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[Other] FireRed: Repointing animations of two-turn moves

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    • Seen Aug 13, 2016
    I already asked for help on the quick questions thread some months ago, but I guess my question got overlooked. I haven't had much time to spare lately so I still haven't figured it out myself either. I figured creating a thread for it could grab someone's attention. I'm a bit stuck here and help would be really appreciated.

    So, the thing is: I've been working on my own FireRed hack (my first hack). It's nothing special really, I don't understand anything about hex editors and stuff, I'm just using the standard tools like A-map and YAPE. I've edited a lot of moves and things are looking really good. But when I started testing the moves I noticed a little problem. I edited Razor Wind and Skull Bash and removed the 2-turn effect. For example Skull Bash is now just a Rock-type Double Edge. However those moves still use the animation of the first turn of the original move where the Pokémon would get ready to attack when in this case the Pokémon already attacks on this first turn. This looks a little silly of course. So I wanted to know if there is a simple way to repoint the animation of these moves to the second turn animation with a tool like PGE.

    Bonus question: I had this idea of changing the way Solarbeam works, making it's power depended on the weather instead of the two-turn effect. I guess this could be done by using the effect of Thunder and rewriting it a bit. I have no idea how to do this, so I just let it be. But I while I'm at it, asking questions, I might as well just throw this idea on the table and see if anyone can help me with it. The first question is more urgent to me though.
     
    You can repoint the animation using Hex Editor.
    Chaos Rush posted a tutorial on it and can be found here: www.pokecommunity.com/showthread.php?t=281520

    You can follow Jamo51's tutorial to add new Moves/Effects:
    www.pokecommunity.com/showthread.php?t=290135
    I guess no tools so far can repoint animations.
    And for the SolarBeam thing, it already depends on Weather. Its Power is halved in Rain/Sand & fires in one turn during Sun. Rain Dance increases Thunder's Accuracy, not power.
     
    You can repoint the animation using Hex Editor.
    Chaos Rush posted a tutorial on it and can be found here:

    You can follow Jamo51's tutorial to add new Moves/Effects:
    I guess no tools so far can repoint animations.
    And for the SolarBeam thing, it already depends on Weather. Its Power is halved in Rain/Sand & fires in one turn during Sun. Rain Dance increases Thunder's Accuracy, not power.

    I took some time today to understand hex editing a bit better and I did make some progress, but can still only find the animation pointer that's already in PGE. I need to find the animation pointer for the second turn of the moves.

    I did come a little closer on finding the answer to my own Solarbeam question while reading through these tutorials though. My idea to use the script for Thunder seems like it could work. I do of course understand that Thunder's accuracy is bound to the weather and not it's power, but I could rewrite the script to a new effect and just replace rain with sun and accuracy with power. However just editing the SolarBeam script might work as well, but the script for Thunder could be helpful for guidance.

    P.S. As you didn't really seem to understand the idea I had with Solarbeam, I figured I was a little bit too unclear about it. I want only the moves power to be depended on the weather and not also the two-turn effect. This would make the move a lot more viable to use outside of a sunny day-team. Having to wait a turn is a definite no go in my opinion. And having the power of your move halved while also having to wait a turn is an awful double whammy. So I was thinking of 90 Base Power with 120 in Sun and 60 in Rain, Sandstorm or Hail.
     
    I took some time today to understand hex editing a bit better and I did make some progress, but can still only find the animation pointer that's already in PGE. I need to find the animation pointer for the second turn of the moves.

    I did come a little closer on finding the answer to my own Solarbeam question while reading through these tutorials though. My idea to use the script for Thunder seems like it could work. I do of course understand that Thunder's accuracy is bound to the weather and not it's power, but I could rewrite the script to a new effect and just replace rain with sun and accuracy with power. However just editing the SolarBeam script might work as well, but the script for Thunder could be helpful for guidance.

    P.S. As you didn't really seem to understand the idea I had with Solarbeam, I figured I was a little bit too unclear about it. I want only the moves power to be depended on the weather and not also the two-turn effect. This would make the move a lot more viable to use outside of a sunny day-team. Having to wait a turn is a definite no go in my opinion. And having the power of your move halved while also having to wait a turn is an awful double whammy. So I was thinking of 90 Base Power with 120 in Sun and 60 in Rain, Sandstorm or Hail.

    finding the Attack's animation is really hard (i hope someone will post list of all animations pointer).

    yeah Solar beam is useless without sun. Is there any other move whose power is halved in Rain/Sand & doubles in Sun. Maybe we can combine the effect if its available.
     
    finding the Attack's animation is really hard (i hope someone will post list of all animations pointer).

    yeah Solar beam is useless without sun. Is there any other move whose power is halved in Rain/Sand & doubles in Sun. Maybe we can combine the effect if its available.
    I started just searching for random hex numbers that ended with 08 just after the data for Razor Wind and now I've got a working Razor Wind, however, the image for the blades is missing (it's just black). But I think I'm on to something.

    This should be the hex data for Solarbeam's effect:
    7B 1D 08 43 0D FB 7B 1D 08 43 4D FB 7B 1D 08 2A 04 1C 3F 02 02 60 00 23 7C 1D 08 1D 01 00 10 00 00 29 6F 1D 08 2B 04 D0 3D 02 02 00 02 00 00 29 6F 1D 08 2E D3 3F 02 02 01 41 58 6F 1D 08 28 4E 69 1D 08 35 D0 3D 02 02 00 00 00 08 2E 85 3E 02 02 4C 16 03 28 29 6F 1D 08

    It's really long and itman's tutorial can't help me with this either, so it looks like I'm stuck again here. The only other weather depended moves are Blizzard (which is only affected by Hail) and the recovery moves (Synthesis, Moonlight and Morning Sun). Those might come in handy as well, as the amount of recovered HP depends scales with the weather (1/4 in rain, hail or sandstorm, 2/3 in sunlight).
     
    Last edited:
    I DID IT!! I found the offset for second turn animation of Razor wind!
    It's: 0x1D1614.
    I just had to search for the code that loads the image (00 xx 27) to place my pointer.
    Now that I know what to search for I can solve the other moves with some time and patience.

    The Solarbeam thing still isn't solved though, but maybe I'll start another thread about that.
     
    I DID IT!! I found the offset for second turn animation of Razor wind!
    It's: 0x1D1614.
    I just had to search for the code that loads the image (00 xx 27) to place my pointer.
    Now that I know what to search for I can solve the other moves with some time and patience.

    The Solarbeam thing still isn't solved though, but maybe I'll start another thread about that.

    Were you ever able to find the offset for Solarbeam turn 2 animation
     
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