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Problem with state 8000
#1
how does it exactly works ?

here is what i did.

Code:
file(0-69): sprite\sys\sdavis_0.bmp      w: 79  h: 79  row: 10  col: 7
file(70-139): sprite\sys\sdavis_1.bmp    w: 79  h: 79  row: 10  col: 7
file(140-209): sprite\sys\sdavis_2.bmp   w: 79  h: 79  row: 10  col: 7
file(210-210): sprite\sys\sdavis_3.bmp   w: 99  h: 124 row: 1   col: 1
file(211-214): sprite\sys\sdavis_col.bmp w: 199 h: 504 row: 4   col: 1
file(215-215): sprite\sys\sdavis_4.bmp   w: 99  h: 124 row: 1   col: 1
file(216-216): sprite\sys\sdavis_5.bmp   w: 99  h: 124 row: 1   col: 1
file(217-217): sprite\sys\sdavis_t1.bmp   w: 99  h: 124 row: 1   col: 1
file(218-218): sprite\sys\sdavis_t2.bmp   w: 99  h: 124 row: 1   col: 1

and added +140 to every other pic having number more than 140.
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#2
(02-15-2016, 11:56 AM)JustAFan Wrote:  
and added +140 to every other pic having number more than 140.
Original sprite.bmp file +140.

Here's a few examples I made. You will notice that there are some empty numbers, but all numbers must be occupied, so I used a sprite file called nth.bmp as a placeholder (as well as played around with the row: and col: numbers to match the number of missing sprites). It can be any sprite file, the important thing is to make sure the missing numbers are being "used".
    DC-Code:
Bat
file(0-69):          sprite\sys\bat_0.bmp  w: 79  h: 79  row: 10  col: 7
file(70-109):        sprite\sys\bat_1.bmp  w: 79  h: 79  row: 10  col: 4
file(110-111):       sprite\sys\bat_2.bmp  w: 159  h: 79  row: 2  col: 1
file(112-139):       sprite\nth.bmp  w: 1  h: 1  row: 14  col: 2
file(140-209):       sprite\sys\bat_0b.bmp  w: 79  h: 79  row: 10  col: 7
file(210-249):       sprite\sys\bat_1b.bmp  w: 79  h: 79  row: 10  col: 4
file(250-251):       sprite\sys\bat_2b.bmp  w: 159  h: 79  row: 2  col: 1
----
Davis
file(0-69):          sprite\sys\davis_0.bmp  w: 79  h: 79  row: 10  col: 7
file(70-139):        sprite\sys\davis_1.bmp  w: 79  h: 79  row: 10  col: 7
file(140-209):       sprite\sys\davis_0b.bmp  w: 79  h: 79  row: 10  col: 7
file(210-279):       sprite\sys\davis_1b.bmp  w: 79  h: 79  row: 10  col: 7
file(280-319):       sprite\sys\davis_2.bmp  w: 79  h: 79  row: 10  col: 4
file(320-419):       sprite\nth.bmp  w: 1  h: 1  row: 10  col: 10
file(420-459):       sprite\sys\davis_2b.bmp  w: 79  h: 79  row: 10  col: 4
----
Julian
file(0-49):          sprite\sys\julian_0.bmp  w: 79  h: 99 row: 10 col: 5
file(50-63):         sprite\sys\julian_1.bmp  w: 109 h: 99 row: 7  col: 2
file(64-113):        sprite\sys\julian_2.bmp  w: 79  h: 99 row: 10 col: 5
file(114-139):       sprite\nth.bmp           w: 1   h: 1  row: 2  col: 13
file(140-189):       sprite\sys\julian_0b.bmp w: 79  h: 99 row: 10 col: 5
file(190-203):       sprite\sys\julian_1b.bmp w: 109 h: 99 row: 7  col: 2
file(204-253):       sprite\sys\julian_2b.bmp w: 79  h: 99 row: 10 col: 5

Also, you seem to have a lot of sprites that share the same w: & h:. Unless they are the b sprites, you should lump them together to minimize the number of .bmps you make LF2 use.
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#3
Should also mention that the intervals x,y in
file(x-y):
are there just for documentation purposes. It is the
col:
and
row:
tags that are responsible for keying sprites in the grids.
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#4
Well that's a bit of work.

But thank you for your support.
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#5
One more problem..

basic sprites are working fine but others ain't showing up.(after pic 280 etc)


Code:
file(0-69): sprite\sys\sdavis_0.bmp      w: 79  h: 79  row: 10  col: 7
file(70-139): sprite\sys\sdavis_1.bmp    w: 79  h: 79  row: 10  col: 7
file(140-209): sprite\sys\sdavis_0b.bmp  w: 79  h: 79  row: 10  col: 7
file(210-279): sprite\sys\sdavis_1b.bmp  w: 79  h: 79  row: 10  col: 7
file(280-349): sprite\sys\sdavis_2.bmp   w: 79  h: 79  row: 10  col: 7
file(350-353): sprite\sys\sdavis_col.bmp w: 199 h: 504 row: 4   col: 1
file(354-359): sprite\sys\sdavis_3.bmp   w: 99  h: 124 row: 5   col: 1
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#6
(02-17-2016, 05:35 AM)JustAFan Wrote:  One more problem..
basic sprites are working fine but others ain't showing up.(after pic 280 etc)
    DC-Code:
file(0-69): sprite\sys\sdavis_0.bmp      w: 79  h: 79  row: 10  col: 7
file(70-139): sprite\sys\sdavis_1.bmp    w: 79  h: 79  row: 10  col: 7
file(140-209): sprite\sys\sdavis_0b.bmp  w: 79  h: 79  row: 10  col: 7
file(210-279): sprite\sys\sdavis_1b.bmp  w: 79  h: 79  row: 10  col: 7
file(280-349): sprite\sys\sdavis_2.bmp   w: 79  h: 79  row: 10  col: 7
file(350-353): sprite\sys\sdavis_col.bmp w: 199 h: 504 row: 4   col: 1
file(354-359): sprite\sys\sdavis_3.bmp   w: 99  h: 124 row: 5   col: 1
One - You don't have b sprites for 2, col & 3. You'll need to add like so:
    DC-Code:
file(280-349): sprite\sys\sdavis_2.bmp    w: 79  h: 79  row: 10  col: 7
file(350-353): sprite\sys\sdavis_col.bmp  w: 199 h: 504 row: 4   col: 1
file(354-359): sprite\sys\sdavis_3.bmp    w: 99  h: 124 row: 5   col: 1
file(360-419): sprite\nth.bmp             w: 1   h: 1  row: 10  col: 6 #you have 60 unused slots. Remember to create your own nth.bmp.
file(420-489): sprite\sys\sdavis_2b.bmp   w: 79  h: 79  row: 10  col: 7 #280+140=420.
file(490-493): sprite\sys\sdavis_colb.bmp w: 199 h: 504 row: 4   col: 1
file(494-499): sprite\sys\sdavis_3b.bmp   w: 99  h: 124 row: 5   col: 1

Two - check your data "pic" tags. You'll need to update them if you haven't already.

Last but not least, I remember trying to convert LouisEX to have b sprites, but I learned that I went over the limit and so had to move the pics from louisEX_2 into louisEX_1; iirc the limit is 10 .bmp files. With the code above, it should reach 10 bmp files exactly. Worst case scenario, I suggest taking out sdavis_col.bmp and make it a special effect created by using opointing a ball.
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~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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#7
got it thanks...
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