Jump to content

Layers and hardcoded stuff in animations


Horatioactive414
 Share

Recommended Posts

So I've been wondering how to rotate weapons and sprites and weapons in animations. I know this sounds incredibly vague, but here are a couple examples:

70371046d922cb7cdf46b9c1395567a4.png

e3e108972190c3babdddc65be7c374f7.png

bad65def29564a6380ea8e7aa15d997b.png
97ec77f34e36185a3a1e1ed1c8f61c72.png

f003d9b15f4263697ce1aa0e56d7473e.png

4e65e9cbd3db26227a6ffb3be14489aa.png
a72ca4ef6d5d2b5ed92be999a0f7886d.png

ce6f0b35b3d793a488d2b8bd53b85439.png

fb480326d2f24746c108b97601cbe791.png

41036d7e55c9622bf168aae11b52526f.pngb4d78cc8aa3ecede3f0dba7a0770c920.png
014173ca0ab4e39c7df3e460bd63ea94.png

These are just SOME examples. But, as you can see, these pictures all share a common factor: Rather than the sprites being redrawn, they're simply rotated. I think that this is hardcoded rather than actually part of the frames, which means this is a really good way to conserve space and prevent data leaks.

I also stumbled across this:

708bbaa3776b4225099e5842b43206e6.png

This means the game makes use of layers; even after animations are put into the game instead of 1-layer PNG files we use. Is there a way to exploit this? It would be incredibly easy to make weapon-swap animations this way(like Falcoknights and Paladins). Now, if we somehow did, this would open up a whole new bout of opportunities. But how would we do it? Does anyone know how?

Yeah, I used MrKnight's palette sheets. Problem?

Edited by Horatioactive414
Link to comment
Share on other sites

that is done via Deep Magic (read: oam tricks) and FEditor isn't actually smart enough to do that itself

WRT sprite layers there's no layering other than the pierce frame on certain animations that i know of; can you show me an example of the battle sprites actually being layered?

Link to comment
Share on other sites

31a566bed3e7a891dccf4c262a40b30d.png

ba57e731a470f2ddea32eef50b344577.png

31fc6064682962715922ba4261073e9c.png

39bf97fc55e65f650ff96c7dd43403a9.png

2075ba6e998ea3e686f73fe3ac511393.png

62d9f1046731e5402a6ae0d5dd324e36.png

e487997045c5c686939666fce6d219ce.png

0d69269bab5746d01aec575d7f844903.png

fe557f3cdccd207fe235fee65f4f681b.png

4719e38988e4d349ce5d3c70c002d1b6.png

Stuff like this. The weapons seem disfigured and separated so much it seems fishy. Especially with the cavalier's lance, as it's usually obstructed by his hand. These are all animations that have the same movements but with different weapons as well.

Link to comment
Share on other sites

Some of these are just inaccuracies of FEDITOR_ADV when it encounters vanilla animations that do trickery

The others are, to my knowledge, the game just drawing 2 tiles in the same location? Though Cam is one of the ones that would know best.

From my point of view; the best way to do it would be to code it up by hand (as detecting such a thing would be too close to impossible to warrant doing*).

*unless, i guess, you had multiple separate animation "layers" that would basically require the user to understand how tileflips work (and rotation is basically impossible to get to force onto something premade as far as I know); such that you could assemble it using something approaching sensible methods

Link to comment
Share on other sites

that's what i figured you were referring to.

Those aren't actually separate layers as much as someone in the IS offices decided to save animation budget by giving the artists half-constructed frames to draw weapons onto. as far as the game is concerned, those are all one layer* - the sprite layer, which is constructed from individual 8x8 tile graphics. Now, you can do your weapon swap thing kind of if you set the game to read it parts of the sheet from elsewhere in the ROM but at that point you're literally rewriting large chunks of the entire battle animation engine

*i will retract my statement if you can show me anywhere either in the game's code or by toggling the animation layers in VBA that the weapons are drawn separately to the rest of the sprite

Link to comment
Share on other sites

That's actually pretty interesting. They just left the template frames in the game, unused? It actually makes me think that the art department is a lot more akin to spriters in our current community. I knew that they're not as flawless as most people make them out to be(AKA the Mercenary), but I'll keep this in mind.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...