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State 8000 - Printable Version

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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 :p


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 :p


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!
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)

nice to hear you're so happy about it ;)

You're wecome...