When it’s done it will create a “[name] Installer.event” file. It’s a big file but the only thing you care about is at the top:
AnimTableEntry(0x0) //CHANGE THIS TO THE SLOT YOU ARE REPLACING
Pretty self explanatory, change the 0x0 to the index of whatever animation you’re replacing.
Then open up “Master Animation Installer.txt” and add the generated installer to the bottom.
Include “Master Animation Installer.txt” in your ROM Buildfile (or just put ORG [somewhere in free space] at the top) and the animation will be inserted the next time you assemble with EA!
FE7 crashes when an enemy with an inserted animation enters battle or a unit with an inserted animation gets healed. Being loaded on the left side seems to be the problem. Animations work fine when they’re on the right side.
UPDATE: Animations made with older versions of FEditor may or may not be compatible with Animation Assembler. If you get an error, try inserting the animation with an updated FEditor and re-ripping it.
Heya, is the source for this available? I’m asking because I was wondering if it’d be possible to make the Installer files put everything in their own scope. Labels tend to overlap between different installers.
7743 wrote a patch some time ago that calcs the left side oam for an animation instead of having left oam and right oam separate. I ported this to fe6 and fe7 now, and I wrote a very simple python script that edits the animation installers to not separate left/right oam. https://github.com/Veslyquix/SRR_FEGBA/tree/main/Patches/FE8/Anim_AutoGenLeftOAM
This reduces animation space used by about 7%. I saved 0.386 mb by installing this on my buildfile. Just documenting this here so it isn’t lost to discord chat.