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Gau dressed in Locke's outfit

#11
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Actually... That's a much better solution, in ways.

If you swap the sprites on only his sheet, it wouldn't be impossible (mildly time consuming) to change many of his standard event script calls for the "kneeling" sprite to point to the extra pose instead.

Just saying its possible, changing every call for that character's kneeling sprite in the entire event code would take awhile with no good way to search for it, but possible.

Other note, between the two "battle script" files... They do make a disasembly for bank D0. Would have been nice to know a few years ago...

Anyway, yeah that could work out very nice with far less cussing of wacky code.


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The pose after magic pose sprite ( laying down, floating in river I think) is used when terra first uses magic and Edgar jumps into this sprite animation, would that be an event or battle script?
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When Terra first uses Magic in front of Locke and Edgar (M M M M Magic!?) Is a battle event. Edgar jumps/hops across the screen, then goes into the "surprised" pose. Terra uses the pose 2 down, 2 from the left (I believe is kneeling) same pose she uses after the battle with Ultros.

The laying down/floating should be "wounded"... I think.

And I'm pretty sure that's all battle script, least as far as I gather from the description.


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I think one is  called knocked out and other one is knocked out alternate can’t find the hex code for them though,
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Yeah, I only have a list for normal event code. Never seen one for battle scripts.
Might fall under battle script "graphics" but every one of those I've seen is special effect type graphics (as in magic attacks), never noticed any sprite poses with it.


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Found the catone https://imgur.com/a/4E7AHwI

Think I’m looking for dead vertical animation ( sprite after magic casting poses) this this is dead sprite after magitech/ chocobo riding animation?

Found it in Battle Event Scripts
https://imgur.com/a/0vwOWfq

Think I just change 14 14 to 0D 0D in the 81 14 14 part of jump animation script
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Okay, I think... The one your refering to is labeled as "Fallen World map" pose in the event commands, however, I don't know of any battle scripts/event that uses that...
"Jump" is #07
"Casting Frame 1" is #08
That possibly makes "Casting, frame 2" as #09.
Which if that order continues, the one to the right of casting 2 would be #0A.

Well, also if you look at D0/A0BE in the other "Battle script" file... It says
"Graphic to 10 (dead, vertical)"
Which would be #0A in hex.

On that note, and multiple edits, "Finger wag 2" is graphic 31 (#1F) the next in line is the "extra pose" so #20 might be that one. Just guessing though.

Okay...

Somewhere he I just saw #0D labeled as "dead, vertical" as you said, can't find it again though...

But I'm starting to think battle "events" and battle "animations" use different values for each pose. Something like that Anyway, guess that would be a reason to have two different text files for each half... Maybe

This is why I avoid Battle scripts. That being said, it also makes how I ever wrote code to manage high sprite sheet battle intros even more of a mystery... But I think that was in ASM not funky battle gibberish.

And I think I'm doing thst backwards. I think # is supposed to be decimal and $ for hex values, but the 0A and 0D should make it obvious.


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  • Seifer (08-17-2022)

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I’ve done some further testing bro I found out ur 0A is the right battle animation 0D didn’t work but also only changed the kneeling sprite at start of animation not the actual dropping down attack itself. I changed the 14 14 part of the 81 14 14 to 0A should I be changing the 81 07 07 part or is that just jumping up animation?

Changed the 81 07 07 to 81 0A 0A but only changes jumping sprite before character disappears not the dropping sprite  with weapon out Sad
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I forgot I had these documented:

81 00 00 - standing left
81 01 01 - walking forward frame 1
81 02 02 - standing forward
81 03 03 - walking forward frame 2
81 04 04 - walking left frame 1
81 05 05 - standing left
81 06 06 - walking left frame 2
81 07 07 - standing left arms raised/jumping
81 08 08 - attack-ready pose
81 09 09 - attack-ready pose also
81 0A 0A - dead/ko'd pose
81 0B 0B - sad forward
81 0C 0C - winking
81 0D 0D - eyes closed facing side
81 0F 0F - sad backward
81 10 10 - walking backward frame 1
81 11 11 - standing sideways alt.
81 12 12 - dodge/miss
81 13 13 - standing left arms raised/jumping alt.
81 14 14 - kneeling
81 15 15 - ready
81 16 16 - hit
81 17 17 - hands up, facing down
81 18 18 - hands up, facing backward
81 19 19 - glitched
81 1A 1A - laughing frame 1
81 1B 1B - laughing frame 2
81 1C 1C - shocked
81 1D 1D - looking to the left
81 1E 1E - finger wave frame 1
81 1F 1F - finger wave frame 2
(after this are all glitched-looking)

Looks like the tent, unused pose, riding, and of course horizontal dead sprite cannot be called unfortunately.

The kneeling with the weapon is done elsewhere:
D0/6699: 81 14 14 change attacker graphic to 20 (kneeling)
D0/66BD: 81 14 14 change attacker graphic to 20 (kneeling)

I just Ctrl+h searched for 'Jump' (with Match case enabled) to navigate to these, they are for when the two different kind of weapons are being held.


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#20
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Thanks for this bro ur a legend, 0A is the one I was looking for I think bro so it’s all good should be able to change his jump animation now Laugh

Yeh bro was the vertical dead pose I needed thanks so much bro now works Laugh thanks for ur help to catone, couldn’t have done it without yous
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