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It would be a neat thing to do if I could do more graphic improvements.
If I do graphic improvements via hex editing it will most likely result in errors and it gets progressively harder to do more changes.
For example I want to change the Bulbasaur menu sprite to the Bulbasaur menu sprite from Pokemon Gold/Silver/Crystal.
I need to know how to do this via disassembly.
There are two assembly files in the pokered disassembly called mon_party_sprites.asm
MonPartyData:
dn SPRITE_GRASS, SPRITE_GRASS ;Bulbasaur/Ivysaur
dn SPRITE_GRASS, SPRITE_MON ;Venusaur/Charmander
dn SPRITE_MON, SPRITE_MON ;Charmeleon/Charizard
dn SPRITE_WATER, SPRITE_WATER ;Squirtle/Wartortle
dn SPRITE_WATER, SPRITE_BUG ;Blastoise/Caterpie
dn SPRITE_BUG, SPRITE_BUG ;Metapod/Butterfree
dn SPRITE_BUG, SPRITE_BUG ;Weedle/Kakuna
dn SPRITE_BUG, SPRITE_BIRD_M ;Beedrill/Pidgey
dn SPRITE_BIRD_M, SPRITE_BIRD_M ;Pidgeotto/Pidgeot
AnimatePartyMon_ForceSpeed1:
xor a
ld [wCurrentMenuItem], a
ld b, a
inc a
jr GetAnimationSpeed
; wPartyMenuHPBarColors contains the party mon's health bar colors
; 0: green
; 1: yellow
; 2: red
AnimatePartyMon:
ld hl, wPartyMenuHPBarColors
ld a, [wCurrentMenuItem]
ld c, a
ld b, 0
add hl, bc
ld a, [hl]
GetAnimationSpeed:
ld c, a
ld hl, PartyMonSpeeds
add hl, bc
ld a, [wOnSGB]
xor $1
add [hl]
ld c, a
add a
ld b, a
ld a, [wAnimCounter]
and a
jr z, .resetSprites
cp c
jr z, .animateSprite
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