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[ASM & Hex] Changing how the player's overworld sprite frames are loaded when running? (Fire Red)

  • 13
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    8
    Years
    • Seen Sep 12, 2019
    Hi all,

    I'm looking to change how the player's overworld sprite is handled when the B button is pressed. In vanilla Fire Red, when the B button is held but the player is standing still their overworld sprite doesn't change. It's only when they begin to move that their overworld sprite changes to use their running frames instead of their walking ones.

    What I'm trying to do is make the player's sprite change when just the B button is held, whether they are moving or not. So, for example, if the player is standing still and facing down they will be using frame 0 of their animation but if B is pressed they will switch to frame 9 (the first running down frame).

    Logically, there must be a check somewhere in the ROM that checks if B and a directional button is held. I would like to remove the D-pad check and leave just the B button check. At 0x5B830 there is a bit of code that checks if the B button is held - I've tried messing with it but can't produce the results that I want. If anyone could help me make more sense of the ASM or provide a solution/workaround I would be very grateful!

    As for the purpose of this code, I'm changing the player's overworld sprite quite drastically and require this functionality to make the new sprite look good.
     
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