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No Animations in Emerald

  • 794
    Posts
    11
    Years
    Why do people get rid of pokemon animations in Emerald? It's one of the defying features of Emerald and it's something other roms lack. Sure, it's just a little visual thing but it's better with it than without it. Now I know that one-frame animations will not look as great as two-frame ones, but they're still fine. And still better than no animations.

    To me, it's lazy hacking and brings the quality of a hack down. What's ironic is that I see posts on how the Flora Sky was so great with animations, yet people don't want to include them in their own hacks. Why?

    Why would you decide to hack Emerald and get rid of a feature not present in other roms?
     
    I feel like you should do the full frames looped if you're going to animate the sprite: https://www.spriters-resource.com/fullview/48301/

    Otherwise adding the extra frame doesn't really take any effort, you just insert the image with a second frame. I think most people don't do it because they don't have the art resources for the newer generation Pokemon in two frames rather than laziness and they appreciate consistency more than the second frame.
     
    I feel like you should do the full frames looped if you're going to animate the sprite: https://www.spriters-resource.com/fullview/48301/

    Otherwise adding the extra frame doesn't really take any effort, you just insert the image with a second frame. I think most people don't do it because they don't have the art resources for the newer generation Pokemon in two frames rather than laziness and they appreciate consistency more than the second frame.

    Inserting 10 images for each pokemon isn't really doable on gba.

    #butthurt #rombase #racist
    ok now seriously,
    probably its annoying to make second frames for every pokemon sprite, wich can turn out to be quite a pain to do

    Ok, so why not make them just one-frame? Not all pokemon use two frame animations.
     
    bruh, you're gonna run out of space fast

    I hope you're referring to VRAM and not the ROM space. Anyways, you have 0x7FE0 bytes of space in O-VRAM which would be enough to host images of this size, though not many at once. You should have enough to 0x3FF tiles (less in bitmap mode, but we're using tiled mode mostly for Pokemon games).

    Fortunately for us, Gamefreak's object and object syncing system relies on EWRAM mirrors of VRAM elements, so you can mirror any frames in EWRAM which you don't have space for in VRAM and adjust the pointer in the object's gfx pointer.

    If you're talking about the ROM... you can expand the ROM...even with 1000 pokemon of that size you should still have more than enough space, these sprites are only 4BPP, compressed and share a palette with all the frames.
     
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