Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Transformation question
#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.
[Image: uMSShyX.png]
~Spy_The_Man1993~
Steiner v3.00 (outdated), Challenge Stage v1.51
Luigi's Easier Data-Editor, A-Man's Sprite Mirrorer
Working on the LF2 Rebalance mod.
Avatar styled by: prince_freeza
Reply
Thanks given by: bashscrazy


Messages In This Thread
Transformation question - by TheRoot - 07-10-2014, 05:15 AM
RE: Transformation question - by Rhino.Freak - 07-10-2014, 05:19 AM
RE: Transformation question - by bashscrazy - 07-10-2014, 05:21 AM
RE: Transformation question - by TheRoot - 07-10-2014, 05:36 AM
RE: Transformation question - by STM1993 - 07-10-2014, 05:42 AM
RE: Transformation question - by A-Man - 07-10-2014, 12:26 PM
RE: Transformation question - by TheRoot - 07-10-2014, 12:56 PM



Users browsing this thread: 1 Guest(s)