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FEditor Animations V2


fuzz94
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  • 2 weeks later...

If you're putting that here, I would assume you wants to make it free to use.

So in that case, you should create a download link to the feditor animation file of it.

So people can actually use it.

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  • 2 weeks later...
  • 2 weeks later...

I know there is a command for battle animations, but it isn't in CSA:

0x00 through 0x13 (except 0x08) - Ignored/unused
0x08 Attack (becomes critical automatically) with HP stealing
0x14 through 0x28 - passed to attacker's animation; it is recommended that all possible caster/
spell animation combinations are considered such that no combination conflicts
0x29 Set brightness and opacity levels for the background.
Argument XX is the brightness level from 0 to 100% (0x0 through 0x10)
Argument YY is the opacity level from 100% to 50% (0x0 through 0x10)
0x2A Sets whether maps 2 and 3 of the GBA screen should be visible.
Argument YY is the boolean for whether to display those two maps:
The value 0 means "false to display"; all other values mean "true".
0x2B through 0x3F - passed to attacker's animation; see note above
0x40 Scrolls the screen from being centered on the attacker to being centered on the defender.
This should not be used more than once per animation.
0x41 through 0x47 - passed to attacker's animation; see note above
0x48 Plays sound or music whose ID corresponds to those documented in Music List.txt of the Nightmare
module packages.
Argument XXYY is a 16 bit music ID.
0x49 through 0x52 - passed to attacker's animation; see note above for commands 0x14 through 0x28
0x53 through 0xFF - Ignored/unused

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I'm fairly sure Ereishkigal doesn't use the screen shake, it's actually Nergal's animation. Giving Nergal other spells make the screen shake.

(So... FE8 added this functionality? As I'm fairly sure the Mogall animation doesn't shake when using shadowshot or w/e I could be remembering wrong though)

Edited by L95
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C000014 (Heavy) and C000015 (Slight) are the commands for shake the screen, just like in battle animations.

I wonder if there are other effects that can be used...

Edited by Mikey Séregon
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probably


0x14 through 0x28 - passed to attacker's animation; it is recommended that all possible caster/

spell animation combinations are considered such that no combination conflicts

this tells me commands 0x14-0x28 are the same for battle and spell animations

Edited by Brendor
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They share commands, I tested it and this is the result:

0x14 Heavy vibration of screen
0x15 Slight vibration of screen
0x16 Nothing (Apparently)
0x17 Nothing (Apparently)
0x18 Makes this: http://oi57.tinypic.com/2lcv0vq.jpg
0x19 Play bow pulling SFE
0x1A Normal hit
0x1B Play quick "heavy step" SFE
0x1C Play light horse stepping SFE; pitch decreases
0x1D Play light horse stepping SFE; pitch increases
0x1E Similar to 0x1D; a bit louder
0x1F Play hit SFE (sounds like Eliwood with sword's hit. Will be normal hit sound during normal attack and critical hit sound during critical attack)
0x20 Play hit SFE (sounds like Knight Lord with Durandal's hit) (see previous note)
0x21 Play hit SFE (sounds like Knight Lord with sword's hit) (see previous note)
0x22 Play short sword swinging SFE
0x23 Play shorter sword swinging SFE
0x24 Play sword slashing air SFE
0x25 Play wing flap SFE
0x26 Freezes the game
0x27 Freezes the game
0x28 Play electrical charging SFE (Used by Shamans)
0x2B Play armored unit "leaping" SFE
0x2C Freezes the game
0x2D Makes this: http://oi57.tinypic.com/2lcv0vq.jpg
0x2E Makes this: http://oi59.tinypic.com/jgrz7q.jpg
0x2F Makes this: http://oi59.tinypic.com/jgrz7q.jpg and plays Sage's critical rune sound.
0x30 Freezes the game
0x31 Freezes the game
0x32 Freezes the game
0x33 Play battle cry SFE (REALLY stupid)
0x34 Play heavy stepping SFE
0x35 Play longer wing flapping SFE
0x36 Play sword unsheathing SFE
0x37 Play sword clicking SFE
0x38 Play heavy spear spinning SFE
0x39 Pauses the attacker, makes them flash white and makes the screen flash white Essentially makes it look as though the attacker was hit, but without blue sparks
0x3A Play dancer magic release SFE
0x3B Play bard song SFE
0x3C Play sword "whooshing" SFE (done by Nomads; sounds like wing flap)
0x3D Makes this: http://oi61.tinypic.com/2jajevt.jpg
0x3E Play burning SFE
0x3F Play alternate arrow firing SFE?
0x41 Play short axe swinging SFE
0x42 Play long axe swinging SFE
0x43 Play weapon stance SFE (Clicking noise)
0x44 Play short "light emission" SFE (I seriously don't know a better way to describe this)
0x45 Play horse neighing SFE
0x46 Play dropped axe crashing onto ground SFE
0x47 Adds a second sprite? (At least that what it seems: http://oi58.tinypic.com/24wh7k8.jpg)
0x49 Play sage's magic firing SFE
0x4A Play valkyrie's magic charging SFE (Pretty much the same as the shaman's)
0x4B Play monk's magic casting SFE
0x4C Play Athos' magic casting SFE
0x4D Play Athos' critical glint SFE
0x4E Freezes the game
0x4F Play druid critical charging SFE
0x50 Nothing (Apparently)
0x51 Show brief white flash animation
0x52 Makes this: http://oi57.tinypic.com/2lcv0vq.jpg
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I ended up pasting a hatchet on a Bonewalker, so if anyone wants a crazy skeletal Hector an axe wielding skeleton for whatever reason, have at it.

https://www.youtube.com/watch?v=coCKvFl50pU

Download: Mediafire

That's really cool.

However, it lacks the walking sounds. I wonder if somebody can add those?

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That's really cool.

However, it lacks the walking sounds. I wonder if somebody can add those?

The sounds are already in the script, so inserting the animation into FE8 will cause no problems and will include sounds. For FE7, you probably have to import the SFX to the same spot they're in the FE8 array, but I'm not 100% sure that works in FE7 since I don't know how C commands work. Alternatively you can dump the Skeleton animation with FEditor Render Addition and pick out the SFX you want in the script that way. So someone should make a Wight palette version instead.

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