Evie (ChickasaurusGL) 🌺 | Arbitrary sprites sequence concept but my code is glitchy (Pokémon Yellow) @ChickasaurusGL | Uploaded November 2022 | Updated October 2024, 13 hours ago.
How to do it:
I may explain this later and release a working save file, after I get this to work properly.
1. Write your sprites in the save file (SRAM).
2. Bring a modified version of DisplayMonFrontSpriteInBox into the text engine to grab from the SRAM rather than the monster header and set hl (next text box) to loop back on itself.
2. In your code, make it self-modifying to display the next sprite in the sequence afterwards (A000, A15A, A2B4, etc.) like what we did with the rotating Porygon (it's really just eight static sprites).
3. Get it to work, but unfortunately I haven't been able to get past Porygon's sprite 5 yet; it goes in a loop between earlier sprites.
Also it seems the target for this ACE doesn't carry over after saving, so as a bonus you can see the corruption of the sound and tiles with glitch sprites afterwards. Enjoy. ^^
How to do it:
I may explain this later and release a working save file, after I get this to work properly.
1. Write your sprites in the save file (SRAM).
2. Bring a modified version of DisplayMonFrontSpriteInBox into the text engine to grab from the SRAM rather than the monster header and set hl (next text box) to loop back on itself.
2. In your code, make it self-modifying to display the next sprite in the sequence afterwards (A000, A15A, A2B4, etc.) like what we did with the rotating Porygon (it's really just eight static sprites).
3. Get it to work, but unfortunately I haven't been able to get past Porygon's sprite 5 yet; it goes in a loop between earlier sprites.
Also it seems the target for this ACE doesn't carry over after saving, so as a bonus you can see the corruption of the sound and tiles with glitch sprites afterwards. Enjoy. ^^