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Main - Super Mario RPG Hacking - Some HDMA-Battle-Animation Information. New thread | New reply


Elementalpowerstar
Posted on 06-09-10 05:49 AM Link | Quote | ID: 131869


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I spent a lot of today (june 8th) expirementing with HDMA, and some animations reguarding battles. Here's what I've found on the HDMA subject:

Note! All of this was expirmented with the item Red Essence's tubular red HDMA.

MASK EFFECTS...

Mask Effect = 3
C3-3

Mask Effects are the types of HDMA in the game, there a few that I know of:
1 Large Hexagony thingy
2 Large area, very off to the enemy's side
3: Sphere
4: Dome
7: Valor/Vigor Up/Red Essence
8 Odd half circle, only a few pixels high.
B: Peach's Come Back.

I believe that these are the only ones. The rest either freeze, or I have forgetten they exist.

[Note!] Peach's Come Back HDMA is not affected by color changing or coords changes.

COLOR SELECTION...
From Shedder's script (What I changed via animation packet etc.), there were two strings of hex that determined color, these being:

9B-02-00-04-02
and another with a similar string.

The "02" at the end determines color. A list of the colors are here:

00 - Red
01 - Green
02 - Blue
03 - Yellow
04 - Pink
05 - Light Blue
06 - White
07 - Pink, but it doesn't fade with the animation, static?
08 - Blue, static.
09 - Red, static.
0A - Purple-blue, static
0B - Blue, a bit of purple, static.
0C - Pink, static
0D - Yellow, static.
0E - Light Blue, static. (Top part, part not rising, is a very transparent red.)
0F - Pink, static.
10 - Red, static.
11 - Pink, static. (Part that rises it pink, top part that doesn't rise is light pink.)

I'm sure there are more, in fact, I know there are more, it just seemed a bit redudant to see what they are, seeing as the first 0-6.

When I say "Static," it means that the HDMA didn't fade in as it appeared, like it does with Shedder and Red Essence.

AREA, WIDTH, ETC....
How do I make an unrelentlessly large dome appear onto the caster? Here is how.

Mask Effect, Set Coords: (20,
C6-01-14

(Yes, increasing this value will increase the coords another value, but I've only gone up to 2, so I dunno about the rest.)

I will post screenshots for approx how big it is, I assume this is the width of the Circumferrence of the HDMA, in pixels.

20, 40, 60, 80, 100, Sphere.

20.
40.
60.
80.
100.

----------------------------

If anyone with exp. on this subject, such as what determines frame duration, and/or, how high the fading goes, as far as Shedder/RE, it would immensely appreciated.

Just another step towards knowing what to do for everything!

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al2fenrir
Posted on 06-09-10 06:03 PM Link | Quote | ID: 131892


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Thanks, this was really helpful.

Btw, do you know what "Run action queue @ x, packet = AMEM $60, animation y" means?

Where x=ROM address
y=Animation sub-packet

It seems to be some sort of a table. It pulls out animations on certain ROM offsets, but I do not know what the equation is. Most of the time, I pull out animation a couple of offsets short or a couple of offsets more.

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Elementalpowerstar
Posted on 06-10-10 01:09 AM Link | Quote | ID: 131911


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I think the "Run action queue @ etc." is the packet of animation universal for all spells, for example, if you put in...

Run action queue @ 35C5FE, packet = AMEM $60, animation = 0

Or, 68-FE-C5-0,

It will use the Shedder HDMA animation, as well as the sound effects and stuff.

Of course, I have no idea, but it seems like those addresses call packets of animations for certain animations. You'll have to cross refernce the spells and attacks to figure out what addresses do what.

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al2fenrir
Posted on 06-11-10 05:41 PM Link | Quote | ID: 131936


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I actually know how to create an entirely unique animation using the blank offsets. The problem is the timing. Upon further analyzation, I realize that it draws from offsets ending in 00 or 60. Giangurgolo might know this as he had manage to create an entirely new spell using the blank offsets as well in his custom items hack.

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giangurgolo
Posted on 06-12-10 04:24 AM Link | Quote | ID: 131949


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"Run action queue" should probably be called "Run synchronous action queue" because the command right after 68 gets immediately executed afterward while the queue starts running. That's why almost every 68 command is followed by a "Jump to" subroutine which runs a loop until certain memory bits are set. Those bits are generally set at the end of the action queue so it'll continue running after the subroutine. These commonly called subroutines are essentially a more convoluted "wait until bits are set" way of pausing the script until the action queue is done.

al2fenrir
Posted on 06-12-10 10:54 AM Link | Quote | ID: 131953


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Oh I see, so it does follow a format.

No wonder some of the animations I made crashes. I replaced the command with the jump command (10-xx-yy) because I cannot point the action queue to the designated offset. Well, it sort of paused my animation permanently. Another attempt is when I used the action queue command, but I was a few offsets off. Didn't done the right format. Although all the necessary commands were executed (including some extra few), this too crashed the animation.

Thanks a lot gian...

One more question, if you don't mind. When I used LS, I realized that there are a lot of extra "dummy" monster spells on the list. Do you know where their pointers are located?

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Yakibomb
Posted on 07-01-10 03:03 AM (rev. 2 of 07-02-10 08:14 AM) Link | Quote | ID: 132541


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I found another mask effect. It looks like an isosceles triangle. For some reason it only feels like working with spells. Picture
Edit: I'm an idiot, I forgot to post the value. It's value is 09.

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al2fenrir
Posted on 07-01-10 02:16 PM Link | Quote | ID: 132547


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That one was used by the Geno Flash effect. Only that the Geno Flash has a rotating triangle instead.

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giangurgolo
Posted on 07-02-10 12:08 AM Link | Quote | ID: 132558


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Posted by al2fenrir
One more question, if you don't mind. When I used LS, I realized that there are a lot of extra "dummy" monster spells on the list. Do you know where their pointers are located?


They don't have pointers. Ally spell pointers end at Star Rain, and monster spells start at Drain.

al2fenrir
Posted on 07-02-10 10:31 AM Link | Quote | ID: 132565


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Posted by giangurgolo
Posted by al2fenrir
One more question, if you don't mind. When I used LS, I realized that there are a lot of extra "dummy" monster spells on the list. Do you know where their pointers are located?


They don't have pointers. Ally spell pointers end at Star Rain, and monster spells start at Drain.


Oh, I see, but some of them point to some spell effects. For example, one dummy monster spell is a replica of the monster spell blast. There is also a weird monster spell that releases a liquid that hits the opponent's side only to cause a miss. Perhaps they are ASM related.

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SMRPG HACKER
Posted on 07-17-10 02:56 AM Link | Quote | ID: 133058


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is the liquid smelters molten lava

Goomba98
Posted on 09-08-12 01:50 AM Link | Quote | ID: 152328


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Is it possible to hex edit the screen effects with this info?

Elementalpowerstar
Posted on 09-08-12 03:27 AM Link | Quote | ID: 152329


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Posted by Goomba98
Is it possible to hex edit the screen effects with this info?


I'm not sure exactly what you mean, but this is more information on what the screen effects for spells and some attacks use in the Animations Editor. It may have already been replaced by an official, labeled command in the Animations Editor.

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Main - Super Mario RPG Hacking - Some HDMA-Battle-Animation Information. New thread | New reply

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