Uuh I don't know how to handle with that right now xD Im a bit noob. My question is the following (sorry if my english is a handicap to understand me), I have resized a minisprite with NSE and then in each frame I've imported the new sprites as I want to create the minisprite of an Aggron, using the minisprite from heartgold. However, after doing this and creating a random trainer in the game and giving him the sprite that I have modified, I select him to move randomly. Then I try the rom but when I am near him and he moves, he only uses the first frame of the 9 that he has (0 to 8). My question is that I don't know what should I do to make this properly so that each frame works as the minisprite which I used worked. I hope now it's clear xD
(Now I understand your question. )
For me, I haven't researched the overworld system yet, so I can only guess the reason why it won't work. I haven't used NSE for OWs up till now, so I will explain things in data.
The offset of the real data is 0x3A3BB0, and for each OW it has 0x24 bytes. (To find the pointer table, search the pointer of the data, but it's not needed if you don't want to expand the OWs)
1. I don't know what did you do to change the sprites. The OW data uses a "gfx table pointer", which points to data like such:
[frame image pointer(apparently 4 bytes)][size(2bytes)][00 00(filler for OWs as they don't need a tag to allocate the graphic)]
and there're many of them, absolutely. Each of those 8 bytes means a frame.
The first thing you should do is to repoint all the frames to your bitmap inserted into the ROM.
2. As I've said, it has 2 bytes for size and you should reverse it for its real value as the processor is little-endian(example: 00 01 means 0x100, 00 02 means 0x200)
The size can be calculated as such:
height * width / 2
Therefore, 32 * 16 / 2 = 256 = 0x100 -> 00 01
32 * 32 / 2 = 512 = 0x200 -> 00 02
So you should change all size data to fit your sprite size.
3. point to the correct OAM data.
4. change the width and height in the structure.
5. (maybe needed) You may have to handle the anim script sets in order to get those movement behaviors working.
If it still doesn't work, I suggest you to copy the OW data of the "player with bicycle" to the OW you want to replace, and then modify the frames to your own graphic and configure other data in this structure (pal entry, ...).