At the Giant Chasm, Ghetsis orders Kyurem to freeze the player! Thankfully, N and his dragon ( Zekrom in Black 2 and Reshiram in White 2) save the player in time. They want to freeze Unova using their technology and the power of the legendary Pokémon, Kyurem. Near the end of the game, the Neo Team Plasma's plan is revealed. As they venture out in Unova, they will challenge new and old Gym Leaders and encounter the new Team Plasma, while also meeting the old Team Plasma. They are given a starter Pokémon - Snivy, Tepig, or Oshawott - by Bianca, who is now Professor Juniper's assistant. The player - Nate, the male protagonist, or Rosa, the female protagonist - starts in a location southwest in Unova called Aspertia City with Hugh, the player's rival. The games are set two years after the games Pokémon Black and White, and the Unova region has changed drastically with new locations and Pokémon from previous generations.
![pokemon black and white 2 animated pokemon black and white 2 animated](https://64.media.tumblr.com/4a7e88586e96f0c2a9daa6db60f73dcc/tumblr_p7qakj4rsr1whjz78o1_540.gif)
Set off on a new Pokémon adventure to save the Unova region, with new challenges and activities to discover! But I could not find a pointer anywhere.Two powers combine. Given that I copied data from ORAS directly, Play Nice (now move 630) would then most probably still point to move animation 589 (which is Play Nice's original index number). My best guess would be that the move data files a/0/2/1 could have some kind of pointer to their respective move animations. Could somebody think of why this is happening? Also, given that both a/0/6/6 (move animations) and a/0/2/1 (move data) now contain "dummies" for files 560 until 600, shouldn't everything just be working correctly? Because when I try to use Phantom Force, which should be move 607, it uses the animation of "using a held item" in-battle. Unfortunately, when I now use Play Nice in-battle, it somehow uses the animation of "being trapped by Bind" (see below) - and although I'm not sure which animation that would be exactly, it is one of the animations of file 560 until 600. I again added a dummy animation of Covet to a/0/6/6/630. Why? Because then I could add new move animations to a/0/6/6 starting at file 601, such that the other in-battle animations 560 until 600 were untouched.Īs an example, Play Nice should now be move 630 in this game.
![pokemon black and white 2 animated pokemon black and white 2 animated](http://4.bp.blogspot.com/-otPGx3INFH0/TeZbfOuIGOI/AAAAAAAAAjM/5_hBKp-g1V8/s1600/Pokemon-Black-and-White-Heroine-pokemon-13024340-1200-1200.jpg)
I came up with a "clever" idea to add dummy moves in a/0/2/1 move_data for move 560 until 600, and to add Gen VI moves starting at 601 (such that 601 would be Flying Press, and so on). However, a problem shows up when adding new move animations. Adding new moves to "move data" a/0/2/1, and adding the new texts to a/0/0/2 is all quite easy. Say I'm adding the Generation VI moves like KazoWAR has done before in B2W2's Project 721. Now, this was quite easy! So let's continue.
![pokemon black and white 2 animated pokemon black and white 2 animated](https://cdn2.bulbagarden.net/upload/3/34/Black_2_EN_boxart.png)
For example, if we copy file 343 Covet and replace it with file 126 Fire Blast, we will see that Fire Blast now uses the Covet animation: Move animations can be interchanged quite easily. This means that there possibly is some kind of overlay table that links moves 1-559 to the corresponding move animation in a/0/6/6, and that moves 560 until 658 are called when a specific in-battle animation is required. Any move after 658 will have no move animation and make the game crash. Instead, moves 560 until 658 are linked to these in-battle animations by default. EDIT 1 : Found out that files 561 until 600 are actually dummy files and NOT the in-battle animation files. Additionally, files 561 up to 600 are also in-battle animations, for example the "using a held item" animation, the "Shiny" sparkle, or the trapping move animations (animations shown when you are trapped by Bind, for example). All 559 original moves have their own animation script, such that the first 560 files of a/0/6/6 contain the move animations for each move (with file 000 being a dummy file). NARC a/0/6/6 contains the move animations.