|21st July 2013, 04:47 AM||#1|
Join Date: Jul 2013
[Gen III]Animated Tiles
Well, for starters we need the tile frames to insert, which in itself, has no
size limit or a maximum number of blocks, but I recommend you not exceed that may
have trouble inserting them into the A-map. Well, in this tutorial, we will make a simple
example, I will insert these tiles in a single animation, as you see, and I have the
animation of each tile.
Opening the Tileset Animation Editor, and load your rom you will have the option "Insert Routine", give click and you will get a window that says "Charge Routine", you give click the Ok button, seleccionad one of 5 possible directions, and then click to "repoint"
From now on, you can choose the tileset to which you want to place an animation, in this case, as a useful insert in nature, choose the "tileset 0", but clarified that you can choose any one, you can replace the existing or create new giving click the option "Add"
but in both cases, you have to configure your options from "Anim Options"
Now, I will explain the function of each parameter.
speed: Vary the speed at which anger the tile when in motion, it is recommended to leave it on x16, because some problems may arise with other speeds.
Steps Amount: displays the number of frames that takes animation.
Anim Slot: Indicates the number of the animation, is always the same number that is in the parameter "Animation No."
Tile Amount: Indicates the size of tile.
8x8 ---> 1
8x16 ---> 2
8x24 ---> 3
Start Tile: indicates the direction in which the tile begins, is in decimal.
In this case, the tile starts at 244, but remember that the A-MAP works in hexadecimal, so we change it to decimal (you can do it with the windows calculator in programmer mode) is, if the direction in which I began my tile is 244 in hexadecimal, decimal would be 580, as indicated by the parameter "Star Tile" in the picture above.
Time to insert the tiles to A-map ...
Sure many have given you already own, these tiles can not be inserted as any other, to insert smoothly thus becomes:
You see, we should follow the order of the rows, if a row is completed, continue with the next, and the next, and the next ...
Well, as a last step, it is time to insert the frames of the tiles, for you to designate a parameter used to these options ...
I did the selected shape, as is the tile as it is easier and arming; finally you export each frame only to "Save Image" edit it, and loaded with "Load Picture". These are the frames to insert, according to how many rows I chose to keep...
then give to "Save Animations"; I see a window and repeat the initial step to insert routine.
Finally, it only remains to check the result in the emulator,
my i stay this way!
It's a great way to give more life to hack because they can add as many animations wish, is a matter of how creative you may be useful to know that encouraging.
Try to be as explicit as possible, I hope you understand for everyone!
If in doubt, you can count on me!
PD: Sorry for my but english u.U!
greetings and I hope I have helped!
Last edited by Foxz; 21st July 2013 at 04:52 AM.
|21st July 2013, 09:40 PM||#2|
Join Date: Jun 2010
Awesome tutorial, I actually needed to know how to do this. Appreciate it, Foxz.
Maybe something kinda draws near.
|21st July 2013, 10:18 PM||#4|
Join Date: Apr 2012
now to put those drawing skillz to work
I never gave much thought to it (because), but hey it's pretty useful when I'll need it!
|animated, gen, iiianimated, tiles, [Tutorial]|