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I'm editing the title screen for my hack, and this is what I have so far:
And I'm pretty happy with it! Nice, simple, static bobbing animation. Well, happy except for the frames where chunks of it are missing...
Now, I understand that these disappearing/reappearing chunks are due to the nature of the original animation, with Ho-Oh flapping its wings. The problem is, it's not as simple as just putting the right pixels in those blank areas, because there are no blank areas left in that set of tiles. I can only assume that the game is loading and unloading tiles in a certain manner to create the animation, which I don't want. I want to keep it static, yet still bobbing up and down slightly.
With all that said, does anyone know where Ho-Oh's animation script is stored, and how it works? If I can figure out where it is and how to read it, I can probably figure out how to change it to do what I want, but I'm missing that first key step.
On a somewhat related note, this happens for a split second between the title screen and the New Game/Continue screen:
It's part of Reshiram's sprite, but as to why it's decided to fill up the screen, I have no idea!
Where have you got the tutorial to edit the bird.
Hacks Gameboy 8-bit music in Pokémon Gen I & II, composes 8-bit music in LSDJ and FamiTracker.
“God created the Earth, but the Dutch created the Netherlands.”
There wasn't a specific tutorial anywhere, I just found the location for Ho-Oh's tiles, exported them with AGIXP, and spent several hours of trial and error editing them and shoving them back in the ROM to test. My first post is where I'm officially stuck.
The tile filling the screen is because tile 0x7F is designated as a clear tile and is used to clear the screen. You put part of your animation there.
The tile animation is in ROM bank 0x23. There are a bunch of tables there that determine the animation type, animation frames, wait states and so on. Basically, put a breakpoint to table accesses at 23:5C00 and look for your data. IIRC, it's either at the very beginning.
23:5C00 format is [#animation][#frames+x/y flip] until FC, FD, FE or FF are hit as #animation. FC is delete sprite, FD is delay #frames, FE is restart, FF is end.
23:5DBF is the animation table; format. [base tile#][2b pnt to animation data]
Animation data format: [#tiles] #tiles * ([rel Y][rel X][rel tile#][palette])
I'm not sure what you mean by "put a breakpoint"; is there some specific program that does this? I'm just using a hex editor.
He's talking about using BGB's debugger while you are emulating the game.
I am not very active on this forum. I only pop in from time to time.
...Is there a tutorial on how to use BGB's debugger? Two hours of trying to figure it out myself, and I feel somewhat more lost than when I started.
Basically, I added an access breakpoint to 23:5C00 like suggested, but that doesn't seem to do anything or get me anywhere. The debugger likes to jump back to where the green cursor is, which I cannot for the life of me figure out how to move, or even if moving it is necessary in the first place. The closest thing I've found to looking helpful is the OAM viewer, but I'm still at a loss as what to actually do with the information it shows. Can someone explain in simple terms?