another program like unlz etc?



EDIT: Finally did it! At least I think so. But the problem is the sprite only blinks no matter how many times I edit the sprite in unlz? I think I need help.
 
Last edited:
You find a ASM routine at 0x3F860
I want very much to have a wild battle with animations
but my understanding with ASM is very bad

please help!
 
Animations table in this 308CBC
But not to animate the backsprites
if you do, freeze the battle

I say this because already worked with before Pokemon Emerald.
 
Animations table in this 308CBC
But not to animate the backsprites
if you do, freeze the battle

I say this because already worked with before Pokemon Emerald.

No, I'm using FireRed but Importing Emerald Sprites... :/

Thanks anyway when you make the 2nd frame like the 1st frame it looks like it doesn't have an animation at all... :D
 
Perhaps with a ASM routine would be possible insert a
Pokemon Emerald animation...
...this is my one desire:
"a NEW ANIMATION".
...But I do not know anything about creating ASM routines...
 
Back
Top