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Problem with state 8000 - Printable Version +- Little Fighter Empire - Forums (https://lf-empire.de/forum) +-- Forum: Little Fighter 2 Zone (https://lf-empire.de/forum/forumdisplay.php?fid=7) +--- Forum: Data Changing (https://lf-empire.de/forum/forumdisplay.php?fid=11) +--- Thread: Problem with state 8000 (/showthread.php?tid=10230) |
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Problem with state 8000 - JustAFan - 02-15-2016 how does it exactly works ? here is what i did. Code: file(0-69): sprite\sys\sdavis_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\sys\sdavis_1.bmp w: 79 h: 79 row: 10 col: 7
file(140-209): sprite\sys\sdavis_2.bmp w: 79 h: 79 row: 10 col: 7
file(210-210): sprite\sys\sdavis_3.bmp w: 99 h: 124 row: 1 col: 1
file(211-214): sprite\sys\sdavis_col.bmp w: 199 h: 504 row: 4 col: 1
file(215-215): sprite\sys\sdavis_4.bmp w: 99 h: 124 row: 1 col: 1
file(216-216): sprite\sys\sdavis_5.bmp w: 99 h: 124 row: 1 col: 1
file(217-217): sprite\sys\sdavis_t1.bmp w: 99 h: 124 row: 1 col: 1
file(218-218): sprite\sys\sdavis_t2.bmp w: 99 h: 124 row: 1 col: 1and added +140 to every other pic having number more than 140. RE: Problem with state 8000 - STM1993 - 02-15-2016 (02-15-2016, 11:56 AM)JustAFan Wrote:Original sprite.bmp file +140. Here's a few examples I made. You will notice that there are some empty numbers, but all numbers must be occupied, so I used a sprite file called nth.bmp as a placeholder (as well as played around with the row: and col: numbers to match the number of missing sprites). It can be any sprite file, the important thing is to make sure the missing numbers are being "used".
Also, you seem to have a lot of sprites that share the same w: & h:. Unless they are the b sprites, you should lump them together to minimize the number of .bmps you make LF2 use. RE: Problem with state 8000 - A-Man - 02-15-2016 Should also mention that the intervals x,y in file(x-y):are there just for documentation purposes. It is the col: and
row: tags that are responsible for keying sprites in the grids.
RE: Problem with state 8000 - JustAFan - 02-15-2016 Well that's a bit of work. But thank you for your support. RE: Problem with state 8000 - JustAFan - 02-17-2016 One more problem.. basic sprites are working fine but others ain't showing up.(after pic 280 etc) Code: file(0-69): sprite\sys\sdavis_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\sys\sdavis_1.bmp w: 79 h: 79 row: 10 col: 7
file(140-209): sprite\sys\sdavis_0b.bmp w: 79 h: 79 row: 10 col: 7
file(210-279): sprite\sys\sdavis_1b.bmp w: 79 h: 79 row: 10 col: 7
file(280-349): sprite\sys\sdavis_2.bmp w: 79 h: 79 row: 10 col: 7
file(350-353): sprite\sys\sdavis_col.bmp w: 199 h: 504 row: 4 col: 1
file(354-359): sprite\sys\sdavis_3.bmp w: 99 h: 124 row: 5 col: 1RE: Problem with state 8000 - STM1993 - 02-17-2016 (02-17-2016, 05:35 AM)JustAFan Wrote: One more problem..One - You don't have b sprites for 2, col & 3. You'll need to add like so:
Two - check your data "pic" tags. You'll need to update them if you haven't already. Last but not least, I remember trying to convert LouisEX to have b sprites, but I learned that I went over the limit and so had to move the pics from louisEX_2 into louisEX_1; iirc the limit is 10 .bmp files. With the code above, it should reach 10 bmp files exactly. Worst case scenario, I suggest taking out sdavis_col.bmp and make it a special effect created by using opointing a ball. RE: Problem with state 8000 - JustAFan - 02-17-2016 got it thanks... |