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Last edited on
19/3/2021, 11pm (GMT +8)
Hi, I'm Wilson and I just came back from a-decade-old hiatus, heheh. I have been helping out mostly in Bulbagarden Archives by updating static Gen IV sprites into animated ones. If you have any questions, feel free to DM me on Discord @TheWeirdSoul#5101.
Gen IV Animated Sprite Extraction Guide
Credits to User:Decibel
1. Open DeSmuME emulator and open the ROM of your choice (SoulSilver in my case).
2. View the summary screen of any Pokémon. On the DeSmuME menu, go to 'Tools', 'View Layers', and check off layers until only the Pokémon and a single, green background is shown.
3. Go to 'File', and 'Record AVI' with the 'Full Frames (uncompressed)' setting.
4. Take video of the Pokémon in the summary screen. Take note to open and close the summary screen for each Pokémon to capture its full animation. Go back to 'File' and 'Stop AVI' when done.
5. Trim the newly created AVI file on VirtualDub, giving leeway of 2 frames at the start of the animation, and 4 frames at the end.
6. Open the trimmed AVI on Photoshop (2021 version in my case) and change the frame rate from 59.99 to 30fps, in order to remove duplicate extra frames.
7. Crop the AVI (shortcut: C) to where the sprite is, keeping it centralised to a 80px x 80px dimension, if possible. If it seems that the sprite animation would exceed said dimension, crop the AVI to a bigger square first.
8. Save the cropped AVI as GIF, and open the newly created GIF.
9. Select all the frames in the Timeline, right-click and select 'Dispose' as the frame replace.
10. Go to the last frame, click the down arrow, select 'Other', and input '2.5' seconds as the frame delay.
11. Group all the frames into a layer folder.
12. On top of the layer folder, drag-and-drop a picture of the static sprite (from Bulbapedia) outside of the canvas. This will centralise the sprite.
13. Select the layer folder with the frames and move it (V) accordingly to where the static sprite is. Adjust the opacity of the static sprite to see both the animated and static sprite for a clearer view.
14. If there are any transparent gaps in the GIF, use the Eyedropper tool (I) to select the green background colour, and on the top of the layers, draw rectangles (U) (filled, no stroke) to fill in those gaps.
14a. If the GIF was not cropped to 80px x 80px in step 7 previously, in the Timeline, search for the frame with the sprite reaching the furthest boundary, and crop accordingly from there. Do make sure the dimensions are still square.
15. Go to 'File', 'Export', 'Save for Web (Legacy)'.
16. On the Save for Web interface, on the right panel, make sure 'GIF' is chosen.
17. Use the Eyedropper tool to select the background colour. The background colour will be selected on the colour table.
18. Click on the checkered icon which will turn the selected colour into transparent.
19. Select 'Preview' on the bottom left to see a preview of the animated sprite on a browser.
20. If satisfied with the image, select 'Save' and save the GIF with a good naming convention.
21. Use the tool suggested by Bulbapedia Archives to convert the GIF file to an APNG file.
22. Go to the sprite page on Bulbapedia Archives and 'Upload a new version of this file'. Do add some comments if possible (e.g. 'Animated 80x80 sprite.', 'Animated sprite.')
23. Upon uploading, the image may not be animated at first. It might take at least half an hour for the image to start moving. A hard refresh might also be required. To tell whether the upload is successful or not, the image page should show 'image/png, looped, ?? frames, ?.? s' beside the file name of the image.