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Request: Faster Quadra Slam/Quadra Slice

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Hi everyone. In my quest to turn Cyan into a character I would actually enjoy having in my party, I'm looking for a way to speed up Quadra Slam/Slice's animation. I've managed to cut the animation down to approximately 5.6ish seconds, but I'd like to get it in the 3 second range if possible. The original code for the animation is posted below, with another code block below it that show the changes I've made so far:

Original code:
Code:
; [ Animation Script $01D3: Quadra Slam, Quadra Slice (sprite) ]

D0/73A2: 00 80                    speed 1, initial position $80
D0/73A4: C5                       jump based on swdtech hit ($73AD, $73FB, $7431, $747A)
D0/73AD: 80 02                    command $80/$02
D0/73AF: 85                       move to attacker position
D0/73B0: 95                       calculate vector from attacker to target
D0/73B1: CA 01                    double character action speed
D0/73B3: 93 00                    move to vector position 0
D0/73B5: 8E 01                    show animation on weapon-hand side of character/monster sprites
D0/73B7: 81 12 13                 change attacker graphic to 18 (walking forward, frame 2) if facing left or 19 (walking forward, hands up) if facing right
D0/73BA: 83 C7                    move up 8
D0/73BC: C9 5B                    play sound effect $5B
D0/73BE: 1F                       [---]
D0/73BF: A0 06 03                 jump forward along vector at speed 6, branch to $73BE
D0/73C2: C2 80                    unpause bg1 thread
D0/73C4: C9 00                    play default sound effect
D0/73C6: 8E 01                    show animation on weapon-hand side of character/monster sprites
D0/73C8: 81 12 13                 change attacker graphic to 18 (walking forward, frame 2) if facing left or 19 (walking forward, hands up) if facing right
D0/73CB: C8 00                    change attacker action to 0 (no action)
D0/73CD: 8F 61                    move forward 2 if mirrored
D0/73CF: 83 F6                    move up/back 23
D0/73D1: 04                       [$04]
D0/73D2: 04                       [$04]
D0/73D3: 04                       [$04]
D0/73D4: 04                       [$04]
D0/73D5: 81 04 06                 change attacker graphic to 4 (walking forward, frame 1) if facing left or 6 (walking forward, frame 3) if facing right
D0/73D8: 83 CA                    move up 11
D0/73DA: 83 74                    move forward 21
D0/73DC: B0 FF                    set background color addition to 31 (white)
D0/73DE: 05                       [$05]
D0/73DF: 05                       [$05]
D0/73E0: 05                       [$05]
D0/73E1: 05                       [$05]
D0/73E2: 06                       [$06]
D0/73E3: 06                       [$06]
D0/73E4: 06                       [$06]
D0/73E5: 06                       [$06]
D0/73E6: 83 36                    move down 23
D0/73E8: 83 7A                    move forward 27
D0/73EA: 89 08                    loop start (8 times)
D0/73EC: 87 23                    move target down 4
D0/73EE: B5 F2                    decrease background color addition by 2 (white)
D0/73F0: 07                       [$07]
D0/73F1: 87 C3                    move target up 4
D0/73F3: B5 F2                    decrease background color addition by 2 (white)
D0/73F5: 07                       [$07]
D0/73F6: 8A                       loop end
D0/73F7: 81 00 00                 change attacker graphic to 0 (no action)
D0/73FA: FF                       end of script

D0/73FB: CB 81                    enable echo sprites (1 frame delay)
D0/73FD: 83 C7                    move up 8
D0/73FF: BF 65 74                 jump to subroutine $7465
D0/7402: B0 5F                    set background color addition to 31 (green)
D0/7404: C8 00                    change attacker action to 0 (no action)
D0/7406: 80 4F                    move to attacking character position
D0/7408: 81 12 13                 change attacker graphic to 18 (walking forward, frame 2) if facing left or 19 (walking forward, hands up) if facing right
D0/740B: 83 99                    move back 26
D0/740D: 83 3B                    move down 28
D0/740F: 00                       [$00]
D0/7410: 00                       [$00]
D0/7411: 83 71                    move forward 18
D0/7413: 81 04 06                 change attacker graphic to 4 (walking forward, frame 1) if facing left or 6 (walking forward, frame 3) if facing right
D0/7416: 01                       [$01]
D0/7417: 01                       [$01]
D0/7418: 8E 00                    show animation on off-hand side of character/monster sprites
D0/741A: 83 C5                    move up 6
D0/741C: 02                       [$02]
D0/741D: 02                       [$02]
D0/741E: 8F 61                    move forward 2 if mirrored
D0/7420: 89 04                    loop start (4 times)
D0/7422: 87 62                    move target forward 3
D0/7424: B5 54                    decrease background color addition by 4 (green)
D0/7426: 03                       [$03]
D0/7427: 87 82                    move target back 3
D0/7429: B5 54                    decrease background color addition by 4 (green)
D0/742B: 03                       [$03]
D0/742C: 8A                       loop end
D0/742D: 81 00 00                 change attacker graphic to 0 (no action)
D0/7430: FF                       end of script

D0/7431: 83 C7                    move up 8
D0/7433: BF 65 74                 jump to subroutine $7465
D0/7436: B0 3F                    set background color addition to 31 (blue)
D0/7438: C8 00                    change attacker action to 0 (no action)
D0/743A: 80 4F                    move to attacking character position
D0/743C: 81 12 13                 change attacker graphic to 18 (walking forward, frame 2) if facing left or 19 (walking forward, hands up) if facing right
D0/743F: 83 99                    move back 26
D0/7441: 83 3B                    move down 28
D0/7443: 00                       [$00]
D0/7444: 00                       [$00]
D0/7445: 83 71                    move forward 18
D0/7447: 81 04 06                 change attacker graphic to 4 (walking forward, frame 1) if facing left or 6 (walking forward, frame 3) if facing right
D0/744A: 01                       [$01]
D0/744B: 01                       [$01]
D0/744C: 8E 00                    show animation on off-hand side of character/monster sprites
D0/744E: 83 C5                    move up 6
D0/7450: 02                       [$02]
D0/7451: 02                       [$02]
D0/7452: 8F 61                    move forward 2 if mirrored
D0/7454: 89 04                    loop start (4 times)
D0/7456: 87 62                    move target forward 3
D0/7458: B5 34                    decrease background color addition by 4 (blue)
D0/745A: 03                       [$03]
D0/745B: 87 82                    move target back 3
D0/745D: B5 34                    decrease background color addition by 4 (blue)
D0/745F: 03                       [$03]
D0/7460: 8A                       loop end
D0/7461: 81 00 00                 change attacker graphic to 0 (no action)
D0/7464: FF                       end of script

D0/7465: 8E 01                    show animation on weapon-hand side of character/monster sprites
D0/7467: 80 3D                    command $80/$3D
D0/7469: C8 26                    change attacker action to 38 (jumping/laughing)
D0/746B: C9 5B                    play sound effect $5B
D0/746D: 1F                       [---]
D0/746E: C6                       command $C6
D0/746F: 06                       [$06]
D0/7470: 03                       [$03]
D0/7471: C2 80                    unpause bg1 thread
D0/7473: 89 10                    loop start (16 times)
D0/7475: 1F                       [---]
D0/7476: 8A                       loop end
D0/7477: C9 00                    play default sound effect
D0/7479: C0                       return from subroutine

D0/747A: 8E 01                    show animation on weapon-hand side of character/monster sprites
D0/747C: 80 3D                    command $80/$3D
D0/747E: 83 C7                    move up 8
D0/7480: C8 26                    change attacker action to 38 (jumping/laughing)
D0/7482: 1F                       [---]
D0/7483: C6                       command $C6
D0/7484: 06                       [$06]
D0/7485: 03                       [$03]
D0/7486: C2 80                    unpause bg1 thread
D0/7488: 89 10                    loop start (16 times)
D0/748A: 1F                       [---]
D0/748B: 8A                       loop end
D0/748C: C9 00                    play default sound effect
D0/748E: CB 01                    disable echo sprites
D0/7490: B0 9F                    set background color addition to 31 (red)
D0/7492: C8 00                    change attacker action to 0 (no action)
D0/7494: 80 4F                    move to attacking character position
D0/7496: 81 12 13                 change attacker graphic to 18 (walking forward, frame 2) if facing left or 19 (walking forward, hands up) if facing right
D0/7499: 83 99                    move back 26
D0/749B: 83 3B                    move down 28
D0/749D: 00                       [$00]
D0/749E: 00                       [$00]
D0/749F: 83 71                    move forward 18
D0/74A1: 81 04 06                 change attacker graphic to 4 (walking forward, frame 1) if facing left or 6 (walking forward, frame 3) if facing right
D0/74A4: 01                       [$01]
D0/74A5: 01                       [$01]
D0/74A6: 8E 00                    show animation on off-hand side of character/monster sprites
D0/74A8: 83 C5                    move up 6
D0/74AA: 02                       [$02]
D0/74AB: 02                       [$02]
D0/74AC: 8F 61                    move forward 2 if mirrored
D0/74AE: 89 04                    loop start (4 times)
D0/74B0: 87 62                    move target forward 3
D0/74B2: B5 94                    decrease background color addition by 4 (red)
D0/74B4: 03                       [$03]
D0/74B5: 87 82                    move target back 3
D0/74B7: B5 94                    decrease background color addition by 4 (red)
D0/74B9: 03                       [$03]
D0/74BA: 8A                       loop end
D0/74BB: 81 00 00                 change attacker graphic to 0 (no action)
D0/74BE: 80 03                    command $80/$03
D0/74C0: 80 00                    command $80/$00
D0/74C2: C8 03                    change attacker action to 3 (walking back)
D0/74C4: 1F                       [---]
D0/74C5: C6                       command $C6
D0/74C6: 06                       [$06]
D0/74C7: 03                       [$03]
D0/74C8: 80 01                    command $80/$01
D0/74CA: C8 26                    change attacker action to 38 (jumping/laughing)
D0/74CC: 89 08                    loop start (8 times)
D0/74CE: 1F                       [---]
D0/74CF: 8A                       loop end
D0/74D0: C8 00                    change attacker action to 0 (no action)
D0/74D2: CA 00                    normal character action speed
D0/74D4: FF                       end of script

Changes I've made so far that have helped:
Code:
D0/73B1: CA 0F                    changed 01 to 0F to make Cyan leap to his first attack almost instantly
D0/7473: 89 10                    changed 10 to 01 which seems to speed up the time between one of the animations
D0/7488: 89 10                    same as above
D0/74CC: 89 08                    changed 08 to 01 which seems to speed up the time between one of the animations

I'm going to continue to experiment and try things to cut down the animation time, however if anyone understands the script better than me and spots where I can make changes to speed things up, I'd appreciate the help. There's another code block where I can edit the number of attacks in Quadra Slam/Slice, so the nuclear option would be to move the number of attacks down from 4 to 3 and then edit the animation script accordingly. I'd like to avoid doing that if possible, since one of the main strengths of Cyan in my hack was going to be the ability to get out four max damage hits in the end game.
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Request: Faster Quadra Slam/Quadra Slice - by dtgenji - 09-27-2018, 08:52 PM

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