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Expand PSI Animations

Shadow edited this page Jun 2, 2026 · 3 revisions

In order to be able to expand the maximum number of PSI animations that you can use in the game, you need several things:

Additionally, there's a more in depth modification of the Expanded PSI Animations hack by ShadowOne333, but that one requires the user to update the pointers and data manually based on Hex data, so it is not recommended for use, only for analysis and a plausible CCS-only implementation down the road.

It is possible to update or change the addresses mentioned in Jeffman's tutorial, but bare in mind that doing so would also mean changing those addresses within the PSI Animation Editor and the CCS file as well.

Finally, when you are about to compile the project with the modifications explained in Jeffman's tutorial, remember to change the CCScript address by going into Settings -> Configure CCScript -> Input CCScript Offset and changing it from F10000 to F31000. Otherwise, Coilsnake will complain about that specific range already being used for compilation in some cases. If you change the addresses for the PSI Animations from Jeffman's tutorial, make sure to also update this CCScript address setting accordingly.

New PSI Animations:

Here you can find some new animations that the community has made so far. Each animation is made up of two files, one being its .anim file to be used in the PSI Animation Editor, and the 2nd being the Tileset needed for the animation. In the case of animations that use vanilla tilesets, simply specifying which tileset it is should work for importing the .anim file into the PSI Animation Editor.

Useful Resources

Getting Started

Finishing Up

Sprites and Graphics

Characters and Dialogue

Misc.

Music

Map Editing

Battle Data

Advanced

CoilSnake Development Guide

Fan Translation Tutorial

Errors and Issues

Obsolete

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