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@DoesntKnowHowToPlay: Thank you for posting these findings, I will definitely be revising some of my move animations. I will add your info to the first post this weekend.
It begins at where the animation's pointer points to and ends at the 08 command. Since non-terminating 08s are rather common, what I usually do is just grab around x200 bytes, move it into free space, and chop bits off until the game crashes. There's probably a more efficient way to do this but it works. Also note that a few animations (I think Comet Punch) end in jumps instead of 08 commands.
Urgh damn you my brain, still not understand D:
When the game crashes? i mean, is it when you do the move, or at the start of the game? and what do you mean by chop the bits off? Dx
Also, people, can you share the move code you guys found so far? it really helped even if it just one or two...(except slash)
By crash he means the game resets and goes back to the title screen right after the move animation is completed. By chip off he means change a few bytes at the end to FF and test to see if the animation works. If it works then you need to chip off more bytes, if it freezes then that means you changed too many bytes, but if it resets the game then you changed the right byte. The end of an animation is usually the last 08 byte before an 00 XX 27 command.
oh, and i hope chaos rush updates his post, and post more animation offset he knew :3
The first parameter of the 02 command always seems to be a pointer to some animation data- this structure is 24 bytes long.
The first two bytes indicate what image data to use, while the next two bytes indicate the palette. The enumeration for this is the same as that of the 00 command- in order for an effect to work properly, the 00 command must have been called for both of these- otherwise the palette and/or image will not be loaded. While the existing animations appear to always have these be the same, they don't have to be- you can for instance give the Stun Spore seeds Fire Blast's palette this way. For some animations both of these are 00- I believe these are effects that don't use images, such as Earthquake's screen-shaking.
I'm not entirely sure what the rest of the bytes do, but it appears the two pointers after these values contains more image data (I think the dimensions and how it animates, respectively) while the rest of it has to do with how the effect plays out. I've fiddled with it a bit and done some interesting things like these:
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Interesting, I have been editing moves myself and haven't come across this yet. Could you please clarify on this? I am slightly confused of what a 00 command is.
Also, not sure if this has been discovered, but if you wish to easily find the data for a move, find the animation pointer (I suggest using Gamer2020's PGE Attack Editor for it) and highlight the bytes of the animation until you reach the following bytes together:
08 00 XX 27
This string tells us that an animation has just ended and is moving onto a new on. Make sure to highlight everything up to the 08. DO NOT HIGHLIGHT THE 00 XX 27.
XX refers to, and my guess, the image data for the next animation.
00 C7 27 02 A4 35 3E 08 82 03 01 00 F8 FF 00 00 19 81 00 3F 04 04 02 A4 35 3E 08 82 03 01 00 08 00 00 00 03 1D 8B 09 08 02 05 01 00 04 00 00 00 12 00 01 00 19 81 00 3F 05 08
Ice Punch: 1CD2e0
Fire Punch: 1D08b5
Bite: 1CE190
well i actually did the same thing myself so i think i could help you :)
at first you copy all the code from the bite-offset and start replacing 08-bytes with FF until the game restarts exactly at the end of the animation :) If the animation plays fine, then you removed a 08-byte that didn't belong to the animation. If it stops midway, it was not the end of the animation and you have to restore it and replace the next 08 byte.
Alternatively in about 99% of all the cases an animation starts with 00 xx 27 or 00 xx 28 meaning you could search for the next 00 xx 27 or 00 xx 28 after your animation so just search for it at offset 1C3190 :) this way saves MUCH time :D
When you got your bite-animation-data just remove the final 08 bite and add the particles you need.
Now for the particles:
To get the thunder particle is quite easy: just remove the first 02 xx xx 3E 08 xx ... you see and all code until the next 02 xx xx 3E 08 so you remove the punching part. Then add the rest of the animation at the end of your bite animation, making them play after each other.
The fire- and ice-particles are harder to get, but if you remember which part you deleted in the thunderpunch animation this shouldn't be a big problem :) if you want to remove the ring of fire/ice in the beginning, just remove everything before the punch except the 00 xx 27 or 00 xx 28 parts as they load the graphics. If you want the ring to play BEFORE the bite, paste the bite animation at the position where you deleted the punch :)
Here is the code for the punchless fire-punch :)
00 9F 27 00 2D 27 00 97 27 0A 03 0C 0C 08 03 F9 A7 0B 08 0A 05 04 00 02 00 00 00 09 00 1F 00 02 E0 5B 3E 08 81 01 00 00 02 E0 5B 3E 08 81 01 40 00 02 E0 5B 3E 08 81 01 80 00 02 E0 5B 3E 08 81 01 C4 00 19 89 00 3F 05 02 10 67 3E 08 82 04 00 00 00 00 01 00 01 00 03 F9 89 09 08 02 05 01 00 00 00 03 00 0F 00 01 00 (paste the bite animation here if you want the ring) 0E 50 09 1D 08 04 04 19 8C 00 3F 05 03 F9 A7 0B 08 0A 05 04 00 00 00 09 00 00 00 1F 00 05 0B 03 0D 08
And this is the ringless punchless fire-punch (just paste this after your bite if you don't want the ring):
00 9F 27 00 2D 27 00 97 27 0A 03 0C 0C 08 03 F9 A7 0B 08 0A 05 04 00 02 00 00 00 09 00 1F 00 0E 50 09 1D 08 04 04 19 8C 00 3F 05 03 F9 A7 0B 08 0A 05 04 00 00 00 09 00 00 00 1F 00 05 0B 03 0D 08
Italics is where I added the fire punch particles, all I did was delete a 08. I had forgotten to at the beginning and the move was just bite. When I removed it, now it stops after the bite?00 9B 27 00 97 27 0A 01 0C 0C 08 19 9A 00 3F 02 30 79 3E 08 02 06 00 00 E0 FF 00 00 00 00 33 03 0A 00 02 30 79 3E 08 02 06 00 00 20 00 04 00 00 00 CD FC 0A 00 04 0A 02 08 7C 3E 08 02 04 00 00 00 00 01 00 02 00 03 F9 89 09 08 05 05 01 00 00 00 04 00 07 00 01 00 05 0B 01 0D 04 01 00 9F 27 00 2D 27 00 97 27 0A 03 0C 0C 08 03 F9 A7 0B 08 0A 05 04 00 02 00 00 00 09 00 1F 00 0E 50 09 1D 08 04 04 19 8C 00 3F 05 03 F9 A7 0B 08 0A 05 04 00 00 00 09 00 00 00 1F 00 05 0B 03 0D 08
So is everthing working now with the fangs? :)
And for the self-bubbles:
Find the offset of the waterfall animation and copy it then start cutting of bites from the end until about a line after the first 02 xx xx 3E in the waterfall-animation (usually the 05 byte after it if there isn't any you have to experiment a little here) and then add your impact animation :) If you want a nice tail animation try the knock-off-animation which pretty much resembles the gen VI and V tail-attack-hit's animation :)
That's only the ice particles. However, when used in battle, it does nothing (well, it bites, but no particles). Not sure where I went wrong.00 9D 27 00 97 27 00 9F 27 08 03 04 00 00 F6 FF 01 00 01 00 19 84 00 3F 04 02 03 F9 89 09 08 05 05 01 00 00 00 05 00 03 00 01 00 05 04 0F 0E 0A 54 1D 08 04 05 03 F9 A7 0B 08 0A 05 04 00 02 00 09 00 00 00 4C 7F 05 02 24 7B 3E 08 02 05 01 00 00 00 07 00 00 00 00 00 05 0B 03 0D 08
So is everthing working now with the fangs? :)
And for the self-bubbles:
Find the offset of the waterfall animation and copy it then start cutting of bites from the end until about a line after the first 02 xx xx 3E in the waterfall-animation (usually the 05 byte after it if there isn't any you have to experiment a little here) and then add your impact animation :) If you want a nice tail animation try the knock-off-animation which pretty much resembles the gen VI and V tail-attack-hit's animation :)
no problem :D I stumbled across the knock-off animation when i created a dragon tail attack that should also disable the foes item and thought well knock off sure looks like a tail attack :)Whoa, thanks dude! I was planning to use slam animation, but i never thought about knock off, thank you! :D
As for the fangs try to leave out the bite part and start with the punch-animations again and just remove that 02 xx xx 3E part for the punch :) and i think you misunderstood the part about removing everthing between two 02 xx xx 3Es :o you just have to remove about 1 line and a little more so when you see a 05 or 04 14 or 19 one line lower this is normally where you have to stop deleting :)
Every 02 xx xx 3E 08 is highlighted. The part italicized is the part I believe you're talking about. I've removed that, it just goes back to start. I think I'm getting hung up on where to start the removal.00 9D 27 00 97 27 00 9F 27 02 24 7B 3E 08 02 05 01 00 01 00 00 00 07 00 00 00 03 F9 A7 0B 08 0A 05 04 00 02 00 00 00 09 00 4C 7F 04 14 19 7A 00 3F 02 60 63 3E 08 02 01 00 00 02 60 63 3E 08 02 01 40 00 02 60 63 3E 08 02 01 80 00 02 60 63 3E 08 02 01 C0 00 04 05 02 48 63 3E 08 02 01 20 00 02 48 63 3E 08 02 01 60 00 02 48 63 3E 08 02 01 A0 00 02 48 63 3E 08 02 01 E0 00 04 11 02 10 67 3E 08 04 05 00 00 F6 FF 08 00 01 00 00 00 02 08 7C 3E 08 03 04 00 00 F6 FF 01 00 01 00 19 84 00 3F 04 02 03 F9 89 09 08 05 05 01 00 00 00 05 00 03 00 01 00 05 04 0F 0E 0A 54 1D 08 04 05 03 F9 A7 0B 08 0A 05 04 00 02 00 09 00 00 00 4C 7F 05 02 24 7B 3E 08 02 05 01 00 00 00 07 00 00 00 00 00 05 0B 03 0D 08
ICE FANG said:00 9B 27 00 97 27 0A 01 0C 0C 08 19 9A 00 3F 02 30 79 3E 08 02 06 00 00 E0 FF 00 00 00 00 33 03 0A 00 02 30 79 3E 08 02 06 00 00 20 00 04 00 00 00 CD FC 0A 00 04 0A 02 08 7C 3E 08 02 04 00 00 00 00 01 00 02 00 03 F9 89 09 08 05 05 01 00 00 00 04 00 07 00 01 00 05 0B 01 0D 04 01 00 9D 27 00 97 27 00 9F 27 0E 0A 54 1D 08 04 05 03 F9 A7 0B 08 0A 05 04 00 02 00 09 00 00 00 4C 7F 05 02 24 7B 3E 08 02 05 04 00 00 00 07 00 00 00 00 00 05 0B 03 0D 08
Italics = Thunderpunch effects. 07 was a necessary change to get the sprites and background back to normal after the effect. Now that these are done, I'm moving onto Head Smash.00 9B 27 00 97 27 0A 01 0C 0C 08 19 9A 00 3F 02 30 79 3E 08 02 06 00 00 E0 FF 00 00 00 00 33 03 0A 00 02 30 79 3E 08 02 06 00 00 20 00 04 00 00 00 CD FC 0A 00 04 0A 02 08 7C 3E 08 02 04 00 00 00 00 01 00 02 00 03 F9 89 09 08 05 05 01 00 00 00 04 00 07 00 01 00 05 0B 01 0D 04 01 00 97 27 00 9F 27 00 35 27 0A 01 0C 0C 08 02 38 5F 3E 08 02 02 00 00 F0 FF 04 01 02 38 5F 3E 08 02 02 00 00 10 00 04 01 19 D6 00 3F 03 E9 A0 0B 08 02 03 01 01 01 01 01 01 04 02 03 F9 89 09 08 02 05 01 00 00 00 03 00 0F 00 01 00 02 08 7C 3E 08 03 04 00 00 00 00 01 00 02 00 04 01 02 24 7B 3E 08 02 05 07 00 02 00 10 00 00 00 00 00 04 14 05 0B 01 0D 08
The italic bits are the Psybeam waves. I've edited in the background (01, I stole the ending from Pursuit because I honestly couldn't figure out how to close non-moving backgrounds). It works as is. I'm just curious if anyone knows if it's possible to change the palette of the particles without affecting Psybeam itself. I was also planning on using this for Dragon Pulse.00 B3 27 19 B6 00 C0 14 00 17 1F 39 CF 0D 08 07 C1 00 C0 FF 3F 00 03 00 04 00 00 00 0F 00 0E D4 0D 1D 08 0E D4 0D 1D 08 03 05 97 09 08 05 05 00 00 06 00 00 08 04 00 01 00 03 DD 9B 0B 08 02 06 04 00 02 00 02 00 00 00 0C 00 5F 7E 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 0E D4 0D 1D 08 05 04 01 13 36 85 1C 08