Not sure how much I can do with this personally, but there's a structure at 0x39651C that's extremely relevant to animation hacking. This was found by Darthatron a while back but I haven't been able to learn enough about it to really matter.
The structure has an entry for each A-ability, with varying lengths, and is heavily laden with pointers, though some sections also look like possible flags at a glance. These pointers probably point to almost everything we want to be able to edit for the sake of animation hacking.
Here's a very simple example of something in this structure: Change the bytes at 0x396520 to 247B3908. This forces Cure to use Fire's palette for the particle effect, resulting in a red version of Cure.
Note that this structure will only really be relevant to high-level hackers. The only reason I even found the palette pointer is through play-testing. Testing other values in the structure mostly resulted in unpredictable effects that I couldn't really make sense of. We would have incredible freedom in our ability animations if anyone were somehow able to make heads or tails of this...thing.
The structure has an entry for each A-ability, with varying lengths, and is heavily laden with pointers, though some sections also look like possible flags at a glance. These pointers probably point to almost everything we want to be able to edit for the sake of animation hacking.
Here's a very simple example of something in this structure: Change the bytes at 0x396520 to 247B3908. This forces Cure to use Fire's palette for the particle effect, resulting in a red version of Cure.
Note that this structure will only really be relevant to high-level hackers. The only reason I even found the palette pointer is through play-testing. Testing other values in the structure mostly resulted in unpredictable effects that I couldn't really make sense of. We would have incredible freedom in our ability animations if anyone were somehow able to make heads or tails of this...thing.