Skill Activation Animation problems

I had some difficulties with inserting a FE8 skill activation animation. (I used Circleseverywhere’s Skill Animation Creator).
I had 18 frames for the activation animation, dragged my my script (testscript.txt) onto the skillanimcreator.exe and the .event file I got from the program seemed to be correct. I changed the sound effect in the .event file, but that’s all.
After that I gets kind of shaky: What I did now was assembling the testscript.event to an empy .bin file. After that, I copy-pasted the content of the .bin file to some free space in my rom (0x0B60000), and in FEBuilder’s skill editor, I set the offset of the Luna activation animation to 0x0B6000 (where my animation is located).
The outcome was… nothing. The skill effect activates, but no trigger animation is displayed. Instead, after battle, I got a “galeforce” effect and could move a second time… Ai tried a second time and the the game crashe/restarted.
I tried to compare it to the other skill animation, but I didn’t get anything of it. I guess I screwed up by assembling the wrong file or something else EA related, but I can’t figure out what… I’m probably missing the obvious (or doing it wrong), but I’d really appreciate any kind of help.

the .event file (DivineX are the image files)

//Generated with Skill Animation Creator.

#incbin skillanimtemplate.dmp
POIN Frames
POIN TSAList
POIN GraphicsList
POIN PalettesList
WORD 0xC2C

Frames: //SHORT image duration
SHORT 0 2
SHORT 1 2
SHORT 2 2
SHORT 3 2
SHORT 4 2
SHORT 5 2
SHORT 6 2
SHORT 7 2
SHORT 8 2
SHORT 9 2
SHORT 10 2
SHORT 11 2
SHORT 12 2
SHORT 13 2
SHORT 14 2
SHORT 15 2
SHORT 16 2
SHORT 17 2
SHORT 0xFFFF
ALIGN 4

TSAList:
POIN TSA_Divine1
POIN TSA_Divine2
POIN TSA_Divine3
POIN TSA_Divine4
POIN TSA_Divine5
POIN TSA_Divine6
POIN TSA_Divine7
POIN TSA_Divine8
POIN TSA_Divine9
POIN TSA_Divine10
POIN TSA_Divine11
POIN TSA_Divine12
POIN TSA_Divine13
POIN TSA_Divine14
POIN TSA_Divine15
POIN TSA_Divine16
POIN TSA_Divine17
POIN TSA_Divine18

GraphicsList:
POIN Graphics_Divine1
POIN Graphics_Divine2
POIN Graphics_Divine3
POIN Graphics_Divine4
POIN Graphics_Divine5
POIN Graphics_Divine6
POIN Graphics_Divine7
POIN Graphics_Divine8
POIN Graphics_Divine9
POIN Graphics_Divine10
POIN Graphics_Divine11
POIN Graphics_Divine12
POIN Graphics_Divine13
POIN Graphics_Divine14
POIN Graphics_Divine15
POIN Graphics_Divine16
POIN Graphics_Divine17
POIN Graphics_Divine18

PalettesList:
POIN Pal_Divine1
POIN Pal_Divine2
POIN Pal_Divine3
POIN Pal_Divine4
POIN Pal_Divine5
POIN Pal_Divine6
POIN Pal_Divine7
POIN Pal_Divine8
POIN Pal_Divine9
POIN Pal_Divine10
POIN Pal_Divine11
POIN Pal_Divine12
POIN Pal_Divine13
POIN Pal_Divine14
POIN Pal_Divine15
POIN Pal_Divine16
POIN Pal_Divine17
POIN Pal_Divine18

TSA_Divine1:
#incbin “Divine1.map.bin”
TSA_Divine2:
#incbin “Divine2.map.bin”
TSA_Divine3:
#incbin “Divine3.map.bin”
TSA_Divine4:
#incbin “Divine4.map.bin”
TSA_Divine5:
#incbin “Divine5.map.bin”
TSA_Divine6:
#incbin “Divine6.map.bin”
TSA_Divine7:
#incbin “Divine7.map.bin”
TSA_Divine8:
#incbin “Divine8.map.bin”
TSA_Divine9:
#incbin “Divine9.map.bin”
TSA_Divine10:
#incbin “Divine10.map.bin”
TSA_Divine11:
#incbin “Divine11.map.bin”
TSA_Divine12:
#incbin “Divine12.map.bin”
TSA_Divine13:
#incbin “Divine13.map.bin”
TSA_Divine14:
#incbin “Divine14.map.bin”
TSA_Divine15:
#incbin “Divine15.map.bin”
TSA_Divine16:
#incbin “Divine16.map.bin”
TSA_Divine17:
#incbin “Divine17.map.bin”
TSA_Divine18:
#incbin “Divine18.map.bin”

Graphics_Divine1:
#incbin “Divine1.img.bin”
Graphics_Divine2:
#incbin “Divine2.img.bin”
Graphics_Divine3:
#incbin “Divine3.img.bin”
Graphics_Divine4:
#incbin “Divine4.img.bin”
Graphics_Divine5:
#incbin “Divine5.img.bin”
Graphics_Divine6:
#incbin “Divine6.img.bin”
Graphics_Divine7:
#incbin “Divine7.img.bin”
Graphics_Divine8:
#incbin “Divine8.img.bin”
Graphics_Divine9:
#incbin “Divine9.img.bin”
Graphics_Divine10:
#incbin “Divine10.img.bin”
Graphics_Divine11:
#incbin “Divine11.img.bin”
Graphics_Divine12:
#incbin “Divine12.img.bin”
Graphics_Divine13:
#incbin “Divine13.img.bin”
Graphics_Divine14:
#incbin “Divine14.img.bin”
Graphics_Divine15:
#incbin “Divine15.img.bin”
Graphics_Divine16:
#incbin “Divine16.img.bin”
Graphics_Divine17:
#incbin “Divine17.img.bin”
Graphics_Divine18:
#incbin “Divine18.img.bin”

Pal_Divine1:
#incbin “Divine1.pal.bin”
Pal_Divine2:
#incbin “Divine2.pal.bin”
Pal_Divine3:
#incbin “Divine3.pal.bin”
Pal_Divine4:
#incbin “Divine4.pal.bin”
Pal_Divine5:
#incbin “Divine5.pal.bin”
Pal_Divine6:
#incbin “Divine6.pal.bin”
Pal_Divine7:
#incbin “Divine7.pal.bin”
Pal_Divine8:
#incbin “Divine8.pal.bin”
Pal_Divine9:
#incbin “Divine9.pal.bin”
Pal_Divine10:
#incbin “Divine10.pal.bin”
Pal_Divine11:
#incbin “Divine11.pal.bin”
Pal_Divine12:
#incbin “Divine12.pal.bin”
Pal_Divine13:
#incbin “Divine13.pal.bin”
Pal_Divine14:
#incbin “Divine14.pal.bin”
Pal_Divine15:
#incbin “Divine15.pal.bin”
Pal_Divine16:
#incbin “Divine16.pal.bin”
Pal_Divine17:
#incbin “Divine17.pal.bin”
Pal_Divine18:
#incbin “Divine18.pal.bin”

You can’t assemble it to an empty file, as pointers will be screwed up. What you could do is ORG at $B60000, then at the end of the event file add “MESSAGE end of skill anim data is at CURRENTOFFSET”. That should give you the offset of the end of the skill animation data, so you can copy paste it into your rom.

Thanks a lot for your answer. It worked perfectly now.