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Transformation question
#1
If I have two characters with over 140 frames, it is possible to transform each other freely? As two stances
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#2
You really need to describe your problem or question in detail, I thought about what you said for 5 minutes, but I just can't understand that.

(03-20-2016, 06:41 PM)mfc Wrote:  Be the unsqueezable sponge!
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#3
Can you please elaborate on what you mean?

I am quite familiar with transformations as my Vegeta character can transform into 2 different variations. And then Transform even further and even go back. Same with my Vegito.

So I am pretty experienced with transformations! :D So I can help, it's just that I just don't really understand what you are asking. (btw frames != pics, cause I'm pretty sure you mean 140 pics).

edit: NINJA'D lol
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#4
Ok, the state 80xx only allows transformations for a character with 140 frames, right? I have two versions of the same character and both have well over 140 frames. I wonder how do I able to transform freely between the two. A to B and B to A
Yeah, its pics, sorry!
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#5
So basically, he's asking if it is possible to transform between characters using state 80xx if the characters have more than 140 pictures (0-139).

The answer is yes, you can. Here's an example:
    DC-Code:
file(0-69): sprite\sys\louisEX_0.bmp  w: 79  h: 79  row: 10  col: 7
file(70-139): sprite\sys\louisEX_1.bmp  w: 79  h: 79  row: 10  col: 7
file(140-209): sprite\sys\louisEX_0b.bmp  w: 79  h: 79  row: 10  col: 7
file(210-279): sprite\sys\louisEX_1b.bmp  w: 79  h: 79  row: 10  col: 7
file(280-321): sprite\sys\louisEX_3.bmp  w: 118  h: 79  row: 6  col: 7
file(322-322): sprite\sys\louisEX_4.bmp  w: 79  h: 124  row: 1  col: 1
file(323-419): sprite\nth.bmp  w: 1  h: 1  row: 97  col: 1
file(420-461): sprite\sys\louisEX_3b.bmp  w: 118  h: 79  row: 6  col: 7
file(462-462): sprite\sys\louisEX_4b.bmp  w: 79  h: 124  row: 1  col: 1

Basically, you add 140 to the number of the normal sprite to get the b sprite.

I added a nth.bmp line because all numbers must be filled even if they are not used, and this pic is just an empty picture that I created. You can use any sprite file if you want to fill out that "nothing" line.

I should note however, that the game DOES have a hard limit on the total number of sprites you can use. I am not sure the number, and whether this limit is based on sprite number or number of sprite files. Either way, I found out that I cant have LouisEX use all his sprite files 0,1,2,3,4 - I decided to cut away the sprites from file 2 and paste it into the empty spaces in file 1 and adjust the data pics accordingly.


TL;DR:
(0-119) sprite_0
+140-> (140-259) sprite_0b
(260-279) sprite_1
+140-> (400-419) sprite_1b

Missing numbers:
120-139
280-399
Add sprites you won't use to replace missing numbers so data can be read correctly.

End result:
(0-119) sprite_0
(120-139) NOT USED
(140-259) sprite_0b
(260-279) sprite_1
(280-399) NOT USED
(400-419) sprite_1b


(07-10-2014, 05:36 AM)TheRoot Wrote:  I wonder how do I able to transform freely between the two. A to B and B to A
Just find the hit_ja: <number> function (DJA) or any other input you want, and bring it to a frame with state 80xx to transform, where xx is the ID of the 2nd character. The 2nd character should also have a similar move where xx will be the ID of the 1st character.
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#6
(07-10-2014, 05:42 AM)STM1993 Wrote:  I should note however, that the game DOES have a hard limit on the total number of sprites you can use. I am not sure the number, and whether this limit is based on sprite number or number of sprite files.
Regardless of the number of the sprites, one dat file can load 10 BMPs at max.

@Root: You mentioned before that you're working on a One Piece mod, and 10 BMPs will be no way enough if you duplicate every grid. Since you can't merge the grids either because of your previous problem which forced you to split them (clip them actually), you might have to resort to a hex solution. You can either use state: 40xx in Silva's rarara dll (you can find that in the hex section; it is basically another version of 80xx which doesn't add 140, so you will be able to transform back and forth freely). Or just run Olly DBG=>Ctrl+G "0041F66B"=>change the 0x8C to 0x0. That will remove the +140 thing for all (put in mind that by doing this, you won't be able to have different costumes for your allys in the stage mode).

Edit: @v: My program doesn't split, it clips. But that's irrelevant to what you want to do now.
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#7
(07-10-2014, 12:26 PM)A-MAN Wrote:  
(07-10-2014, 05:42 AM)STM1993 Wrote:  I should note however, that the game DOES have a hard limit on the total number of sprites you can use. I am not sure the number, and whether this limit is based on sprite number or number of sprite files.
Regardless of the number of the sprites, one dat file can load 10 BMPs at max.

@Root: You mentioned before that you're working on a One Piece mod, and 10 BMPs will be no way enough if you duplicate every grid. Since you can't merge the grids either because of your previous problem which forced you to split them (clip them actually), you might have to resort to a hex solution. You can either use state: 40xx in Silva's rarara dll (you can find that in the hex section; it is basically another version of 80xx which doesn't add 140, so you will be able to transform back and forth freely). Or just run Olly DBG=>Ctrl+G "0041F66B"=>change the 0x8C to 0x0. That will remove the +140 thing for all (put in mind that by doing this, you won't be able to have different costumes for your allys in the stage mode).




In fact with the help of your program was not necessary to divide them
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