diff options
| -rw-r--r-- | Attack-animation-tiles.md | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/Attack-animation-tiles.md b/Attack-animation-tiles.md index fc8e0e4..a35502d 100644 --- a/Attack-animation-tiles.md +++ b/Attack-animation-tiles.md @@ -1,8 +1,8 @@ -**### * Introduction** +### **Introduction** The aim of this tutorial is to use additional tiles for the attack animations in battle. There are 2 ways to do that: moving black tiles from both attack tilesets to the font tileset, and/or add a new tileset. -The 1st method lets you add up to 22 tiles, the 2nd method lets you add 32 tiles more or less but it puts some limitations. +The 1st method lets you add up to 22 tiles, the 2nd method lets you add 32 tiles more or less but it puts some limitations. You can use both methods to have a total of 54 new tiles. Before starting the tutorial, I strongly recommend to know how animations work in pokered. You need to know at least what are frameblocks and subanimations, especially for the first method. @@ -34,7 +34,7 @@ Now, you know which frameblock you have to change: 52. Because Amnesia and confu That's it, you just replaced the question mark tiles without messing with Amnesia's animation. You can use your new tiles now. -**### * B/ Method 2 : Adding a new tileset** +* ### **B/ Method 2 : Adding a new tileset** You will be able to add only one tileset of 32 tiles, choose a size of 128*16 preferently but any size should be fine, and of course the tileset must be indexed in 4 colors (black, white, light grey and dark grey). A few limits to this method: *You might be restricted to 16 tiles if you add many attack animations (subanimations, frameblocks...). @@ -92,6 +92,7 @@ The value pointed by the animation pointer is 0xC4 when the animation uses the t 0xC4 is loaded into register a, then a is compared with FIRST_SE_ID (which has 0xC0). As a is greater than FIRST_SE_ID, the routine doesn't jump to .playSubanimation. The routine "thinks" the animation contains a special effect whereas it contains subanimation(s) instead. It loops in searchSpecialEffectTableLoop and it obviously doesn't find any matching special effect. This is the cause of the bug and the reason why we set FIRST_SE_ID to 0xC5, we make it greater than 0xC4 to force the jump. +## **End note** I hope that I was clear in the explanations, I did my best to make this tutorial enjoyable to read but I might improve it in the future. I made many tests and didn't find any bug with both methods, you can be quiet. I didn't make a full playthrough however, you're welcome to report any bug or detail that I should mention on this page. By the way I thank 33dannye for providing me some information about the source code in pokered.
\ No newline at end of file |
