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Loading all sheets
#1
I'm working on a new version of my Goku character. However, I have no idea how I ever got the data to work with the sprites in the first place. Because of the large number of sprites, I had to apply some weird method to load the sprites correctly. It looks like this:

Code:
file(0-69): sprite\ssjgoku\ssjgoku_0.bmp w: 79 h: 79 row: 10 col: 7

file(0-139): sprite\ssjgoku\ssjgoku_1.bmp w: 79 h: 79 row: 10 col: 7

file(0-69): sprite\ssjgoku\ssjgoku_0.bmp w: 79 h: 79 row: 10 col: 7

file(0-139): sprite\ssjgoku\ssjgoku_1.bmp w: 79 h: 79 row: 10 col: 7

file(140-209): sprite\ssjgoku\ssjgoku_2.bmp w: 79 h: 79 row: 10 col: 14

file(140-209): sprite\ssjgoku\ssjgoku_2.bmp w: 79 h: 79 row: 10 col: 14

It actually worked with the spritesheets of ssjgoku_3 and _4 before writing new data frames.. Now, instead of loading the sprites from ssjgoku_4 (280 and further), it loads the sprites from ssjgoku_2.


My question here is: what should I write in order to load the sprite sheets correctly in 2.0a?


PS I've tried fixing it like this, but it didn't work (didn't really expect it to)
Code:
file(0-69): sprite\ssjgoku\ssjgoku_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\ssjgoku\ssjgoku_1.bmp w: 79 h: 79 row: 10 col: 7
file(140-209): sprite\ssjgoku\ssjgoku_2.bmp w: 79 h: 79 row: 10 col: 7
file(210-279): sprite\ssjgoku\ssjgoku_3.bmp w: 79 h: 79 row: 10 col: 7
file(280-349): sprite\ssjgoku\ssjgoku_4.bmp w: 79 h: 79 row: 10 col: 7
Original character edits
Goku2021
LF2 Timelapse (open source mod)

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#2
Pic number is calculated by row and col.
Good practice: adjust the numbers on the file(xxx) for your own easy reference.
Pic +140 whenever state 8xxx is used(aka b_sprites).
Maximum number of .bmp files LF2 can load for 1 character is 10.

If you are hitting the limit, consider fusing two sets of col 7 bmp into col 14 sprites.

If you are planning to use b_sprites, then I suggest:
    DC-Code:
file(0-69):    sprite\ssjgoku\ssjgoku_0.bmp  w: 79 h: 79 row: 10 col: 7
file(70-139):  sprite\ssjgoku\ssjgoku_1.bmp  w: 79 h: 79 row: 10 col: 7
file(140-209): sprite\ssjgoku\ssjgoku_0b.bmp w: 79 h: 79 row: 10 col: 7  #b
file(210-279): sprite\ssjgoku\ssjgoku_1b.bmp w: 79 h: 79 row: 10 col: 7  #b
file(280-349): sprite\ssjgoku\ssjgoku_2.bmp  w: 79 h: 79 row: 10 col: 7
file(350-419): sprite\ssjgoku\ssjgoku_3.bmp  w: 79 h: 79 row: 10 col: 7
file(420-559): sprite\ssjgoku\ssjgoku_2b.bmp w: 79 h: 79 row: 10 col: 7  #b
file(560-629): sprite\ssjgoku\ssjgoku_3b.bmp w: 79 h: 79 row: 10 col: 7  #b
file(630-700): sprite\ssjgoku\ssjgoku_4.bmp  w: 79 h: 79 row: 10 col: 14 #col8-14_unused
file(770-839): sprite\ssjgoku\ssjgoku_4b.bmp w: 79 h: 79 row: 10 col: 7  #b

Uses exactly 10 files.
Notice that you'll need to use pic: 280 to get goku_2.bmp, and goku_2b.bmp is 280+140=420.
Adjust your data's frames' "pic:" value accordingly.
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#3
You mean transform right?
Transform will start from next 140's pic,check it out.
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#4
If there's no need to use b-sprites, I'd rather not.

Yes, there's also the transformation that needs to remain working of course.

Honestly I still don't know what I should write for the lines. I could make a 10 & 14 picture sprite sheet and use less files, would that solve the problem or is that only relevant when the 10 file limit is a problem?
Original character edits
Goku2021
LF2 Timelapse (open source mod)

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#5
Maybe you can do each file as 10 rows and 28 columns but the actual sprite sheet will be 10 rows and 14 cols

that way you only have 1 spritesheet listed for each 140 pics and that same spritesheet accounts for the 140 extra for the transformation state
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#6
(08-28-2020, 02:13 PM)bashscrazy Wrote:  Maybe you can do each file as 10 rows and 28 columns but the actual sprite sheet will be 10 rows and 14 cols

that way you only have 1 spritesheet listed for each 140 pics and that same spritesheet accounts for the 140 extra for the transformation state

Right now I have this:
file(0-139): sprite\ssjgoku\ssjgoku_00.bmp w: 79 h: 79 row: 10 col: 28
file(140-279): sprite\ssjgoku\ssjgoku_11.bmp w: 79 h: 79 row: 10 col: 28


Do I have to do more for it to work? At this point, it works after the transformation, but not when you select SSJ Goku in the menu.

I combined all spritesheets into two new ones with row: 10 and col: 14, but it's not working. I have tried some alternatives as well (col 14 instead of 28, beside shifting positions and adding lines), but it keeps loading ssjgoku_11.bmp as sprite 0-139 for some reason.
Original character edits
Goku2021
LF2 Timelapse (open source mod)

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