• Just a reminder that providing specifics on, sharing links to, or naming websites where ROMs can be accessed is against the rules. If your post has any of this information it will be removed.
  • Ever thought it'd be cool to have your art, writing, or challenge runs featured on PokéCommunity? Click here for info - we'd love to spotlight your work!
  • Our weekly protagonist poll is now up! Vote for your favorite Conquest protagonist in the poll by clicking here.
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

[Pokered] Subanimation and frame-block questions

  • 12
    Posts
    258
    Days
    • Seen Apr 26, 2025
    Hello!

    I am making a ROM hack of Pokemon Red/Blue and I am currently working on adding new moves into the game.
    For one of the moves I have added, X-Scissor, I am having a few issues getting its animation to look cool.

    I am trying to mirror of the Subanim_0Slice used in moves like Cut so that I can draw a X shaped slice animation, but I haven't been able to do so.
    There are a few things I don't quite understand about BaseCoords and Frameblocks.

    I need some help understanding what each bit in the frameblock data is used for.
    For example, FRAMEBLOCK_2A used in the slice subanimation has the following data:
    FrameBlock2a:
    db 4 ; #
    dbsprite 0, 0, 0, 0, $44, 0
    dbsprite 1, 0, 0, 0, $44, OAM_HFLIP
    dbsprite 0, 1, 0, 0, $44, OAM_VFLIP
    dbsprite 1, 1, 0, 0, $44, OAM_HFLIP | OAM_VFLIP

    I am not sure what these bits are referring to, any help understanding this?

    I am also not certain on how to read the BaseCoords data, as it seems that the coordinates of where the sprites in the animation are drawn are already defined in the frameblock.

    Please help me, I am so lost!
     
    Back
    Top