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Custom animation help
#1
Posted 02 May 2009 - 10:11 PM

#2
Posted 02 May 2009 - 11:14 PM
I wouldn't recommend anything over 100.
Signature thanks to Shu.
#3
Posted 02 May 2009 - 11:25 PM

#4
Posted 02 May 2009 - 11:52 PM
Can you elaborate? D:
You could always download an existing package, look at that, and try and come up with something.
Signature thanks to Shu.
#5
Posted 02 May 2009 - 11:56 PM
This is what I want to make frames of and insert,
http://img16.imagesh...ananimation.png

#6
Posted 03 May 2009 - 12:20 AM
I don't know the exact limit, but I would assume 255 (0xFF), or maybe 127(0x7F) at most. It looks like you have 43 sprites. You should be okay.
So, correct me if I'm wrong (I hack Pokemon, not FE, but this might help), but does animation data in Fire Emblem look a little like the following example:
CODE |
0000 6500 0100 6500 6200 6500 FEFF 0000 |
?
Basically, this sample is saying:
Frame 0 will display for 101 units of time.
Frame 1 will display for 101 units of time.
Frame 2 will display for 101 units of time.
End without requiring button press and without repeat.
The first byte in the row is the frame number.
The second byte is unknown.
The third byte is the amount of time displayed. Certain values can also effect the facing of the sprite, for example, whether it is flipped horizontally or vertically.
The fourth byte is unknown to me, I think it affects certain sprite flags.
The final row is the end row. You can either put 0xFF7F or 0xFEFF here. The former repeats the sprite's animation. The latter ends upon the animation upon reaching that point. I believe there may be a "jump" animation command, but I don't know what it is.
I hope this helps, if it applies to Fire Emblem.
With sprite positioning, do you mean offsetting or the actual moving on the sprite? If you need to offset it left or right, send me all of the information of the sprite's data from the sprite table (there should be several offsets, leading to sprite information. The sprite's offset left or right is usually one of them). If you mean the latter, you're probably going to have to program some intense THUMB. It looks like that kind of animation requires programming.

#7
Posted 03 May 2009 - 12:26 AM
Besides, I'm having trouble formatting the sprites.

#8
Posted 03 May 2009 - 12:32 AM

#9
Posted 03 May 2009 - 12:37 AM
Also, I have a program to insert it without hassle.

#10
Posted 03 May 2009 - 12:46 AM
Okay.
Hmmm... okay. I don't hack FE as said before, but would you tell me how the sprites are normally inserted? You can use UNLZ.gba to check how this is done. For example, most seperate animations either use an entire sprite map (for smaller animations/images) or are they seperated into uses (for example, the apparent "Flaming Attack" would be stored in a different place than "standing").
You will first need to know whether the pallates required use a 16 colour or 256 colour set. Save it in the corresponding format. Advance Pallette editor or SNES pallette can be used for this. Then, you will need to make sure your sprite has dimensions that are multipiles of 8 (most common are 64x64, but looks like you got some 128x128 going on there - dunno if that will actually work). Finally, simply insert the sprite with UNLZ.gba.

#11
Posted 03 May 2009 - 12:54 AM
If I wanted to insert by unlz, I'd have to expand the data, same with the much better nlz, so I'm using FEeditor Advanced (which you probably don't know about).
Colour is 16 and it's Rasengan, not flaming attack (no Naruto either, eh?) but I need to make different frames other than standing.

#12
Posted 03 May 2009 - 12:55 AM
Hmmm... Well, is that the default size? Because that's HUGE for a gba sprite.

#13
Posted 03 May 2009 - 12:57 AM

#14
Posted 03 May 2009 - 12:58 AM
And make sure you assembled your pallate as well... =/

#15
Posted 03 May 2009 - 01:00 AM

#16
Posted 03 May 2009 - 01:06 AM
Grids are better in programs like Corel/Photoshop/mebbe GIMP. If you want to make one in MSpaint, make sure each tile formed by the group are 248x160 pixels, by using the select tool checking the number on the right bottom corner. That number will tell you how large your selection is in pixels.

#17
Posted 03 May 2009 - 01:08 AM
I don't know where in the frame to put the sprite.

#18
Posted 03 May 2009 - 01:09 AM
Look at an unhacked FE sprite in the program. Where is it located? Put it there.
If you mean the rom, use a Free Space Finder to repoint it. The program should probably be able to repoint things...

#19
Posted 03 May 2009 - 01:10 AM

#20
Posted 03 May 2009 - 01:11 AM

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