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Gau dressed in Locke's outfit

#21
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Figured there had to be a list somewhere.

While looking, I did see a "81 3A 3A" still labeled as the 0A pose, I'd hazzard a guess the 3 in front is a rotator bit, flipping either horizontal or vertical. (Not like it'd be very important regardless, just saying... And guessing.) Not in a position for an easy test at the moment, just something to keep in mind.


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Nice bro was looking for jump animation after jump attack ( character comes down with weapon then jumps away) while in echo sprite I think and it is a reversed jump, still looking
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#23
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The address Gi Nattak posted at the bottom, (D0/6699 and D0/66BD) seem to be two instances of the "landing" animation, labeled as when the player has a non-standard stabbing/landing weapon (boomerang, etc), not sure where the "normal" script would be, or what it would be called, however...

I believe that part show the equiped weapon, (like fight does when swinging the weapon) and would look kinda odd with a spear hanging down AND in the graphic. If I'm understanding correctly.

That being said, those two scripts with odd weapons seem to be pretty similar in the movements (8 down, something something back 2 spaces) the back two spaces might be the "bounce" off of the enemy. Might search for a chunk of THAT code, to find the normal "Jump" landing script. Maybe.


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Yeah I’m only trying to change the part where he jumps back after attacking the sprite does the jump animation into ready to fight animation backwards toward team in echo sprite, also think there’s a way to change time it takes to execute ?
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(08-18-2022, 06:48 PM)Seifer Wrote: also think there’s a way to change time it takes to execute ?

The time it takes for the character to remain in the air before falling down? Or the time it takes for the animation itself to finish?


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#26
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Hey nattack the actual time for the ability itself so it doesn’t take two turns to execute.
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I'm still not 100% sure or confident that this is what you mean, but if you want to speed up the time it takes for the Jump skill to activate, which is how long the character stays in the air, then this is what you'll want to change.

From the C2 disassembly:

(Data - Time to wait after entering a command until character actually
 performs it (iow, how long they spend in their ready stance).  This
 value * 256 is compared to their $3AB4 counter.  I'm really not sure
 how this applies to enemies.)

C2/067B: 10   (Fight)
C2/067C: 10   (Item)
C2/067D: 20   (Magic)
C2/067E: 00   (Morph)
C2/067F: 00   (Revert)
C2/0680: 10   (Steal)
C2/0681: 10   (Capture)
C2/0682: 10   (SwdTech)
C2/0683: 10   (Throw)
C2/0684: 10   (Tools)
C2/0685: 10   (Blitz)
C2/0686: 10   (Runic)
C2/0687: 20   (Lore)
C2/0688: 10   (Sketch)
C2/0689: 10   (Control)
C2/068A: 10   (Slot)
C2/068B: 10   (Rage)
C2/068C: 10   (Leap)
C2/068D: 10   (Mimic)
C2/068E: 10   (Dance)
C2/068F: 10   (Row)
C2/0690: 10   (Def.)
C2/0691: E0   (Jump)
C2/0692: 20   (X-Magic)
C2/0693: 10   (GP Rain)
C2/0694: 10   (Summon)
C2/0695: 20   (Health)
C2/0696: 20   (Shock)
C2/0697: 10   (Possess)
C2/0698: 10   (MagiTek)
C2/0699: 00
C2/069A: 00           

E0 is a high value, which is why the character stays up in the air for so long. You would just put a lower value to your liking. So go to C2/0691 (offset 20691) in your hex editor and change the E0 to something lower.

If this isn't what you're trying to accomplish and you mean to shorten the actual animation timings, then that would be done by shortening the 'loop starts' back in the Jump battle animation data - you'll see loop start, and then lesson the amount of loops it does, basically...


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[-] The following 2 users say Thank You to Gi Nattak for this post:
  • Catone (08-19-2022), Seifer (08-19-2022)

#28
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Yeah I mean how long the stay hidden in air, so just change E0 to 10 or 20 and character will come down straight away? N thanks for this man ur to good
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#29
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(08-19-2022, 01:15 PM)Seifer Wrote: Yeah I mean how long the stay hidden in air, so just change E0 to 10 or 20 and character will come down straight away? N thanks for this man ur to good

Yeah, right away would be 00, it's the lowest value. Hex values are 00-FF (0-255). If you ever need help converting numeral values into hex (until you become familiar with hex more), you can use this online conversion tool: https://www.rapidtables.com/convert/numb...o-hex.html
The reason most of the skills are set to $10, is because it is indeed very fast, but gives the monster a chance to get an attack in before it initiates.


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#30
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I changed the value to 20 bro as 00 was too quick lol looks really good though thanx for the converter bro didn’t know it existed, should help out a buch
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