Moves are actually just done by pressing specific buttons, and they direct the character to the frames of the move.
Common move inputs:
hit_Fa: D>A
hit_Ua: D^A
hit_Da: DvA
hit_Fj: D>J
hit_Uj: D^J
hit_Dj: DvJ
hit_ja: DJA
So what are we waiting for? Let's start~
I want Template to have a move like Davis's Dragon Punch
Open davis.dat
on the right hand side of the first few standing frames, you can see the following:
<frame> 0 standing
pic: 0 state: 0 .... hit_Fa: 240 hit_Ua: 300 hit_Da: 270 hit_Uj: 290
right... I remember that Davis's Dragon Punch is keyed in with D^A
hit_Ua: 300
yeah... That's it... and it says the frame number is 300
So scroll down... to frame 300
and you will see the following confusing figures:
The gibberish above are all the frames required for Dragon Punch, so after selecting, copy it!
Now open template.dat and drag the scroll button to the bottom.
Below the bottomost <frame_end>, "paste"
now you should also copy hit_Ua: 300
Scroll back upwards to <frame> 0 standing
On the right hand side of this particular frame, you will see hit_J: 0 and you should paste what you have just copied next to it.
Do remember to have a space in front of the 0.
so basically, this is what you should have in the end:
Then do the same to the frame below which is <frame> 1 standing, also for 2 standing, 3 standing, 5 walking, 6 walking, 7 walking, 8 walking
This is what you should get:
after pasting the hit_Ua: 300 in those frames, scroll down to <frame> 110 defend
As with before, paste the hit_Ua: 300 on the right of hit_J: 0
The same applies to the frame below, which is <frame> 111 defend
you should get the following:
After that, press save start the game, choose Template and press D^A
Hey! Where's the character? The sprites aren't displayed?
Oh dear... we'd better get the sprites displayed properly... @@
(Since template does not have the required sprites, we shall use Davis's...)
Going back to davis.dat and scroll to the top where you can find the following:
file(140-209): sprite\sys\davis_2.bmp w: 79 h: 79 row: 10 col: 7
Copy it, then open template.dat again. Scroll to the top and vacant a line out below file(70-139): ...., then paste on the empty line.
We get:
Save , start the game and choose Template once more~
And hey presto! The sprites are now displayed! (template becomes Davis and transforms back to template again) A bit weird = =" but who cares.
Common move inputs:
hit_Fa: D>A
hit_Ua: D^A
hit_Da: DvA
hit_Fj: D>J
hit_Uj: D^J
hit_Dj: DvJ
hit_ja: DJA
So what are we waiting for? Let's start~
I want Template to have a move like Davis's Dragon Punch
Open davis.dat
on the right hand side of the first few standing frames, you can see the following:
<frame> 0 standing
pic: 0 state: 0 .... hit_Fa: 240 hit_Ua: 300 hit_Da: 270 hit_Uj: 290
right... I remember that Davis's Dragon Punch is keyed in with D^A
hit_Ua: 300
yeah... That's it... and it says the frame number is 300
So scroll down... to frame 300
and you will see the following confusing figures:
DC-Code:
<frame> 300 singlong pic: 170 state: 3 wait: 1 next: 301 dvx: 7 dvy: -9 dvz: 0 centerx: 30 centery: 76 hit_a: 0 hit_d: 0 hit_j: 0 mp: 225 sound: data\095.wav wpoint: kind: 1 x: 31 y: 39 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0 wpoint_end: <frame_end> <frame> 301 singlong pic: 171 state: 3 wait: 1 next: 302 dvx: 0 dvy: 0 dvz: 0 centerx: 28 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 sound: data\031.wav wpoint: kind: 1 x: 37 y: 39 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0 wpoint_end: itr: kind: 0 x: 10 y: 3 w: 72 h: 75 dvx: 7 dvy: -13 fall: 70 vrest: 10 bdefend: 60 injury: 85 itr_end: <frame_end> <frame> 302 singlong pic: 172 state: 3 wait: 1 next: 303 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 81 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 36 y: 42 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0 wpoint_end: itr: kind: 0 x: 13 y: -1 w: 67 h: 80 dvx: 7 dvy: -11 fall: 70 vrest: 10 bdefend: 60 injury: 60 itr_end: bdy: kind: 0 x: 19 y: 7 w: 36 h: 69 bdy_end: <frame_end> <frame> 303 singlong pic: 173 state: 3 wait: 1 next: 304 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 41 y: 39 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0 wpoint_end: itr: kind: 0 x: 11 y: -2 w: 63 h: 80 dvx: 7 dvy: -9 fall: 70 vrest: 10 bdefend: 60 injury: 45 itr_end: bdy: kind: 0 x: 22 y: 6 w: 30 h: 69 bdy_end: <frame_end> <frame> 304 singlong pic: 174 state: 3 wait: 2 next: 305 dvx: 0 dvy: 0 dvz: 0 centerx: 34 centery: 81 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 45 y: 39 weaponact: 28 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0 wpoint_end: itr: kind: 0 x: 19 y: 1 w: 61 h: 80 dvx: 7 dvy: -7 fall: 70 vrest: 10 bdefend: 60 injury: 30 itr_end: bdy: kind: 0 x: 28 y: 12 w: 29 h: 66 bdy_end: <frame_end> <frame> 305 singlong pic: 175 state: 3 wait: 2 next: 306 dvx: 0 dvy: 0 dvz: 0 centerx: 33 centery: 75 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 42 y: 36 weaponact: 27 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 27 y: 7 w: 28 h: 65 bdy_end: <frame_end> <frame> 306 singlong pic: 176 state: 3 wait: 3 next: 307 dvx: 0 dvy: 0 dvz: 0 centerx: 29 centery: 74 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 30 y: 35 weaponact: 29 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 23 y: 11 w: 30 h: 61 bdy_end: <frame_end> <frame> 307 singlong pic: 177 state: 3 wait: 2 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 29 centery: 73 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 36 y: 37 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: 3 w: 33 h: 68 bdy_end: <frame_end> |
The gibberish above are all the frames required for Dragon Punch, so after selecting, copy it!
Now open template.dat and drag the scroll button to the bottom.
Below the bottomost <frame_end>, "paste"
now you should also copy hit_Ua: 300
Scroll back upwards to <frame> 0 standing
On the right hand side of this particular frame, you will see hit_J: 0 and you should paste what you have just copied next to it.
Do remember to have a space in front of the 0.
so basically, this is what you should have in the end:
DC-Code:
<frame> 0 standing pic: 0 state: 0 wait: 3 next: 1 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_Ua: 300 |
Then do the same to the frame below which is <frame> 1 standing, also for 2 standing, 3 standing, 5 walking, 6 walking, 7 walking, 8 walking
This is what you should get:
DC-Code:
<frame> 1 standing pic: 1 state: 0 wait: 3 next: 2 dvx: 0 dvy: 0 centerx: 38 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_Ua: 300 ... <frame> 2 standing pic: 2 state: 0 wait: 3 next: 3 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_Ua: 300 ... <frame> 3 standing pic: 3 state: 0 wait: 3 next: 999 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_Ua: 300 ... <frame> 5 walking pic: 4 state: 1 wait: 3 next: 999 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_Ua: 300 ... <frame> 6 walking pic: 5 state: 1 wait: 3 next: 999 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_Ua: 300 ... <frame> 7 walking pic: 6 state: 1 wait: 3 next: 999 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_Ua: 300 ... <frame> 8 walking pic: 7 state: 1 wait: 3 next: 999 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_Ua: 300 ... (I omitted a lot of jargon) |
after pasting the hit_Ua: 300 in those frames, scroll down to <frame> 110 defend
As with before, paste the hit_Ua: 300 on the right of hit_J: 0
The same applies to the frame below, which is <frame> 111 defend
you should get the following:
DC-Code:
<frame> 110 defend pic: 56 state: 7 wait: 12 next: 999 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_Ua: 300 ... <frame> 111 defend pic: 57 state: 7 wait: 0 next: 110 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_Ua: 300 ... |
After that, press save start the game, choose Template and press D^A
Hey! Where's the character? The sprites aren't displayed?
Oh dear... we'd better get the sprites displayed properly... @@
(Since template does not have the required sprites, we shall use Davis's...)
Going back to davis.dat and scroll to the top where you can find the following:
file(140-209): sprite\sys\davis_2.bmp w: 79 h: 79 row: 10 col: 7
Copy it, then open template.dat again. Scroll to the top and vacant a line out below file(70-139): ...., then paste on the empty line.
We get:
DC-Code:
file(0-69): sprite\template1\0.bmp w: 79 h: 79 row: 10 col: 7 file(70-139): sprite\template1\1.bmp w: 79 h: 79 row: 10 col: 7 file(140-209): sprite\sys\davis_2.bmp w: 79 h: 79 row: 10 col: 7 |
Save , start the game and choose Template once more~
And hey presto! The sprites are now displayed! (template becomes Davis and transforms back to template again) A bit weird = =" but who cares.
you don't want to see this (Click to View)
the other by xFire