Appreciation of the reply man, also great animation! While your response does answer one of my questions, it also opens a few more. I understand that both 05 and 08 are used in moves to determine animations, but where can I find a list of animations used for firered? Or is it a trial and error process..? Also, how do you determine which animations are used for each individual moves in a Hex editor? Because if I were to search 05 08, I get several results, which also would mean that is a trial and error until I locate my selected move on accident. Also if it helps, I previously found out that by changing the value of the first byte (eg; 48 for seed flare example) will change a moves effect. So, if I were to change the 48 in the seed flare line in a hex editor to something such as CC, my spatk now harshly falls after I damage the opponent. To my understanding, this would be the same issue as the animation question, where a certain values equal certain effects in game. I just dont know where a resource like that would be found, if they exist at all.
So, a really easy way to find animation offsets and repoint them is by using Pokemon Game Editor, or PGE for short. In that program, you will have something called an Attack Editor. It looks like this:
https://i.gyazo.com/a1ff3e8dc420542c466262bc6ca66cf6.png
Changing the effects and stats is all really straightforward. Animation editing can be a bit complicated though and you will have to do a lot of trial and error.
So let's say I want to change the move Slash, for example. The code for Slash's animation can be found at this offset labelled "Animation Pointer"
https://gyazo.com/8f1a20772edaed6cb2b910f052d01f26
Enter this number into a Hex Editor and you will see the code for the move, Slash. You will also see a lot of other codes. What you can do to pinpoint slash specifically is copy about 5-6 rows of code starting from right where the offset in PGE took you to and paste it into free space. Write down a copy of the original offset so you don't forget it, and then repoint the Animation Pointer to the offset of the free space you just pasted that copied Slash code to. Most likely, it will just play the Slash animation. However, you have likely copied more bytes than necessary and, while this is harmless mostly, it will prevent you from having extra effects at the end of the animation. So you could add something to the beginning of Slash like a background, but you wouldn't be able to make the background go away at the end because you wouldn't have an isolated code for just Slash.
What I suggest doing is erasing up to the next "08" byte repeatedly until the animation stops working. The moment you erase a 08 byte that causes the animation to break, you've found where the animation ends. So, let's say I copied:
Code:
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 084C 1C 20 09 4C 1B 20 09 A8 00 00 00 64 08 00 00 9B 08 00 00 1E 1E 10 40 2E 32 00 00 98 04 00 00 A8 31 00 00 F8 31 00 00 34 00 00 00 00 00 00 00 00 00 00 00 12 00 A0 E3 00 F0 29 E1 28 D0 9F E5 1F 00
I would gradually remove parts of the code (stopping at each byte ending in a 08) to see what isn't part of the animation.
Eventually I would be left with this:
Code:
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
This is the code for Slash in Fire Red. Now we can make changes to it. You'll see that it ends in 05 08, meaning we can overwrite it to have multiple animations play in succession.
Code:
14 04 17 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 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 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 0E C7 59 1D 08 08
We'll call this move Triple Slash. If you insert this code into free space in your rom, it will play three slash effects with the mega punch background.
Details on how to change backgrounds and do many other cool things with animations can be found in this thread:
https://www.pokecommunity.com/threads/281520