From 5ff9b666ada6011ca304c9cd942254129748ce30 Mon Sep 17 00:00:00 2001 From: Star Gazaar Date: Thu, 12 Dec 2024 21:29:32 -0600 Subject: [PATCH] Created Removing the Animation Affines (markdown) --- Removing-the-Animation-Affines.md | 184 ++++++++++++++++++++++++++++++ 1 file changed, 184 insertions(+) create mode 100644 Removing-the-Animation-Affines.md diff --git a/Removing-the-Animation-Affines.md b/Removing-the-Animation-Affines.md new file mode 100644 index 0000000..d10204a --- /dev/null +++ b/Removing-the-Animation-Affines.md @@ -0,0 +1,184 @@ +**NOTE: I can't guarantee this method is bug-free !** This is confirmed to work in the summary screen and in battle. + +--------- + +# Removing The Actual Affines + +To remove affines, you first need to go into `include\pokemon_animation.h` and remove the following code: + +```diff +#define BACK_ANIM_NONE 0 +- #define BACK_ANIM_H_VIBRATE 1 +- #define BACK_ANIM_H_SLIDE 2 +- #define BACK_ANIM_H_SPRING 3 +- #define BACK_ANIM_H_SPRING_REPEATED 4 +- #define BACK_ANIM_SHRINK_GROW 5 +- #define BACK_ANIM_GROW 6 +- #define BACK_ANIM_CIRCLE_COUNTERCLOCKWISE 7 +- #define BACK_ANIM_H_SHAKE 8 +- #define BACK_ANIM_V_SHAKE 9 +- #define BACK_ANIM_V_SHAKE_H_SLIDE 10 +- #define BACK_ANIM_V_STRETCH 11 +- #define BACK_ANIM_H_STRETCH 12 +- #define BACK_ANIM_GROW_STUTTER 13 +- #define BACK_ANIM_V_SHAKE_LOW 14 +- #define BACK_ANIM_TRIANGLE_DOWN 15 +- #define BACK_ANIM_CONCAVE_ARC_LARGE 16 +- #define BACK_ANIM_CONVEX_DOUBLE_ARC 17 +- #define BACK_ANIM_CONCAVE_ARC_SMALL 18 +- #define BACK_ANIM_DIP_RIGHT_SIDE 19 +- #define BACK_ANIM_SHRINK_GROW_VIBRATE 20 +- #define BACK_ANIM_JOLT_RIGHT 21 +- #define BACK_ANIM_SHAKE_FLASH_YELLOW 22 +- #define BACK_ANIM_SHAKE_GLOW_RED 23 +- #define BACK_ANIM_SHAKE_GLOW_GREEN 24 +- #define BACK_ANIM_SHAKE_GLOW_BLUE 25 +``` + +as well as adjust the code here: + +```diff ++ #define ANIM_NONE 0 +- #define ANIM_V_SQUISH_AND_BOUNCE 0 +- #define ANIM_CIRCULAR_STRETCH_TWICE 1 +- #define ANIM_H_VIBRATE 2 +- #define ANIM_H_SLIDE 3 +- #define ANIM_V_SLIDE 4 +- #define ANIM_BOUNCE_ROTATE_TO_SIDES 5 +- #define ANIM_V_JUMPS_H_JUMPS 6 +- #define ANIM_ROTATE_TO_SIDES 7 +- #define ANIM_ROTATE_TO_SIDES_TWICE 8 +- #define ANIM_GROW_VIBRATE 9 +- #define ANIM_ZIGZAG_FAST 10 +... +- #define ANIM_SHAKE_GLOW_BLUE_SLOW 150 +``` + +Essentially, you're going to remove almost everything with a `#define_ANIM` or `define_BACK_ANIM`, leaving behind `BACK_ANIM_NONE`. This will force the game to not load an animation for your back sprites, similarly to Crystal. +You want to include `#define ANIM_NONE` in the front animations because this effectively forces the game to only load a static affine for your fronts. + +In normal gameplay this is never called, as `ANIM_V_SQUISH_AND_BOUNCE` is called when the game can't find valid affine data. As mentioned, a static affine was already included in the backs (though also isn't normally called), so there's not much to worry about there. + +--------- + +# Clearing Out the Pokémon Front Sprite Affine Data + +Next, we need to clear out everything telling the game to call for a specific affine. This is fairly easy to do. + +Head on over to `src\pokemon.c` and go the the `sMonFrontAnimIdsTable` function. You will be removing everything `SPECIES`-related from here. + +```diff +- [SPECIES_BULBASAUR - 1] = ANIM_V_JUMPS_H_JUMPS, +- [SPECIES_IVYSAUR - 1] = ANIM_V_STRETCH, +- [SPECIES_VENUSAUR - 1] = ANIM_ROTATE_UP_SLAM_DOWN, +- [SPECIES_CHARMANDER - 1] = ANIM_V_JUMPS_SMALL, +- [SPECIES_CHARMELEON - 1] = ANIM_BACK_AND_LUNGE, +- [SPECIES_CHARIZARD - 1] = ANIM_V_SHAKE, +- [SPECIES_SQUIRTLE - 1] = ANIM_SWING_CONCAVE, +- [SPECIES_WARTORTLE - 1] = ANIM_SHRINK_GROW, +- [SPECIES_BLASTOISE - 1] = ANIM_V_SHAKE_TWICE, +- [SPECIES_CATERPIE - 1] = ANIM_SWING_CONCAVE, +- [SPECIES_METAPOD - 1] = ANIM_SWING_CONCAVE, +- [SPECIES_BUTTERFREE - 1] = ANIM_H_SLIDE_WOBBLE, +- [SPECIES_WEEDLE - 1] = ANIM_H_SLIDE_SLOW, +- [SPECIES_KAKUNA - 1] = ANIM_GLOW_ORANGE, +- [SPECIES_BEEDRILL - 1] = ANIM_H_VIBRATE, +- [SPECIES_PIDGEY - 1] = ANIM_V_SLIDE_SLOW, +- [SPECIES_PIDGEOTTO - 1] = ANIM_V_STRETCH, +... +- [SPECIES_CHIMECHO - 1] = ANIM_H_SLIDE_WOBBLE, +``` + +This will force the game to always load `ANIM_NONE`, which is now our default affine. + +Next, we will remove everything from `sMonAnimationDelayTable`. This function is used for delaying the affines' animations, which we don't really need anymore: + +```diff +static const u8 sMonAnimationDelayTable[NUM_SPECIES - 1] = +{ +- [SPECIES_BLASTOISE - 1] = 50, +- [SPECIES_WEEDLE - 1]- = 10, +- [SPECIES_KAKUNA - 1]- = 20, +- [SPECIES_BEEDRILL - 1] = 35, +- [SPECIES_PIDGEOTTO - 1] = 25, +- [SPECIES_FEAROW - 1]- = 2, +- [SPECIES_EKANS - 1]- = 30, +... +- [SPECIES_RAYQUAZA - 1] = 60, +}; +``` + +Finally, we go down to `BattleAnimateBackSprite` and edit the following code: + +```diff +void BattleAnimateBackSprite(struct Sprite *sprite, u16 species) +{ ++ sprite->callback = SpriteCallbackDummy; +- if (gHitMarker & HITMARKER_NO_ANIMATIONS && !(gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED_LINK))) +- { +- sprite->callback = SpriteCallbackDummy; +- } +- else +- { +- LaunchAnimationTaskForBackSprite(sprite, GetSpeciesBackAnimSet(species)); +- sprite->callback = SpriteCallbackDummy_2; + } +} +``` + +This also makes sure the game always loads our affine, no matter what situation. + +--------- + +# Removing the Affine Code and Back Affine Data + +This is the most involved process. Honestly, [it's best to just copy the raw file here rather than do the changes manually:](https://raw.githubusercontent.com/star-gazaar/gen3crystal/a2ff1b1095017d076756dcae8a5720bf9178aac0/src/pokemon_animation.c) +This works for the current version of pokeemerald, but there's always a chance that things may change. + +Essentially, we blank out all of the back affines first. Then, we go in and delete every instance of an affine being referenced in the code, starting with the `static void` lines. We then create a new `static void` line for `Anim_None`, which just waits for the animation to end. + +Hopefully, if everything's gone well, this should build just fine and allow you to do Crystal-style animations from here! + +![pikachu anim](https://github.com/user-attachments/assets/95f9ed6b-7eaa-4e39-a6e2-cbff5dbf8e86) + +Adding new frames is as easy as extending the target `anim_front` file down by 64 pixels and adding the new frame in the pokémon's animation in `src\data\pokemon_graphics\front_pic_anims.h`. +Here's a template sheet from the above GIF, edited from the Crystal animation: + + +![anim_front](https://github.com/user-attachments/assets/9b829256-9f7b-42aa-bf0d-573d411dc6b9) + +The animation in `src\data\pokemon_graphics\front_pic_anims.h` will look something like this: + +``` +static const union AnimCmd sAnim_Pikachu_1[] = +{ + ANIMCMD_FRAME(1, 7), + ANIMCMD_FRAME(2, 7), + ANIMCMD_FRAME(3, 7), + ANIMCMD_FRAME(2, 7), + ANIMCMD_FRAME(3, 7), + ANIMCMD_FRAME(2, 26), + ANIMCMD_FRAME(0, 5), + ANIMCMD_FRAME(4, 5), + ANIMCMD_FRAME(0, 5), + ANIMCMD_FRAME(4, 5), + ANIMCMD_FRAME(0, 5), + ANIMCMD_FRAME(4, 5), + ANIMCMD_FRAME(0, 5), + ANIMCMD_FRAME(4, 5), + ANIMCMD_FRAME(0, 5), + ANIMCMD_FRAME(5, 5), + ANIMCMD_FRAME(0, 5), + ANIMCMD_FRAME(5, 5), + ANIMCMD_FRAME(0, 5), + ANIMCMD_FRAME(4, 5), + ANIMCMD_FRAME(0, 5), + ANIMCMD_FRAME(4, 5), + ANIMCMD_FRAME(0, 5), + ANIMCMD_END, +}; +``` + +--------- + +That's about all there is to it ! \ No newline at end of file