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Maximum Frames per State
#1
? 
Does each state limit the number of frames you could use? Does a custom state also have a limit to the number of frames it can handle?

Here's what I observed so far:

State: Standing
Max Frames: 4

State: Walking
Max Frames: 4

State: Running
Max Frames: 3

State: Jumping
Max Frames: 5
email: kairunotabi@gmail.com
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#2
in general, with basic moves, frames are limited, and need to be on a specific frame number, but special moves could contain as much frame as you want(unless they exceed the frame number limit :p )
make sure to check my sprites!
I guarantee your eyes won't hurt! At least, they won't hurt too much :p !
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#3
States don't have a limit - you can put state 2 (running) on frame 321 and it'd still work; whether it has bugs or not is another issue. However, certain actions are hardcoded to specific frames, and overall you cannot exceed 400 frames (that is, frame 0 - 399).

This is my personal note of important hardcoded frames for type 0 objects aka characters (does not include specific cases like Firzen's frame 290 mix)
I didn't use the standard lingo that Marti used, but you'll understand what I'm typing:
Code:
0 - 0 = standing 5 - 8 = walking 9 - 11 = running 12 - 15 = heavy_walking 16 - 18 = heavy_running 19 - 19 = heavy stop_run 20 - 20 = light1 25 - 25 = light2 30 - 30 = jump_light 35 - 35 = run_light 40 - 40 = dash_light 45 - 45 = throw light 50 - 50 = heavy_throw 52 - 52 = air throw light 55 - 55 = drinking 60 - 60 = punch1 65 - 65 = punch2 70 - 70 = superpunch 80 - 80 = jump atk 85 - 85 = run atk 90 - 90 = dash atk 94 - 94 = landing (state 100) 100 - 100 = Rowing Standard 102 - 102 = Rolling 108 - 108 = Rowing Back 110 - 110 = Defend (turning, goes into 111) 111 - 111 = hit_defend (goes into 111) 112 - 112 = broken_defend 115 - 115 = Wpn_Pickup 116 - 116 = Heavy_Pickup 180 - 185 = Falling std, trajectory-based //182 flip 186 - 191 = Falling bck, trajectory-based //188 flip (default) 200 - 202 = ice (has hardcoded ice property) 203 - 206 = fire (trajectory-based; 203 204 rising, 205 206 falling) 210 - 210 = Jump 212 - 212 = Jumping (if from next: 212, automatically apply jump stats. if from 999 don't apply.) 213 - 214 = dash (213/216 & 214/217) 215 - 215 = crouch1 (from state 6 or jump, hit D to roll) 216 - 217 = dashback (213/216 & 214/217) 218 - 218 = stop_run 219 - 219 = crouch2 (default landing) 220 - 220 = injure (fall 1-20) 222 - 222 = injure2 (fall 21-40) 224 - 224 = injure2 back (fall 21-40) 226 - 229 = DOP (fall 41-60) 230 - 230 = lying //hit_front (face up) 231 - 231 = lying2 //hit_back (face down); default 245 - 245 = Transformback
I only included the starting frame for some cases, because in those cases only the starting frame matters.
"95 dash_defend", "207 tired" and "399 dummy" are never used in the game.

I didn't include 120-123 "catching", 130-144 "picked_caught" and 232-234 "throw_lying_man" frames, because LF2's catching mechanics are actually custom frames, not hardcoded defaults. Notably, picked caught 133-144 are all just to accommodate Louis' whirlwind throw.
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#4
What is the 245 Transformback thing?
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#5
(09-16-2016, 10:11 PM)bashscrazy Wrote:  What is the 245 Transformback thing?
When Rudolf transforms back into his original form with DJA, he will go to frame 245.
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