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metalflygon08 drew these frames for a Sylveon animation, which is supposed to look like this. (That's a frame sequence: 0, 1, 2, 3, 4, 5, 0, 5, 0, 6, 0, 6, 0.) gfx.py automatically converted that framestrip into front.2bpp.lz with its associated bitmask.asm and frames.asm, but did not create anim0.asm or anim1.asm. I tried writing this for anim0.asm:
frame 0, 08
frame 1, 08
frame 2, 08
frame 3, 08
frame 4, 08
frame 5, 08
frame 0, 08
frame 5, 08
frame 0, 08
frame 6, 08
frame 0, 08
frame 6, 08
frame 0, 08
endanim
But the result has some flickering parts. The same thing happens when I do a simple sequence of frames 0 to 6. Is this an issue with the bitmask or frames files? Also, I can't tell what I should be writing for anim1.asm. Please help me get this sprite to work.
Last edited by Rangi (2016-08-30 22:20:01)
My projects on GitHub:
• Polished Map 4.7.1 or 2.7.1++
• Tilemap Studio 4.0.1
• Pokémon Polished Crystal 2.2.0 or 3.0.0 beta
• Pokémon Red★/Blue★: Space World Edition 2020-11-01
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This is a straight up guess, but I'm guessing the missing bits are the ones anim1.asm draws. Does gfx.py show any error when it runs?
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I've been having trouble adding a Wingull sprite using this as well. Except when I tried doing what you did I got a syntax error.
Did you ever figure this out or are you still stumped?
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What syntax error do you get?
When I run "./gfx.py 2bpp gfx/pics/wingull/front.png" on a series of frames like that, the frames.asm and bitmask.asm files that it generates make a glitchy animation, as the video shows. Haven't solved the problem.
My projects on GitHub:
• Polished Map 4.7.1 or 2.7.1++
• Tilemap Studio 4.0.1
• Pokémon Polished Crystal 2.2.0 or 3.0.0 beta
• Pokémon Red★/Blue★: Space World Edition 2020-11-01
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It will syntax on the first line, being:
frame 0, 08
I've disabled the animation for now. Tried to see how Koolboyman did it but it seems he did it the hard way like all of us have to.
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