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:
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
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 AJust 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.
~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.
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