[FE6/7/8] Circles' Spell Animation Creator [UPDATED TO V1.1]

#1

Download CSA Creator.exe

Here it is, the final nail in FEditor’s coffin.

Based heavily on Hextator’s spell animation system, this one is an improvement in a number of ways:

  • BG layer doesn’t need to be squished to half size and then stretched back out, it’s just 240x160
  • No more glitching between frames
  • Buildfile compatible - no need to let FEditor touch your rom!
  • Battle animations that use C18 instead of C02 to dodge no longer crash

Usage: Drag and drop the script onto the exe, #include the resulting event file in Master Spell Animation Installer.event, which itself should be #included under free space in your buildfile.

Readme is included in the zip.

NEW IN v1.0:

  • FE6 and 7 support
  • Fixed a screen tearing issue with the BG layer
  • Fixed c18 command crashing custom animations

NEW IN v1.1:

  • C000153 turns screen stretching on, so your old and squished FEditor frames can still be used, as well as giving you an option to handle frames that would otherwise go over the tile limit
  • C000053 turns it back off
  • No longer requires the script to be in the same folder
14 Likes
Help with Inserting Custom Spell Animations
List of Animations that freeze the game while dodging CSA
FE_Builder_GBA
Help With My Patch/Hack FE6 Extreme
#2

Can you make a topic with all of these please?

… Also, FE7 support when?

1 Like
#3

Oh, ok. Sure, what frame is broken?
Seems to either be frame 2 or 3-- frame 2 gets a .img/.map/.pal outputted while frame 3 doesn’t, but frame 1 seems to be the last one printed to terminal…

… I’m pretty sure those don’t have too many tiles.

wrrryyyy?

edit: Source files if for some reason they’re wanted

#4

Well, the images need to be indexed with bg colour at index 0. Also it doesn’t take palettes in the corner yet and even if it did they’d be in the top right like FEditor wants.

#5

they were indexed with transparent being color zero.

[the problem was, apparently, that the csa creator doesn’t like the transparent color actually being transparent.]

#6

#UPDATE: FE6 and 7 support added

also c18 doesn’t crash and bgs don’t tear (for real this time)



8 Likes
#7

I think I love you.
But at the same time I hate you because I have to redo all my spell animations.
It’s quite complicated : /

Also, the 255 frames limit is still here?

#8

Hmm I didn’t think about any frame limits… I think there may be a limit of 255 unique frames for bg and/or object layers? Most spells don’t come close to that, from what I’ve seen.

#9

I ported Crimson Eye from FE8 to FE7 and the animation uses more that 255 frames.
Well, not 255 unique frames, just a few repeating themselves and surpasing 255 frames for the animation. FEditor can’t handle too much data and ends up crashing.

#10

Updated to v1.1, now your old FEditor frames are also compatible, just use C000153 to turn on screen stretching and crop the blank 24px column from the right side of the image. Use C000053 to turn it back off when you’re done.

Found an issue with VBA - it lags when certain frames are too big(?) by squishing them to half size and using screen stretching it looks worse but doesn’t lag. Other emulators like No$GBA seem to work fine though…

Finally, no more need to put the script in the same folder as the exe, drag it in from wherever.

Not sure what happens with 255+ frames yet though

#11

Possible to make it a Feditor update ?

For some reason when i drag a script on the .exe
It says the program is not compatible with my Windows (it says it needs x86 or x64 versions).

#12

Afraid not, this won’t work with FEditor.

Mostly likely the problem is that your computer is 32-bit (x86) and the exe is 64-bit(x64).

I made it 32-bit now, try redownloading.

1 Like
#13

I think I broke something here:
Imgur

And I tried this on a clean ROM because inserting any animation in my hack with this method just makes it unplayable. It can’t be opened afterwards.
Can you help me with this? (At least with the incompatibility problem)

#14

The problem with the animation has too many tiles in it, so it’s drawing tiles from the rest of VRAM instead of just the spell animation’s section.

(The problem of making the two CSA systems work together I’m not sure)

#15

For frames that are too big, resize them to half height like for feditor spells and use the C000153/C000053 commands to toggle screen stretching

#16

I was thinking in doing that, but again, this engine breaks my hack.
I didn’t change any pointer besides the CSATable and the pointer for the spell.

#17

So i’ve been having a very weird error. Both my custom animations and animations from Eliwan and Alusq which both work for them will go through the creator fine, and a .event file will be outputted, but there will be none of the .bin files. Wan’s and Alusq’s both work for them, so this is incredibly strange. send help soon

#18

outsource your spell anims to wan/alusq

uhh redownload??

#19

Tried redownoading, no success. I’ll attach the folder
https://www.dropbox.com/s/xhnzcn35irki8ie/Ice.rar?dl=1

Fixed my error, thank you for helpin

#20

Hello. I’m having some problems… as usual.

I’m trying to convert a spell, Aircalibur, as a test, and I get this error (along with other spells I try).

[details=Error]Traceback (most recent call last):
File “CSA_Creator.py”, line 144, in processBG
KeyError: ‘blankbg’

During handling of the above exception, another exception occurred:

Traceback (most recent call last):
File “CSA_Creator.py”, line 232, in
File “CSA_Creator.py”, line 229, in main
File “CSA_Creator.py”, line 67, in processScript
File “CSA_Creator.py”, line 191, in addFrame
File “CSA_Creator.py”, line 146, in processBG
File “CSA_Creator.py”, line 165, in gritify
File “subprocess.py”, line 383, in run
File “subprocess.py”, line 676, in init
File “subprocess.py”, line 955, in _execute_child
FileNotFoundError: [WinError 2] The system cannot find the file specified
Press Enter key to exit.[/details]

Here’s the script I’m using. The only edits are adding C000153 and removing the " -p" before frames.

[details=Script][code]/// - Start Animation
C00
C00
C00
C00
C00
C00
C00
C000040
C000153
C00
C00
C00
O blank.PNG
B blankbg.PNG
1
O windo01.PNG
B blankbg.PNG
1
C02BF48
O windo02.PNG
B blankbg.PNG
1
O windo03.PNG
B blankbg.PNG
1
O windo04.PNG
B blankbg.PNG
1
O windo05.PNG
B blankbg.PNG
1
O windo06.PNG
B blankbg.PNG
1
O windo07.PNG
B blankbg.PNG
1
C012248
O windo08.PNG
B blankbg.PNG
1
O windo09.PNG
B blankbg.PNG
1
O windo10.PNG
B blankbg.PNG
1
O windo11.PNG
B blankbg.PNG
1
O windo12.PNG
B blankbg.PNG
1
O windo13.PNG
B blankbg.PNG
1
O windo14.PNG
B blankbg.PNG
1
O windo15.PNG
B blankbg.PNG
1
O windo16.PNG
B blankbg.PNG
1
O windo17.PNG
B blankbg.PNG
1
O windo18.PNG
B blankbg.PNG
1
O windo19.PNG
B blankbg.PNG
1
O windo20.PNG
B blankbg.PNG
1
O windo21.PNG
B blankbg.PNG
1
O windo22.PNG
B blankbg.PNG
1
O windo23.PNG
B blankbg.PNG
1
O windo24.PNG
B blankbg.PNG
1
O windo25.PNG
B blankbg.PNG
1
O windo26.PNG
B blankbg.PNG
1
O windo27.PNG
B blankbg.PNG
1
O windo28.PNG
B blankbg.PNG
1
O windo29.PNG
B blankbg.PNG
1
O windo30.PNG
B blankbg.PNG
1
O windo31.PNG
B blankbg.PNG
1
O windo32.PNG
B blankbg.PNG
1
O windo33.PNG
B blankbg.PNG
1
O windo34.PNG
B blankbg.PNG
1
O windo35.PNG
B blankbg.PNG
1
O windo36.PNG
B blankbg.PNG
1
O windo37.PNG
B blankbg.PNG
1
O windo38.PNG
B blankbg.PNG
1
O windo39.PNG
B blankbg.PNG
1
C00
C00001A
C1F

C00
CFFFF29
O blank.PNG
B windb01.PNG
1
C101029
O blank.PNG
B windb02.PNG
1
O blank.PNG
B windb03.PNG
1
O blank.PNG
B windb04.PNG
1
O blank.PNG
B windb05.PNG
1
O blank.PNG
B windb06.PNG
1
O blank.PNG
B windb07.PNG
1
O blank.PNG
B windb08.PNG
1
O blank.PNG
B windb09.PNG
1
O blank.PNG
B windb10.PNG
1
O blank.PNG
B blankbg.PNG
1
/// - End Animation[/code][/details]

[s]I'm suspecting that my background frames are the wrong size, but I'm not sure. What size should the object and background frames be if I'm using screen stretching?[/s]

Never mind. Got help on Discord.

SOLUTION: YOU NEED TO HAVE GRIT IN THE FOLDER FOR IT TO WORK.