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[Graphics] Custom Cut-scene

Froosty

The_Learner
  • 535
    Posts
    10
    Years
    Hi guys,

    I am working on a hack (really slow progress, but still working on it)

    and I recently thought to make a custom curscene like that one in EM (battle between the legendaries)

    and I want to make my custom one,

    I tried some google search but couldnt get proper help,

    So does anyone around know how to do it,

    Any sort of help is appreciated.

    Thanks :)
    ~The_Learner
     
    I'm pretty sure that isn't possible with the tools we have available. Maybe with hex editing, but I have no idea how youd pull that off
     
    A graphic cutscene like the Rayquaza one in Emerald would be extremely difficult to make. Graphic background and object manipulation on this level is the hardest thing you can accomplish as a romhacker.

    You need to be proficient in C, you need to know the GBA hardware, you need to know about sprite manipulations(and this is light college-tier math), you need to know GF's object structures, GBA modes and more.

    I couldn't do it and I can think of only one person in our community who could pull it off and one other person who could do a similar animation but of worse quality.
     
    You could accomplish similar things to a movie-likecutscene with sprites.
    In fact, you could even, I dunno, move the camera away from the player, create a massive sprite like the S.S Anne (I don't think that's really controllable with a normal movesprite command though) or several sprites that look like one giant image, off the top of my head, and make it move to create the illusion you've got a proper cutscene going on. Instead of having left,right,up,down animations, replace those with your movie frames, and call the appropriate 'movement' to summon that frame. Delete the sprites when finished.
    You could also do tiles and replacing tiles with the new ones.

    Lots of things are possible if you have enough patience and are inventive.

    edit, because I posted this almost at exact same time as Dizzy and would like to reply to them

    A graphic cutscene like the Rayquaza one in Emerald would be extremely difficult to make. Graphic background and object manipulation on this level is the hardest thing you can accomplish as a romhacker.

    You need to be proficient in C, you need to know the GBA hardware, you need to know about sprite manipulations(and this is light college-tier math), you need to know GF's object structures, GBA modes and more.

    I couldn't do it and I can think of only one person in our community who could pull it off and one other person who could do a similar animation but of worse quality.

    I don't think they actually need to do full on sprite manipulations here, I think they only need to fake the effect. Pre-create all the images you need, maybe chop them into tiles, hijack some already existing method of showing images like alter-tile methods, such as Game freak's tile changing scripts, or something like the showmugshot people have but do it in a sequence and have it across the entire screen (or have the entire animation in mugshot sized area like Yellow).
    This would be an incredible pain in the ass to do, but hypothetically I think you could do it with freaking scripts, movecamera and tiles, if the only thing you cared about was faking the effect and not actually accomplishing the 'real deal' full quality version.
     
    Last edited:
    I don't think they actually need to do full on sprite manipulations here, I think they only need to fake the effect. Pre-create all the images you need, maybe chop them into tiles, hijack some already existing method of showing images like alter-tile methods, such as Game freak's tile changing scripts, or something like the showmugshot people have but do it in a sequence and have it across the entire screen (or have the entire animation in mugshot sized area like Yellow).
    This would be an incredible pain in the ass to do, but hypothetically I think you could do it with freaking scripts, movecamera and tiles, if the only thing you cared about was faking the effect and not actually accomplishing the 'real deal' full quality version.

    But this isn't moving sprites on a map, you can't achieve that effect with scripting commands. They're used for overworld, not for cutscenes. I'm also talking about something on a similar level to the Rayquaza's cutscene. This level of detail requires lots of skill and knowledge.
     
    But this isn't moving sprites on a map, you can't achieve that effect with scripting commands. They're used for overworld, not for cutscenes. I'm also talking about something on a similar level to the Rayquaza's cutscene. This level of detail requires lots of skill and knowledge.

    I'm not sure I've conveyed myself quite correctly... you know how we can replace tiles in a tilemap, right? Even, if we wanted, replace every single tile on a map?
    Take the entire image of one frame of Rayquaza's cutscene. Chop it up into tiles. Hide all the characters on the overworld, so it looks not-overworldish.
    At once, replace the entire tilemap with the first frame of that Rayquaza cutscene image. Make the game pause for a moment, then continue the script by replacing the tilemap again.

    now that I think about it, you'd probably run out of tiles first. But you could do a few frames maybe. I don't remember how long the cutscene is.
    I never claimed this was a good method, because any script like that would run insanely long, timing the frames would be annoying, and you'd probably run out of tiles. It would also be a giant pain spamming that many tiles in the first place.
     
    I'm not sure I've conveyed myself quite correctly... you know how we can replace tiles in a tilemap, right? Even, if we wanted, replace every single tile on a map?
    Take the entire image of one frame of Rayquaza's cutscene. Chop it up into tiles. Hide all the characters on the overworld, so it looks not-overworldish.
    At once, replace the entire tilemap with the first frame of that Rayquaza cutscene image. Make the game pause for a moment, then continue the script by replacing the tilemap again.

    now that I think about it, you'd probably run out of tiles first. But you could do a few frames maybe. I don't remember how long the cutscene is.
    I never claimed this was a good method, because any script like that would run insanely long, timing the frames would be annoying, and you'd probably run out of tiles. It would also be a giant pain spamming that many tiles in the first place.

    This is pretty much how I fake short cutscenes too. You can always insert more tilesets if you run out of tiles. It's the absolute worst and clunkiest way to do it, but the players only see the finished product, so meh.
     
    A graphic cutscene like the Rayquaza one in Emerald would be extremely difficult to make. Graphic background and object manipulation on this level is the hardest thing you can accomplish as a romhacker.

    You need to be proficient in C, you need to know the GBA hardware, you need to know about sprite manipulations(and this is light college-tier math), you need to know GF's object structures, GBA modes and more.

    I couldn't do it and I can think of only one person in our community who could pull it off and one other person who could do a similar animation but of worse quality.

    Hey you cant do that... seeing at the amazing works of yours with the help of C...
    I thought you could do that.. but you said only one person and thats not you..

    By the way who is that ???
     
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