• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
March 29, 2024, 07:11:16 am

News:

Please use .png instead of .bmp when uploading unfinished sprites to the forum!


Animation Tab of ver. 0.457 FFTPatcher

Started by Mega_Tyrant, September 03, 2009, 10:41:53 pm

Mega_Tyrant

September 03, 2009, 10:41:53 pm Last Edit: December 31, 1969, 07:00:00 pm by Mega_Tyrant
So today I decided I would pry myself away from Dissidia do some research on the Animation Tab of FFTPatcher.  Anyway I was wondering: Is anyone else is looking into this?

I shall do my best to report any findings.
RAWR!

LastingDawn

September 03, 2009, 10:43:27 pm #1 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
Oh yes, if you check out the wiki you can see a decent list of animations, if not all the animations.
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

Vanya

September 03, 2009, 10:44:46 pm #2 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Isn't the list on the wiki for the event animations? Or did they finally put one up for ability animations?
  • Modding version: Other/Unknown
¯\(°_0)/¯

LastingDawn

September 03, 2009, 10:46:18 pm #3 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
Ability and Event are one in the same. Only when you reach into the Evtchr does it become different.
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

Mega_Tyrant

September 03, 2009, 10:46:38 pm #4 Last Edit: December 31, 1969, 07:00:00 pm by Mega_Tyrant
Ah, the wiki I shall check that out.
RAWR!

Vanya

September 03, 2009, 10:50:55 pm #5 Last Edit: September 03, 2009, 10:58:47 pm by Vanya
Are you sure, LD? I have to check this out...

Edit: I'm pretty sure they are not the same. Take the animation bytes for all draw out skills: 03 73 (3rd byte is for informational text.)

According to the wiki 03 is walk, and 73 is draw out. The 73 makes sense, but not the 03. I'm pretty sure 03 is the kneeling or charging animation. I don't remember which.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Mega_Tyrant

September 03, 2009, 10:51:40 pm #6 Last Edit: December 31, 1969, 07:00:00 pm by Mega_Tyrant
Whoa, took a look at the wiki and I'm even more confused.  Theres an animation section but it doesn't seem to be related to FFTPatcher I guess I'll be the one to start the research into it.
RAWR!

Vanya

September 03, 2009, 11:00:28 pm #7 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
I've already got a lot of stuff about it written down. I've been meaning to post all that. If you want, we can collaborate on it.
  • Modding version: Other/Unknown
¯\(°_0)/¯

LastingDawn

September 03, 2009, 11:02:15 pm #8 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
That is quite wrong... 00,01,02 are all "Still" 03,04,05 to my recollection is Walk, Walk (Slow) and Walk (Haste). Believe me, if that list didn't correlate ingame, then we event editors would have a bit of trouble on our hands, heh.
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

Mega_Tyrant

September 03, 2009, 11:03:45 pm #9 Last Edit: September 03, 2009, 11:07:17 pm by Mega_Tyrant
Perhaps I'm getting lost in translation so to say.  Think you could enlighten me on how those numbers translate to the FFTPatcher?  


@Vanya
Sure thing.  Think you could upload your notes?
RAWR!

Vanya

September 03, 2009, 11:06:44 pm #10 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
That's exactly it, LD! The animation tab in the Patcher has values that don't match that list. The skill animations use different values than the event animations. Some of them match up but a lot don't.

I'll have to make txt files with my notes, cause it's all hand written.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Mega_Tyrant

September 03, 2009, 11:41:36 pm #11 Last Edit: December 31, 1969, 07:00:00 pm by Mega_Tyrant
So far I realized that the first eight check boxes affect the two digits(are those called bytes?) in the three boxes at the end, with the next eight affecting the middle two, and the final eight boxes affect the last two digits.  I've also noticed that the check boxes always add a specific number in hexidecimal to the displayed digits going from 80, 40, 20, 10, 8, 4, 2, and finally 1.

What I'm unclear on is how those three sets of digits affect the attack animation.  The first eight from what I've seen so far seem to affect the actual motions that the character perform.  However I havent yet gotten to testing the final two sets.

AH! Perhaps the digits in the wiki are referring to the first two digits.  I will continue to explore tomorrow.

EDIT

After looking more carefully through you guys' post it seems you answered almost all my questions and now I think I've got a better understanding of this.  Now all that's left is to compile a list of the animations.  Well I did find out one thing while I was doing this blindly I'm guessing most of you know this already though but I'll post it anyways.  The animation for Weapon Strike seems to be more of a trigger for the character to perform a basic strike animation(there also seems to be multiple combinations that trigger the basic strike animation), in fact they'll perform an unarmed punch.  The trigger for the character to perform the basic strike of their equipped weapon it seems is the "Weapon Strike" check box in the abilities tab that previously didn't trigger anything.  I guess it must be a dependent variable that only triggers when the animation in question calls for a basic strike.
RAWR!

Vanya

September 04, 2009, 11:16:23 am #12 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Yes, that's correct. Each set of 8 bits affects each of the three bytes.
I really don't know why melonhead added check boxes for the binary values. You can use the check boxes to input any value between 00 and FF, but this can be done easily enough in hexadecimal directly anyway.

You are indeed correct about the relation between the attack animation and the weapon strike bit. Also, remember that the 3 bytes that make up each entry do specific things.
Byte 1 - Animation 1.
Byte 2 - Animation 2.
Byte 3 - Text trigger.
Whenever you see an entry that has something other than 00 in the third byte it is because there is sme sort of message after the execution of the associated skill.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Mega_Tyrant

September 04, 2009, 11:26:11 am #13 Last Edit: December 31, 1969, 07:00:00 pm by Mega_Tyrant
So theoretically there only 256 animations and the final animation is actually just a combination of two animation drawn from the 256 right? Or do the first and second bytes call on different lists?
RAWR!

Mega_Tyrant

September 04, 2009, 12:54:47 pm #14 Last Edit: September 16, 2009, 07:45:14 pm by Mega_Tyrant
I should note that I'm testing this on the PSP version, so far in the first byte I've got

Edit 1:  I've got a feeling for the first byte we cant use anything past 13

Edit 2:  Results now consolidated in post below.
RAWR!

Vanya

September 04, 2009, 04:13:34 pm #15 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Yes, there are be 256 possible animation values. I'm pretty sure they're shared between the two. We have to do a lot more testing, but I'm pretty sure there are some restrictions as to what will work on which slot, plus some animations are intended for special sprite types and for sprites with sp2 files only.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Mega_Tyrant

September 04, 2009, 09:28:12 pm #16 Last Edit: December 31, 1969, 07:00:00 pm by Mega_Tyrant
Well I'm busy the rest of today and most of tomorrow but after that I should be free to test stuff until Wednesday when I start classes.
RAWR!

Vanya

September 05, 2009, 12:31:15 am #17 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Cool. I look forward to seeing your results. ^_^
  • Modding version: Other/Unknown
¯\(°_0)/¯

Mega_Tyrant

September 16, 2009, 07:22:46 pm #18 Last Edit: September 17, 2009, 12:07:22 am by Mega_Tyrant
So much for being free lol, I never even had the chance to get started before being occupied with other work.  So I'm starting up again today. I'll keep posting them as I test new ones.
RAWR!

Vanya

September 16, 2009, 07:50:06 pm #19 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
We also have to test these with non-human type sprites. I'll tell you what. While you do the humans I'll test the monsters. Sound like a plan?
  • Modding version: Other/Unknown
¯\(°_0)/¯