Learn from the master of rippage.
[1:52:41 PM] Arch: Can you teach me how to get these perfect rips and put them into gifs/compress them perfectly and everything myself? and then I can stop bugging you for stuff while I'm on my spell animation crack fix
[1:52:58 PM] BwdYeti: I basically just turn off layers and animget the frames
[1:53:07 PM] Arch: hahahah
[1:53:09 PM] Arch: so the shit I did
[1:53:12 PM] BwdYeti: and if some hud element is in the way I go to its image data and delete it
[1:53:21 PM] BwdYeti: oh the one important thing though
[1:53:51 PM] BwdYeti: I have to watch the effects layer alpha blend
[1:54:09 PM] BwdYeti: and force it to full opacity sometimes, so I can manually set the opacity for accuracy
[1:54:13 PM] BwdYeti: like healing for example?
[1:54:17 PM] BwdYeti: how it fades in and out?
[1:54:21 PM] Arch: yeah
[1:54:29 PM] BwdYeti: it's just one graphic with the palette cycling
[1:54:38 PM] BwdYeti: and then the opacity increases and decreases and the animation goes
[1:55:51 PM] Arch: how do I set that full opacity?
[1:56:09 PM] BwdYeti: so like mend doesn't actually have a frame that looks like http://puu.sh/ajR6R/bd3812765f.png or actually it would look worse because GBA color limits
[1:56:36 PM] BwdYeti: it looks like http://puu.sh/ajR8D/62b2e90f7e.png but has 25% opacity
[1:57:35 PM] BwdYeti: http://puu.sh/ajRee/cf6a1e4ad0.png like the frames that look like this
[1:59:18 PM] BwdYeti: http://puu.sh/ajRmb/64cf92424a.png really it's this or so
[1:59:29 PM] Arch: yeah, that makes sense
[1:59:32 PM] BwdYeti: uh I use artmoney/cheatengine to find the address and then fix it to 16 or whatever
[2:00:07 PM] BwdYeti: VBA dynamically assigns the GBA ram so it can be a bit annoying to find but I think cheatengine can be told to redirect the pointers automatically to find it
[2:00:56 PM] BwdYeti: in FE7 it's 0x30028B4 in the GBA ram
[2:01:21 PM] Arch: do you know 8's?
[2:01:45 PM] BwdYeti: no but I think it's the same
[2:02:15 PM] BwdYeti: 0x30028B4 is one byte for the opacity of the effect, 0x30028B5 is one byte for the opacity of the stuff behind the effect
[2:02:24 PM] BwdYeti: with a range of 0x0-0x10, so 0-16
[2:02:35 PM] Arch: okay so I got cheatengine and "screenget" which is animget2 or sth
[2:02:39 PM] BwdYeti: how it works is
[2:03:45 PM] BwdYeti: for each non-transparent pixel of the effect, first it multiplies the B5whatever value as a percent by the color of the pixel behind the effect
[2:03:56 PM] BwdYeti: then it multiplies the B4 one by the effect itself
[2:03:59 PM] BwdYeti: adds them together
[2:04:03 PM] BwdYeti: and that's what it draws to that pixel
[2:04:18 PM] BwdYeti: so 0x10 in both bytes means full opacity for both, so it adds their full values together
[2:04:31 PM] BwdYeti: which is what makes them bright, it's the additive blend mode
[2:04:58 PM] BwdYeti: 0x10 for the effect and 0x0 for the background stuff means it's 100% opacity non-blended
[2:05:09 PM] BwdYeti: basically a flat sprite, blocking what's behind it
[2:05:20 PM] BwdYeti: since the effect is fully visible but the stuff behind isn't
[2:05:33 PM] BwdYeti: 0x0 effect and 0x10 background you'd just see the background
[2:06:00 PM] BwdYeti: any combination of the two numbers that adds up to 0x10 is basically using the opacity slider in a graphics program
[2:06:16 PM] BwdYeti: so 0xC effect and 0x4 background is 75% effect
[2:06:20 PM] BwdYeti: 0x8 0x8 is 50%
[2:06:21 PM] BwdYeti: etc
[2:06:53 PM] BwdYeti: but anything where the values are more than 0x10 is some degree of additive and will be brighter than normal
[2:07:16 PM] BwdYeti: and when you're ripping you're basically fixing the first value to 0x10 so it's fully visible at the correct colors
[2:07:29 PM] BwdYeti: you could fix the second value to 0x0 but the layers it's on should be turned off anyway
[2:07:32 PM] BwdYeti: so it shouldn't matter too much
[2:11:14 PM] Arch: simple enough, lol
[2:11:37 PM | Edited 2:11:56 PM] Arch: then the halfsizing compression and arranging them into easily changeable gifs like you do?
[2:13:11 PM] BwdYeti: once I have all the frames ripped (generally one image series for the sprites layer and one for the effects layer) then I import them into FIreworks, get the frame timings, synch up the sprites with the effects, and stick in a background layer and such to make sure they look right
[2:13:13 PM] BwdYeti: yeah
[2:13:25 PM] BwdYeti: and from there yeah I can halfsize for GBA
[2:13:53 PM] Arch: adobe fireworks?
[2:14:02 PM] BwdYeti: yeah
[2:14:18 PM] BwdYeti: it usually serves me best as a gif editor
[2:14:19 PM] Arch: >opens pirate bay
[2:14:21 PM] BwdYeti: pf
These are the CheatEngine files for FE7 and FE8; just open that up (compatible with VBA 1.8.0, no betas or any other versions). And set these values to 10 00 and check the X:
This disables the opacity effects so that you can get clean rips of background layers.