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Battle Animations


Ziose0

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Okay, so I'm getting the hang of event editting, text editting, spriting, mug making and all...but I JUST CAN'T MAKE A FREAKING ANIMATION PACKAGE... <_<

So I was wondering if anyone would be willing to package the animations were the sprite sheets provided to them?

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I DONT KNOW Y I NO MAKE ANIMATION PACKAGE!!

Maybe it's the fact that I haven't slept in the past two days but it just makes no sense...I'm probably just over thinking it again though I'll try again first. I honestly can't even get the frames just set up in the right spots though...<_<

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Uh, I was gonna make another topic for this, but this kinda ties in soo....about inserting animations. When I inserted some and then went to GBAFE to change the palettes of the custom animations, they don't show up. The animations just come out all fuzzy and you can't tell what the animation was...is that supposed to happen?

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No it's not the palette that's the problem. It's the animation not showing up. The palettes are fine. Like I inserted MK404's armorknight into my hack. And the animation before that loaded fine with the palette. Then I go to the next animation and the animations is all scrambled and pixilated

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For instance, I replaced the Serra Bishop animation for the FE6 female bishop one. This is what should display:

righterror.png

And here's what I get when I go to where it is, and with every animation I have inserted in the rom thus far...:

Error.png

I don't know what's going on. The animations all work and load fine. The palettes are fine and everything. I just can't see what their palettes look like when I'm editting them in the GBAGE. Also I just noticed this, and idk if this is a problem or not, but like 2260 is where guy's myrmidon animation is supposed to be, but instead when I go to 2260 on my hacked rom it's the falcoknight(or pegasus knight idk...the point is it's not guy's myrmidon.) It's as if I've added frames in there as well as just replacing the animations there with my replacements...

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Two things

A) FEditor writes them compressed, or GBAGE is trying to un/compress something where it shouldn't be.

B) Something got overwritten and the data got written somewhere else.

Edit palettes with FERecolor >_>

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Are you just going to the same offset in GBAGE as where Serra's normally is? Cause that won't work, you have to look to find the new one. Also, do what Cam said, he wrote a palette editing tutorial on how to do it. It's verry quick

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No I counted how many over the actual guy animation was from where it is now and I did the same for the serra animation to find where it is supposed to be exactly. But it's not just serra's animation. Every animation I inserted appears like that for some reason. But okay, so is there a link to FERecolor on SF somewhere? I'll find Cam's tutorial

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You misunderstand. FEditor rewrites the table so that the new thing is written to free space (not where the overridden animation is).

Maybe if you tell us exactly what you're doing to find the offset for GBAGE we'll be able to help you.

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Yeah...I just realized that when I saw some of those animations again that I thought I overwrote...

Honestly now I'm not sure. The only reason I knew where the armorknight was, is because I added it in after I had already messed around with its palette and I noticed where it still had the palette info in. But I really don't know what's going on now, especially since now just the armorknight animation in GBAGE, idk what I did, but only the first frame sheet is compressed and still all pixelated, but now the other frames are uncompressed I think...also I have FERecolor now, but I still think it won't do me any good if I can't see these animations and be sure which is which...

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This is sooo confusing. Seriously. Just use Cam's FERecolor method, make a palette with your colors in a random order, see how the animation looks, and swap the palette's colors accordingly.

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Yeah but does this method work with MK404's armorknight animation since the only hack I know he was putting it in was discontinued and redone before he added it, and he isn't releasing it yet, so I can't get a palette to compare to the one I have...

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You misunderstand.

any palette works

if you can't find an in-game one, use the fucked up one that your game has by default, it doesn't matter

you are literally finding the color that is used here and replacing it with the corresponding one on your version. Provided that you don't run into any compression fuckups like Zahl mentioned and you do follow the instructions right, it has a 100% success rate. 90% if you factor the compression fuckups back in.

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I don't know if I did it right, but here's what I did step for step.

I got my generic palette

Copied it

did the same for the palette I wanted

Opened APE

Got lundgren's palette refence code

put it in and loaded it to the actual palette

Typed in my palette's code

pressed replace

When I opened the game and went to where it was supposed to change, the game froze and made the screeching noise...so...compression screw ups? And is that fixable?

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Two things I can think of. well, beyond the fact that i think the tutorial's instructions went VOOSH over your head

First, your colors aren't going to be correct unless you follow the steps EXACTLY. The palette you are replacing needs to be directly compared to the one you want to replace it with.

You also probably didn't check "compressed", did you?

Here's what you're supposed to do-

Get an image of Lundgren's palette on the inserted armor knight

Use FERecolor to get the palette string for GBA.

Get the properly-colored image.

Use FERecolor to get that palette string

Paste the two side by side or on top of each other or something so you can see which color corresponds to which.

Use APE to replace the colors as outlined by my tutorial

Hit 'replace'

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