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I used information from this thread:
and an animation creator tool:
to make a custom animation.
(to be more specific, I used the animation creator to put the animations together, then moved things around in the script in HexManiacAdvance to get the visuals that I wanted)
The animation works for the most part. (I assigned it to Tackle for testing)
While it appears to be fine and does not crash at any point during the animation, for some reason it causes the game to lock up like this if a party Pokémon would level up:
![[PokeCommunity.com] [FireRed] Animation Scripting Problem [PokeCommunity.com] [FireRed] Animation Scripting Problem](https://data.pokecommunity.com/attachments/68/68245-c8c126d4ecd5966066749f98f39ae3f2.jpg)
(I am using an EXP. All patch, hence the non-participant Rattata)
I am not sure what is causing this issue, as I do not notice anything particularly wrong with the animation itself. I did try another animation that I created (but did not edit the script of) to make sure it wasn't something else causing the issue, but the animation was fine and Rattata could safely grow to level 3 without breaking the game.
Here the animation is in script form according to HexManiacAdvance:
section0: # 803D00
fadetobg bg_sky_contests
waitbgfadeout
createvisualtask <0BB82D> 5 0x0500 0x0000 0x0000 0xFFFF
waitbgfadein
loadspritegfx 0x2719
loadspritegfx 0x2797
loadspritegfx 0x27A5
monbg anim_def_partner
splitbgprio anim_target
setalpha 12 8
playsewithpan se_m_gust sound_pan_target
createvisualtask <098F85> 2 0x0000 0x000C 0x0004 0x0001 0x0004
createvisualtask <0B194D> 5 0x0001 0x0046
createsprite <3E6B1C> 2 0xFFE7 0x0000 0x0000 0x0000 0x0014
{
tileTag: 10009
paletteTag: 10009
oam: <3ACA80>
anims: <231CF0>
images: <null>
affineAnims: <3E6B18>
callback: <0B1A1D>
}
createsprite <3E6B1C> 2 0x0019 0x0000 0x0000 0x0000 0x0014
{
tileTag: 10009
paletteTag: 10009
oam: <3ACA80>
anims: <231CF0>
images: <null>
affineAnims: <3E6B18>
callback: <0B1A1D>
}
delay 24
createsprite <3D4E9C> 2 0x0000 0x0018 0x0000 0x0000 0x0009
{
tileTag: 0
paletteTag: 0
oam: <231CE4>
anims: <231CF0>
images: <null>
affineAnims: <231CFC>
callback: <0992E1>
}
createsprite <3D4E84> 2 0x0000 0x0000 0x000B
{
tileTag: 0
paletteTag: 0
oam: <231CE4>
anims: <231CF0>
images: <null>
affineAnims: <231CFC>
callback: <0991B5>
}
delay 15
blendoff
monbg anim_def_partner
splitbgprio anim_target
setalpha 12 8
createsprite <3E6AE8> 2 0x0000 0xFFF0
{
tileTag: 10009
paletteTag: 10009
oam: <3ACA20>
anims: <231CF0>
images: <null>
affineAnims: <231CFC>
callback: <0B18E5>
}
delay 10
createsprite <3E6AE8> 2 0x0000 0xFFF0
{
tileTag: 10009
paletteTag: 10009
oam: <3ACA20>
anims: <231CF0>
images: <null>
affineAnims: <231CFC>
callback: <0B18E5>
}
createvisualtask <0B194D> 5 0x0001 0x0030
createvisualtask <0989F9> 5 0x0001 0x0000 0x0002 0x0064 0x0001
createvisualtask <0BAA21> 5 0x2797 0x0000 0x000F 0x000F 0x7FFF
createvisualtask <0BAA21> 5 0x27A5 0x0000 0x000F 0x000F 0x7FFF
call <1CFB92>
call <1CFB92>
call <1CFB92>
createsprite <3E6AE8> 2 0x0000 0xFFF0
{
tileTag: 10009
paletteTag: 10009
oam: <3ACA20>
anims: <231CF0>
images: <null>
affineAnims: <231CFC>
callback: <0B18E5>
}
delay 10
createsprite <3E6AE8> 2 0x0000 0xFFF0
{
tileTag: 10009
paletteTag: 10009
oam: <3ACA20>
anims: <231CF0>
images: <null>
affineAnims: <231CFC>
callback: <0B18E5>
}
createvisualtask <0B194D> 5 0x0001 0x0046
call <1CFB92>
call <1CFB92>
delay 12
waitforvisualfinish
playsewithpan se_m_gust2 sound_pan_target
clearmonbg anim_def_partner
blendoff
restorebg
waitbgfadeout
setarg 7 0xFFFF
waitbgfadein
end
14 13 16 03 2D B8 0B 08 05 04 00 05 00 00 00 00 FF FF 17 00 19 27 00 97 27 00 A5 27 0A 03 28 01 0C 0C 08 19 7D 00 3F 03 85 8F 09 08 02 05 00 00 0C 00 04 00 01 00 04 00 03 4D 19 0B 08 05 02 01 00 46 00 02 1C 6B 3E 08 02 05 E7 FF 00 00 00 00 00 00 14 00 02 1C 6B 3E 08 02 05 19 00 00 00 00 00 00 00 14 00 04 18 02 9C 4E 3D 08 02 05 00 00 18 00 00 00 00 00 09 00 02 84 4E 3D 08 02 03 00 00 00 00 0B 00 04 0F 0D 0A 03 28 01 0C 0C 08 02 E8 6A 3E 08 02 02 00 00 F0 FF 04 0A 02 E8 6A 3E 08 02 02 00 00 F0 FF 03 4D 19 0B 08 05 02 01 00 30 00 03 F9 89 09 08 05 05 01 00 00 00 02 00 64 00 01 00 03 21 AA 0B 08 05 05 97 27 00 00 0F 00 0F 00 FF 7F 03 21 AA 0B 08 05 05 A5 27 00 00 0F 00 0F 00 FF 7F 0E 92 FB 1C 08 0E 92 FB 1C 08 0E 92 FB 1C 08 02 E8 6A 3E 08 02 02 00 00 F0 FF 04 0A 02 E8 6A 3E 08 02 02 00 00 F0 FF 03 4D 19 0B 08 05 02 01 00 46 00 0E 92 FB 1C 08 0E 92 FB 1C 08 04 0C 05 19 7E 00 3F 0B 03 0D 15 16 10 07 FF FF 17 08
(I'm not sure I want to use the Whirlpool particles, but I'm not sure how I can replace these to look more like the Twister particles)
There were some other things I wanted to do involving moves, but I will wait to ask about that until I can make sure there are no issues with the animations.
Any help would be appreciated.
Edit: As it turns out, merely removing the line
appears to fix the issue, but I don't have any idea of why this might be
...does anyone know?

Development: - Gen III Animation Scripting: Tasks and Templates
Attack Animation Scripting Click here to download everything in the thread at once! The file is 265 MB though, so beware if you have a slow internet connection! Download last updated on September 18th, 2023 Firstly, before saying anything, I would like to extend my thanks to everyone who has...
www.pokecommunity.com

Tool: - Move Animation Creator - The PokéCommunity Forums
Hello, I've created a tool that allows you to create your own move animations (for Fire Red AND Emerald) by manipulating and combining existing animations, all done via a user interface and without the need to touch a single line of hex code. Download 1.4.1 I have lots of plans to...
www.pokecommunity.com
(to be more specific, I used the animation creator to put the animations together, then moved things around in the script in HexManiacAdvance to get the visuals that I wanted)
The animation works for the most part. (I assigned it to Tackle for testing)
While it appears to be fine and does not crash at any point during the animation, for some reason it causes the game to lock up like this if a party Pokémon would level up:
![[PokeCommunity.com] [FireRed] Animation Scripting Problem [PokeCommunity.com] [FireRed] Animation Scripting Problem](https://data.pokecommunity.com/attachments/68/68245-c8c126d4ecd5966066749f98f39ae3f2.jpg)
(I am using an EXP. All patch, hence the non-participant Rattata)
I am not sure what is causing this issue, as I do not notice anything particularly wrong with the animation itself. I did try another animation that I created (but did not edit the script of) to make sure it wasn't something else causing the issue, but the animation was fine and Rattata could safely grow to level 3 without breaking the game.
Here the animation is in script form according to HexManiacAdvance:
Spoiler: Spoiler
section0: # 803D00
fadetobg bg_sky_contests
waitbgfadeout
createvisualtask <0BB82D> 5 0x0500 0x0000 0x0000 0xFFFF
waitbgfadein
loadspritegfx 0x2719
loadspritegfx 0x2797
loadspritegfx 0x27A5
monbg anim_def_partner
splitbgprio anim_target
setalpha 12 8
playsewithpan se_m_gust sound_pan_target
createvisualtask <098F85> 2 0x0000 0x000C 0x0004 0x0001 0x0004
createvisualtask <0B194D> 5 0x0001 0x0046
createsprite <3E6B1C> 2 0xFFE7 0x0000 0x0000 0x0000 0x0014
{
tileTag: 10009
paletteTag: 10009
oam: <3ACA80>
anims: <231CF0>
images: <null>
affineAnims: <3E6B18>
callback: <0B1A1D>
}
createsprite <3E6B1C> 2 0x0019 0x0000 0x0000 0x0000 0x0014
{
tileTag: 10009
paletteTag: 10009
oam: <3ACA80>
anims: <231CF0>
images: <null>
affineAnims: <3E6B18>
callback: <0B1A1D>
}
delay 24
createsprite <3D4E9C> 2 0x0000 0x0018 0x0000 0x0000 0x0009
{
tileTag: 0
paletteTag: 0
oam: <231CE4>
anims: <231CF0>
images: <null>
affineAnims: <231CFC>
callback: <0992E1>
}
createsprite <3D4E84> 2 0x0000 0x0000 0x000B
{
tileTag: 0
paletteTag: 0
oam: <231CE4>
anims: <231CF0>
images: <null>
affineAnims: <231CFC>
callback: <0991B5>
}
delay 15
blendoff
monbg anim_def_partner
splitbgprio anim_target
setalpha 12 8
createsprite <3E6AE8> 2 0x0000 0xFFF0
{
tileTag: 10009
paletteTag: 10009
oam: <3ACA20>
anims: <231CF0>
images: <null>
affineAnims: <231CFC>
callback: <0B18E5>
}
delay 10
createsprite <3E6AE8> 2 0x0000 0xFFF0
{
tileTag: 10009
paletteTag: 10009
oam: <3ACA20>
anims: <231CF0>
images: <null>
affineAnims: <231CFC>
callback: <0B18E5>
}
createvisualtask <0B194D> 5 0x0001 0x0030
createvisualtask <0989F9> 5 0x0001 0x0000 0x0002 0x0064 0x0001
createvisualtask <0BAA21> 5 0x2797 0x0000 0x000F 0x000F 0x7FFF
createvisualtask <0BAA21> 5 0x27A5 0x0000 0x000F 0x000F 0x7FFF
call <1CFB92>
call <1CFB92>
call <1CFB92>
createsprite <3E6AE8> 2 0x0000 0xFFF0
{
tileTag: 10009
paletteTag: 10009
oam: <3ACA20>
anims: <231CF0>
images: <null>
affineAnims: <231CFC>
callback: <0B18E5>
}
delay 10
createsprite <3E6AE8> 2 0x0000 0xFFF0
{
tileTag: 10009
paletteTag: 10009
oam: <3ACA20>
anims: <231CF0>
images: <null>
affineAnims: <231CFC>
callback: <0B18E5>
}
createvisualtask <0B194D> 5 0x0001 0x0046
call <1CFB92>
call <1CFB92>
delay 12
waitforvisualfinish
playsewithpan se_m_gust2 sound_pan_target
clearmonbg anim_def_partner
blendoff
restorebg
waitbgfadeout
setarg 7 0xFFFF
waitbgfadein
end
Spoiler: and the raw bytes that I get from this in HMA:
14 13 16 03 2D B8 0B 08 05 04 00 05 00 00 00 00 FF FF 17 00 19 27 00 97 27 00 A5 27 0A 03 28 01 0C 0C 08 19 7D 00 3F 03 85 8F 09 08 02 05 00 00 0C 00 04 00 01 00 04 00 03 4D 19 0B 08 05 02 01 00 46 00 02 1C 6B 3E 08 02 05 E7 FF 00 00 00 00 00 00 14 00 02 1C 6B 3E 08 02 05 19 00 00 00 00 00 00 00 14 00 04 18 02 9C 4E 3D 08 02 05 00 00 18 00 00 00 00 00 09 00 02 84 4E 3D 08 02 03 00 00 00 00 0B 00 04 0F 0D 0A 03 28 01 0C 0C 08 02 E8 6A 3E 08 02 02 00 00 F0 FF 04 0A 02 E8 6A 3E 08 02 02 00 00 F0 FF 03 4D 19 0B 08 05 02 01 00 30 00 03 F9 89 09 08 05 05 01 00 00 00 02 00 64 00 01 00 03 21 AA 0B 08 05 05 97 27 00 00 0F 00 0F 00 FF 7F 03 21 AA 0B 08 05 05 A5 27 00 00 0F 00 0F 00 FF 7F 0E 92 FB 1C 08 0E 92 FB 1C 08 0E 92 FB 1C 08 02 E8 6A 3E 08 02 02 00 00 F0 FF 04 0A 02 E8 6A 3E 08 02 02 00 00 F0 FF 03 4D 19 0B 08 05 02 01 00 46 00 0E 92 FB 1C 08 0E 92 FB 1C 08 04 0C 05 19 7E 00 3F 0B 03 0D 15 16 10 07 FF FF 17 08
(I'm not sure I want to use the Whirlpool particles, but I'm not sure how I can replace these to look more like the Twister particles)
There were some other things I wanted to do involving moves, but I will wait to ask about that until I can make sure there are no issues with the animations.
Any help would be appreciated.
Edit: As it turns out, merely removing the line
Spoiler:
monbg anim_def_partner
appears to fix the issue, but I don't have any idea of why this might be
...does anyone know?
Last edited: