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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) +---- Forum: Solved Problems (https://lf-empire.de/forum/forumdisplay.php?fid=14) +---- Thread: State 8000 (/showthread.php?tid=670) |
State 8000 - Deus Ex Machina - 07-24-2008 I've read on the LF2 empire page about state 8000 And I've been using it for quite a while to transform between characters. The problem is, it keeps jumping images, and I have five characters that transform between themselves (and I plan to add more), so it's pretty annoying having the sprites all messed up. How do I fix this? (I mean, do I move everything 140 images to the... 'right'?) RE: State 8000 - MH-Razen - 07-24-2008 please post the dat.-files of all these characters as attachements RE: State 8000 - Deus Ex Machina - 07-24-2008 But note: These characters WILL NOT WORK. It's because many many many characters are entwined together completely... But just the sprite bit is the problem. id: 47 SuperHeavy.dat id: 45 Clone.dat id: 43 TransNight.dat id: 42 Night.dat The fifth character I mentioned above is actually the transformation state of Clone. It too is affected by the 8k sprite bug... RE: State 8000 - MH-Razen - 07-25-2008 file(0-49): Night\night_0_clone.bmp w: 79 h: 99 row: 10 col: 5 file(50-63): Night\night_1_clone.bmp w: 109 h: 99 row: 7 col: 2 file(64-113): Night\night_2_clone.bmp w: 79 h: 99 row: 10 col: 5 file(114-139): Night\night_f_clone.bmp w: 1 h: 1 row: 1 col: 26 #imaginary file Night\night_0b_clone.bmp w: 79 h: 99 row: 10 col: 5 file Night\night_1b_clone.bmp w: 109 h: 99 row: 7 col: 2 file Night\night_2b_clone.bmp w: 79 h: 99 row: 10 col: 5 insert this imaginary line at all chars after _2.bmp Should create less errors in case you didn't calculate a pic-number wrong... RE: State 8000 - Deus Ex Machina - 07-25-2008 That's the thing; I didn't :/ I don't know where to move all the sprites o_O Also, all of them (if you notice) are connected, meaning they can transform into each other. Does that mean I should move all the original char's sprites too? RE: State 8000 - MH-Razen - 07-25-2008 the place where you save your images have nothing to do with coding - so this is unimportant. Usually they're in sprite/sys, some guys create new folders for their chars, this is up to you and beside coding - unimportant. Just in default folder it would... get on nerves a bit ![]() but not sure - did you change what I told you now and do it work? Your char has less then 140 pics, means the transforming is really easy, my fault again, you don't have to change pic-numbers. But I wrote this stuff yesterday 2.45 am and was maybe a bit ... tired
RE: State 8000 - Deus Ex Machina - 07-25-2008 Uh, I meant the individual frames of the character? I tried inserting four more picture files, each containing 35 frames, thus taking up a supposedly blank 0-139. It didn't work, for some reason the pictures were still completely messed up :/ And... Less than 140 pics? How do I check for that? o_O RE: State 8000 - MH-Razen - 07-25-2008 file(0-49): Night\night_0_clone.bmp w: 79 h: 99 row: 10 col: 5 file(50-63): Night\night_1_clone.bmp w: 109 h: 99 row: 7 col: 2 file(64-113): Night\night_2_clone.bmp w: 79 h: 99 row: 10 col: 5 10x5 + 7x2 + 10x5 = 114 < 140 140 - 114 = 26 so you need 26 imaginary pics (to waste) so it work since you still haveproblems: here's the code you should use: (simply replace it with the bmp-opart you used in this dat.-file) Night.dat file(0-49): Night\night_0.bmp w: 79 h: 99 row: 10 col: 5 file(50-63): Night\night_1.bmp w: 109 h: 99 row: 7 col: 2 file(64-113): Night\night_2.bmp w: 79 h: 99 row: 10 col: 5 file(114-139): Night\night_f_clone.bmp w: 1 h: 1 row: 1 col: 26 #imaginary file(114-163): Night\night_0b.bmp w: 79 h: 99 row: 10 col: 5 file(164-177): Night\night_1b.bmp w: 109 h: 99 row: 7 col: 2 file(178-999): Night\night_2b.bmp w: 79 h: 99 row: 10 col: 5# Clone.dat file(0-49): Night\night_0_clone.bmp w: 79 h: 99 row: 10 col: 5 file(50-63): Night\night_1_clone.bmp w: 109 h: 99 row: 7 col: 2 file(64-113): Night\night_2_clone.bmp w: 79 h: 99 row: 10 col: 5 file(114-139): Night\night_f_clone.bmp w: 1 h: 1 row: 1 col: 26 #imaginary file(114-163): Night\night_0b_clone.bmp w: 79 h: 99 row: 10 col: 5 file(164-177): Night\night_1b_clone.bmp w: 109 h: 99 row: 7 col: 2 file(178-999): Night\night_2b_clone.bmp w: 79 h: 99 row: 10 col: 5 Transknight.dat file(0-49): Night\night_0_trans.bmp w: 79 h: 99 row: 10 col: 5 file(50-63): Night\night_1_trans.bmp w: 109 h: 99 row: 7 col: 2 file(64-113): Night\night_2_trans.bmp w: 79 h: 99 row: 10 col: 5 file(114-139): Night\night_f_clone.bmp w: 1 h: 1 row: 1 col: 26 #imaginary file(114-163): Night\night_0b_trans.bmp w: 79 h: 99 row: 10 col: 5 file(164-177): Night\night_1b_trans.bmp w: 109 h: 99 row: 7 col: 2 file(178-999): Night\night_2b_trans.bmp w: 79 h: 99 row: 10 col: 5 SuperHeavy.dat file(0-49): Night\night_0_heavy.bmp w: 158 h: 198 row: 10 col: 5 file(50-63): Night\night_1_heavy.bmp w: 218 h: 198 row: 7 col: 2 file(64-113): Night\night_2_heavy.bmp w: 158 h: 198 row: 10 col: 5 file(114-139): Night\night_f_clone.bmp w: 1 h: 1 row: 1 col: 26 #imaginary file(114-163): Night\night_0b_heavy.bmp w: 158 h: 198 row: 10 col: 5 file(164-177): Night\night_1b_heavy.bmp w: 218 h: 198 row: 7 col: 2 file(178-999): Night\night_2b_heavy.bmp w: 158 h: 198 row: 10 col: 5 change nothing within the pic-numbers. Didnt check all but they look ok. So replace the code and tell me if there're still errors within transforming and within normal char use
RE: State 8000 - Deus Ex Machina - 07-25-2008 Yay! Super solved! Thanks thanks yay :P And it's super solved because... It's also solved my deletion problem O_O>? Now the 127 frame which was previously buggy works just fine! (AKA grab, delete and teleport in the same frame) RE: State 8000 - MH-Razen - 07-25-2008 Deus Ex Machina Wrote:Yay! Super solved! nice to hear you're so happy about it ![]() You're wecome... |