Final Fantasy Hacktics

Modding => Hacking/Patching Tools => Topic started by: Mega_Tyrant on September 03, 2009, 10:41:53 pm

Title: Animation Tab of ver. 0.457 FFTPatcher
Post by: Mega_Tyrant on September 03, 2009, 10:41:53 pm
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.
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Post by: LastingDawn on September 03, 2009, 10:43:27 pm
Oh yes, if you check out the wiki you can see a decent list of animations, if not all the animations.
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Post by: Vanya on September 03, 2009, 10:44:46 pm
Isn't the list on the wiki for the event animations? Or did they finally put one up for ability animations?
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Post by: LastingDawn on September 03, 2009, 10:46:18 pm
Ability and Event are one in the same. Only when you reach into the Evtchr does it become different.
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Post by: Mega_Tyrant on September 03, 2009, 10:46:38 pm
Ah, the wiki I shall check that out.
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Post by: Vanya on September 03, 2009, 10:50:55 pm
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.
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Post by: Mega_Tyrant on September 03, 2009, 10:51:40 pm
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.
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Post by: Vanya on September 03, 2009, 11:00:28 pm
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.
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Post by: LastingDawn on September 03, 2009, 11:02:15 pm
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.
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Post by: Mega_Tyrant on September 03, 2009, 11:03:45 pm
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?
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Post by: Vanya on September 03, 2009, 11:06:44 pm
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.
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Post by: Mega_Tyrant on September 03, 2009, 11:41:36 pm
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.
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Post by: Vanya on September 04, 2009, 11:16:23 am
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.
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Post by: Mega_Tyrant on September 04, 2009, 11:26:11 am
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?
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Post by: Mega_Tyrant on September 04, 2009, 12:54:47 pm
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.
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Post by: Vanya on September 04, 2009, 04:13:34 pm
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.
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Post by: Mega_Tyrant on September 04, 2009, 09:28:12 pm
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.
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Post by: Vanya on September 05, 2009, 12:31:15 am
Cool. I look forward to seeing your results. ^_^
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Post by: Mega_Tyrant on September 16, 2009, 07:22:46 pm
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.
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Post by: Vanya on September 16, 2009, 07:50:06 pm
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?
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Post by: Zozma on September 16, 2009, 08:11:32 pm
so the only defending animations hang the game if used as a skill animation?
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Post by: Vanya on September 16, 2009, 08:17:58 pm
Well, It kinda depends on how Mega_Tyrant is testing. We need to see if these values are used for the same animations in the second byte or if they behave differently in the second byte.
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Post by: Zozma on September 16, 2009, 08:20:45 pm
hmm cause i really need that defend animation for Big Shot and Angermax lol...
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Post by: Vanya on September 16, 2009, 08:26:45 pm
Well, we'll be testing them here. If a working combination is found it'll get posted here.
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Post by: Mega_Tyrant on September 16, 2009, 10:56:17 pm
Sure thing.  At the moment I'm testing it on ramza but, what other sprites would I need to test them on as well.  I know ramza is SP1 but would I also have to test it out on other SP1 sprites as well?  Same thing with SP2 sprites.

I should have 2 or 3 hours free tomorrow so I'm gonna get my 2nd PSP (found it buried in my closet) up and running so I can test both the 1st and 2nd bytes.  I'm gonna test like mad and get as much done as I can.
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Post by: LastingDawn on September 16, 2009, 11:01:30 pm
XX YY ZZ -

XX -"Type" of skill being cast, which also calls animations.
YY - Normal Animations when the skill is used, Refer to the Animations part of the wiki, there is no incorrect information on that.
ZZ - Battle Message
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Post by: Zozma on September 16, 2009, 11:09:08 pm
another thing im wondering

u know how theres an alternate magic casting noise called "spell casting beta"

i wonder if theres a way to make it use that sound with magic. id love to use it for blue magics
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Post by: Mega_Tyrant on September 16, 2009, 11:12:16 pm
That would be interesting if we could change the sound effects called upon by the abilities.  Now that I think about it I wonder if it's possible to replace the sound effects in the ISO with better sounding effects kinda like an undub but just with sound effects.
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Post by: Vanya on September 16, 2009, 11:18:45 pm
So the values in XX are definitely different from YY; and the YY ones seem to correspond to the animation list on the wiki (but with at least 1 inconsistency so far).

2C on the wiki doesn't make sense with the animation data.
Quote from:  wiki0x2C Found Item
However all the White, Black and Time spells use 2C as their YY value.
Asside from this one they seem to match up well.
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Post by: Mega_Tyrant on September 16, 2009, 11:22:14 pm
hmm, so yy uses a different list than xx, that means a lot of xx values won't be usable then.
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Post by: Vanya on September 16, 2009, 11:24:35 pm
Yeah, a lot of the yy values from the list make no sense in the xx position.
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Post by: Vanya on September 16, 2009, 11:32:04 pm
Also, your testing of Ramza is on a Type 1 sprite. That will also cover Type 2 sprites.
The other types of sprite are:
Monster
Monster + Flying Flag (should also be covered by monster, but not sure.)
Monster + Lacavi SEQ
Chocobo (I'm testing this one now.)
Ultima 1
Ultima 2

In shishi they appear in two pull down menus labeled as TYPE & SEQ. The above types correspond to these pull down entries; MON/MON, MON/MON with the 'Flying?' box checked, MON/RUKA, CYOKO/CYOKO, ARUTE/ARUTE, & KANZEN/KANZEN.
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Post by: Mega_Tyrant on September 17, 2009, 12:07:52 am
Interesting thing I just noticed about the looping spell cast animation.  If someone elses turn comes up the character stops, then starts up again when it's their turn.

So far (Byte 1):

00   Crouch Charging
01   Spell Charging
02   Summon Charging (bubble effect at end)
03   Spell Charging
04   Crouch Charging
05   Spell Charging
06   Crouch Charging
07   Crouch Charging
08   Crouch Charging
09   Spell Charging
0A   Crouch Charging
0B   Spell Charging
0C   Crouch Charging
0D   Sing Charging
0E   Dance Charging
0F   Spell Charging
10   Spell Charging
11   Kneeling
12   Crouch Charging
13   Crouch Charging
14   Spell Cast (game freezes upon animation 2)
15   Walk (normal speed) (game freezes upon animation 2)
16   Walk (haste speed) (game freezes upon animation 2)
17   Spinning Clockwise (game hangs upon animation 2)
18   Kneeling(poison trap, the actual graphical effect of the poison rising appears wherever the skill was targeted)(game hangs upon animation 2)
19   Walk (haste speed) (game hangs upon animation 2)
1A   Defending (game hangs on animation 2)
1B   Dodge (game hangs upon animation 2)
1C   Walk (haste speed) (game hangs upon animation 2)
1D   Struck Animation (game hangs upon animation 2)
1E   Unconcious (game freezes upon animation 2)
1F   Walk (haste speed) (game freezes upon animation 2)
20   Spell Cast (game hangs upon animation 2)
21   Similar to 2nd part of speechcraft but it looks like he's reading from a book. (No visible book)(game hangs upon animation 2)
22   Spell Cast with Poison needle trap effect (game hangs on animation 2)
23   Dance Charging switches to cast animation though if your turn comes up again before the spell/attack resolves (game freezes upon animation 2)
24   Raises arm like charging spell but then the animation keeps looping (game freezes upon animation 2)
25   Spell Cast (game freezes upon animation 2)
26   Spell Cast (game hangs upon animation 2)
27   Spell Cast (game hangs upon animation 2)
28   Spell Cast (game hangs upon animation 2)
29   Spell Cast (game hangs upon animation 2)
2A   Freezes in place in whatever part of the walk animation they were in (game hangs upon animation 2)
2B   Spell Cast (game hangs upon animation 2)
2C   Spell Cast (game hangs upon animation 2)
2D   Standing (game hangs upon animation 2)
2E   Spell Cast (game hangs upon animation 2)
2F   Spell Cast (loop)
30   Standing
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Post by: Vanya on September 17, 2009, 11:17:40 pm
Here are the results thus far for the Byte 1 values for a Chocobo Type sprite.
I set Byte 2 to 01 for these tests because it causes the unit to disappear for the second half of the animation.
Actually on a side note, the Byte 2 value of 01 for the chocobo has a strange effect. If the unit targets itself it'll use a pose with one raised wing instead of disappearing.
Anyway, here's the data:

00 - Standing pose
01 - Flapping wings w/ standard spell charge
02 - Flapping wings w/ summon spell charge
03 - Flapping wings
04 - Squinting pose
05 - Flapping wings
06 - Flapping wings
07 - Squinting pose
08 - Raise wings up then down and into squint pose
09 - Flapping wings
0A - Raise wings up then down and into squint pose
0B - Flapping wings
0C - Raise wings up then down and into squint pose
0D - Stop in current pose
0E - Stop in current pose
0F - Vanish
10 - Flapping wings
11 - Squinting pose
12 - Shaky squinting pose
13 - One wing raise forward pose
14 - <Freeze>
15 - <Freeze>
16 - <Freeze>
17 - <Freeze>
18 - Flying at ground level then <Freeze>
19 - <Freeze>
1A - Hop with a single wing flap then <Freeze>
1B - Flying at ground level then <Freeze>
1C - <Freeze>
1D - Spin around once then <Freeze>
1E - Squinting pose then <Freeze>
1F - <Freeze>
20 - <Freeze>
21 - <Freeze>
22 - Green bubbles then <Freeze>
23 - <Freeze>
24 - <Freeze>
25 - <Freeze>
26 - <Freeze>
27 - <Freeze>
28 - <Freeze>
29 - <Freeze>
2A - Bow head then green bubbles effect then <Freeze>
2B - <Freeze>
2C - <Freeze>
2D - <Freeze>
2E - <Freeze>
2F - Wings raised pose
30 - Standing pose
31 - Wings raised pose
32 - Wings raised pose
33 - Standing pose
34 - Wings raised pose then <Freeze>
35 - Wings raised pose
36 - Standing pose
37 - Wings raised pose then white sploosh effect then <Freeze>
38 - Wings raised pose w/ standard spell charge
39 - Standing pose
3A - Wings raised pose
3B - Wings raised pose
3C - Standing pose then golem hand effect then <Freeze>
3D - Wings raised pose
3E - Wings raised pose
3F - Standing pose then white sploosh effect then <Freeze>
40 - Wings raised pose w/ standard spell charge
41 - Wings raised pose
42 - <Freeze>
43 - Wings raised pose
44 - <Freeze>
45 - Standing pose
46 - Wings raised pose
47 - Wings raised pose
48 - Standing pose then golem hand effect then <Freeze>
49 - Wings raised pose
4A - <Freeze>
4B - Standing pose then white sploosh effect then <Freeze>
4C - Wings raised pose w/ standard spell charge
4D - Wings raised pose
4E - Standing pose
4F - Wings raised pose
50 - Wings raised pose w/ standard spell charge
51 - Standing pose
52 - Wings raised pose
53 - Wings raised pose
54 - Standing pose then white sploosh effect then <Freeze>
55 - Wings raised pose
56 - Wings raised pose
57 - Standing pose
58 - Vanish then white splash effect then <Freeze>
59 - Vanish
5A - Standing pose w/ standard spell charge
5B - Vanish then white smoke puff effect then <Freeze>
5C - Vanish then red energy charge effect then <Freeze>
5D - Standing pose
5E - Vanish
5F - Vanish
60 - Standing pose then aqua splash effect then <Freeze>
61 - Vanish
62 - Vanish
63 - Standing pose
64 - Vanish then rising sparkles effect then <Freeze>
65 - Vanish
66 - Standing pose
67 - Vanish
68 - Vanish then white smoke puff effect then <Freeze>
69 - Standing pose
6A - Vanish
6B - Vanish
6C - Standing pose then dust puff rising effect then <Freeze>
6D - Vanish
6E - Wings raised pose
6F - Vanish
70 - Wings raised pose then golem hand effect then <Freeze>
71 - Wings raised pose
72 - <Freeze>
73 - <Freeze>
74 - <Freeze>
75 - Standing pose
76 - Wings raised pose
77 - Wings raised pose
78 - <Freeze>
79 - Wings raised pose
7A - Wings raised pose
7B - Standing pose
7C - Wings raised pose then rising energy streak effect then **This one doesn't freeze**
7D - Wings raised pose
7E - Standing pose
7F - Standing pose
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Post by: Vanya on September 21, 2009, 11:13:40 am
I found a very interesting combination for a dragoon or monk attack.

Use the values 0F, 6A, and 00. Then make sure the ability is single target only.
This will give a bad ass jump kick / short dragoon jump animation.

0F 71 00 is similar but uses the Steal animation. It might be useful for a new steal ability.

0F 3C 00 is kinda wierd. The unit jumps up off screen, then the effect happens on the target and the unit reappears in their original spot with the teleport effect.

As you guys could guess, 3C is the teleport effect. If it could be combined with a custom formula it could be used to make a teleport skill. This would be advantageous for anyone who would rather use the two teleport movement skills for new movement skills instead without having to sacrifice teleportation all together. The only drawback is that the AI would probably not be able to use the new teleport ability without an additional ASM hack.

At any rate, my theory for the teleport skill would be to make it not target any spot occupied by any ally or enemy unit. Make sure it can't target the caster either. This will force the player to target an empty spot. Then in order for it to be functional it would need a custom formula that sets new coordinates for the caster based on the coordinates of the spot that was targeted. The effect would be that the player would disappear, then the formula would happen, and finally, the unit would appear at it's new coordinates.

Thinking about it; the custom formula could probably just be a simple call to the algorithm that already handles teleportation.
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Post by: LastingDawn on September 21, 2009, 01:43:42 pm
Quote from: "Vanya"I found a very interesting combination for a dragoon or monk attack.

Use the values 0F, 6A, and 00. Then make sure the ability is single target only.
This will give a bad ass jump kick / short dragoon jump animation.

0F 71 00 is similar but uses the Steal animation. It might be useful for a new steal ability.

0F 3C 00 is kinda wierd. The unit jumps up off screen, then the effect happens on the target and the unit reappears in their original spot with the teleport effect.

As you guys could guess, 3C is the teleport effect. If it could be combined with a custom formula it could be used to make a teleport skill. This would be advantageous for anyone who would rather use the two teleport movement skills for new movement skills instead without having to sacrifice teleportation all together. The only drawback is that the AI would probably not be able to use the new teleport ability without an additional ASM hack.

At any rate, my theory for the teleport skill would be to make it not target any spot occupied by any ally or enemy unit. Make sure it can't target the caster either. This will force the player to target an empty spot. Then in order for it to be functional it would need a custom formula that sets new coordinates for the caster based on the coordinates of the spot that was targeted. The effect would be that the player would disappear, then the formula would happen, and finally, the unit would appear at it's new coordinates.

Thinking about it; the custom formula could probably just be a simple call to the algorithm that already handles teleportation.


Whoa... Do you now how Awesome it would be to see someone Jump, have a Meteor Drop, then Teleport back down after the effect? That is just... great work Vanya! It sounds like there is a lot of possiblity for unique animations. I'm also curious about that Jump Kick you mention...
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Post by: Cheetah on September 21, 2009, 02:17:35 pm
Very intersting work, I like it. I'm rather confused as to why we haven't figured this all out before. Though obviously I wasn't either...
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Post by: Vanya on September 21, 2009, 03:32:16 pm
Thanks! ^_^
I'm guessing cause no one has tested this stuff in detail until now.
The list on the wiki is incomplete and not very descriptive. I hope to remedy that.

By the way, I also found some animations that seem suspiciously like they would fit the unused doll weapons.
They could be related to shield blocking, but they don't seem to use shield graphics.

Speaking of weapon animations, I've also found the animations for striking weapons (knife, sword, staff, mace, etc.). guns, crossbows, thrust weapons, books, harps, throwing weapons, and bags/cloths. Some of these were already on the wiki. If we could some how expand the routine that checks for swords, we can do an entire array of abilities designed for specific weapons.
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Post by: Cheetah on September 21, 2009, 07:40:16 pm
Using the dolls you say!? That is very interesting...hmmm what is it using in place of the doll? Just whatever the equipped weapon is?
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Post by: LastingDawn on September 21, 2009, 07:58:34 pm
Really? You found the elusive dolls animations? Interesting...
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Post by: Vanya on September 21, 2009, 10:02:07 pm
Not the dolls, but rather an animation that might have been intended for them.
There are 2 sets of three animations that if used by a humanoid sprite has the sprite stick their hand out.
These are the byte 2 values if you want to check them out:

44 - Upper holding out hand (no wep1 or wep2 animation at all)
47 - Middle holding out hand (no wep1 or wep2 animation at all)
4A - Lower holding out hand (no wep1 or wep2 animation at all)

45 - Upper holding out hand (with a wep1 animation, no compatible weapon found)
48 - Middle holding out hand (with a wep1 animation, no compatible weapon found)
4B - Lower holding out hand (with a wep1 animation, no compatible weapon found)

They could be the shield block sequences, but they didn't use the equiped shield's graphics, only the weapon's.

I also found these to be interesting:

43 - Upper throwing weapon strike (the cloths and hand bags are compatible, has no return anim. Used for thrown items & Throw skills?)
46 - Middle throwing weapon strike (the cloths and hand bags are compatible, has no return anim. Used for thrown items & Throw skills?)
49 - Lower throwing weapon strike (the cloths and hand bags are compatible, has no return anim. Used for thrown items & Throw skills?)
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Post by: Vanya on September 21, 2009, 10:14:12 pm
Has anyone ever tried to mess with the weapon data in raw hex?
It would help solve the mystery of the missing weapon animations if we could see exactly values and if there are any possible combinations not normally supported by the editor.
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Post by: Cheetah on September 22, 2009, 08:04:54 pm
So I have a question since I have spent very little time actually working with FFTPatcher. Is there a known value that determines what weapon graphic is used that relates to the specific weapon equiped? Like if you are using a Coral Sword, how does the game know how to use that weapons graphic/palette instead of a different sword graphic? This would be the next step in figuring out using these unused items, among other things.
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Post by: Vanya on September 22, 2009, 08:33:36 pm
To the best of my knowledge that data is still a mystery. The patcher only lets you change the icon in the item menu, not the graphics in battle. It could be hard coded, but I don't know for sure. The best ppl to ask I guess are either melonhead or zodiac.
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Post by: Zozma on September 22, 2009, 08:59:05 pm
the odd thing is i managed to create a harp that had a blue icon and blue batle gfx.. but other weapons wouldnt change the gfx in battle, they just used defaults
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Post by: Vanya on September 22, 2009, 09:39:22 pm
What did you change exactly?
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Post by: Zozma on September 22, 2009, 09:49:21 pm
just changed one of the cloths/rugs into a harp and gave it a blue palette
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Post by: Vanya on September 22, 2009, 10:13:38 pm
And it looked like a harp? Interesting.
I tried changing a pole into a staff, but it ended up looking like a sword.
I really need to hit up the pSX debugger to try and track the code/values that determine the weapon graphic.
I also need to experiment with the weapons to see what data can be extrapolated from changing their types around.
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Post by: Cheetah on September 26, 2009, 06:48:12 am
I found part of this on the Japanese wiki the other day. I will post the info when I get home.
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Post by: Vanya on September 27, 2009, 03:12:17 pm
Cool, I'd appreciate that. ^_^
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Post by: Wasabi on November 05, 2009, 10:48:18 pm
Is there any more info on Byte 1 for the rest of the monster sprites?
Title: Re: Animation Tab of ver. 0.457 FFTPatcher
Post by: Mega_Tyrant on January 21, 2010, 04:14:44 pm
Unfortunately there isn't any new info on Byte 1 yet (I did have some but my laptop's hardrive got a bad virus and IT had to wipe the drive).  This task has been on the back burner for while now, I had to refocus my attention on school because my grades were slipping badly.  Juggling work, school and this was a bit harder than I thought.  Thankfully this semester I don't plan on working so I'm hoping to be able to make some headway on this despite taking 18 credits this semester.
Title: Re: Animation Tab of ver. 0.457 FFTPatcher
Post by: Mega_Tyrant on March 01, 2010, 10:02:03 pm
NOOOOOOOOO! NOT AGAIN! CRUD! My hard drive crashed again! Why does this keep happening to me?  I lost lots of important school documents, *@$#.
Title: Re:
Post by: R999 on March 03, 2010, 03:55:47 am
Quote from: "Vanya"Speaking of weapon animations, I've also found the animations for striking weapons (knife, sword, staff, mace, etc.). guns, crossbows, thrust weapons, books, harps, throwing weapons, and bags/cloths. Some of these were already on the wiki. If we could some how expand the routine that checks for swords, we can do an entire array of abilities designed for specific weapons.

While searching for specific weapon animations, I came across the Wiki as well and tested some of the weapon animations listed there. What annoys me though, is that a lot of these animations do not actually seem to display the actual weapon your caster is holding. It displays a blue / default palette weapon. At least it is for the ones that I have tried.

Btw Vanya, are you updating the Wiki right now? I am very anxious to get my hands on some of the weapon anims you described.
Title: Re: Animation Tab of ver. 0.457 FFTPatcher
Post by: Vanya on March 03, 2010, 02:12:29 pm
Make sure that the skill you're using to test has the weapon strike flag set. If you use a skill with a weapon animation and that flag isn't set you'll automatically get weapon 00 with palette 00; which is the blue dagger.
I haven't added anything in a while, but I have a bunch of notes. I'll add it ASAP, though.
Title: Re: Animation Tab of ver. 0.457 FFTPatcher
Post by: R999 on March 03, 2010, 06:52:46 pm
Oh that makes sense... But just to make sure, I am referring to the 2nd byte for the animation.

I am aware that if the 2nd byte is 00, with weapon strike flagged, it will perform a one time weapon strike (attack animation basically). It is one time only because formulas that can hit multiple times (Hydra, Malak, etc) will only show the weapon strike once, afterwards it becomes fists (all this refers to 00 being the 2nd byte).

So say if I wanted a forced sword/dagger strike animation, using the actual weapon wielding, do I use one of the following along with the Weapon Strike checked?

Quote0x5B weapon strike???
0x5C weapon strike???
0x5D weapon strike???
0x5E weapon strike???
0x5F weapon strike???
0x60 weapon strike???
0x61 weapon strike???
0x62 weapon strike???
0x63 weapon strike???

I also tried 0x6E (Attack) with weapon strike before, and that works (but it still uses the blue dagger). I'll come back after I tried the other ones with weapon strike. Unless there's other animations that you haven't listed in the wiki.
Title: Re: Animation Tab of ver. 0.457 FFTPatcher
Post by: Vanya on March 03, 2010, 10:02:45 pm
I believe those are some of the ones. I'll check my notes to be sure.
Title: Re: Animation Tab of ver. 0.457 FFTPatcher
Post by: R999 on March 24, 2010, 05:41:57 pm
Edit: I got the weapon strikes to show up properly now, at least some of them anyway.


Now, here's some testing on Vanya's findings,
QuoteUse the values 0F, 6A, and 00. Then make sure the ability is single target only.
This will give a bad ass jump kick / short dragoon jump animation.

0F 71 00 is similar but uses the Steal animation. It might be useful for a new steal ability.

0F 3C 00 is kinda wierd. The unit jumps up off screen, then the effect happens on the target and the unit reappears in their original spot with the teleport effect.

0F 6A 00 -> supposedly, same animation as a regular jump attack.
However...
1) Regardless if the given ability is instant cast or not, the caster will lose his/her Shadow (black dot) permanently throughout the entire battle, making the sprite looked like it was cut and pasted on the game (looking very ugly).

2) if this is not instant cast, the caster will go into a charging state, and is permitted to Move -in mid air-. However, this appears extremely glitchy; the caster will move and jump in mid air showing all sorts of glitchy looking things.

Video Demostration of some of these behaviors
>>>>>> Note that the Lancer loses his Shadow permanently after landing.

So my conclusion with regards to this is... while it looks cool at first, it is basically not useable. This is regarding the first part 0F being a Jump initialization animation. It looks like the animation code itself actually moves the sprite location semi-permanently.


0F 71 00 -> using a steal animation on the 2nd phase.
1) This looked cool at first, but upon further testing, the steal animation behaves very strangely, sometimes leading to a double steal animation, sometimes looking really weird, with inbetween animations of jump and steal, and this random behavior is completely isolated to these animation flags. Basically unusable.

0F 3C 00 -> haven't tested this yet. But if it could work, it'll be the only way to make for a "Pseudo Jump" effect.



And yes I am indeed interested in a working Pseudo Jump animation.



edit3: 0F-76 does indeed work better, without the problems stated here earlier.





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edit:4  Just posting here to remind myself that I have tested all of the Bow animations from the wiki. Namely, 24, 36, 53 and 54. Without weapon strike,

54 actually looked liked a Throw animation, with a glitched blue dagger.
53 looked like a bow animation but again, with a blue glitched dagger.
36 caster kneels down with eyes closed
24 caster kneels down with eyes closed

All of them with the exception of 24, behave as if it was animation 00 if weapon strike is flagged (basically, useless; if you had a sword, it'll do a sword swing. if you had a book, it'll do a book animation, etc).
Title: Re: Animation Tab of ver. 0.457 FFTPatcher
Post by: Skip Sandwich on April 29, 2010, 11:53:34 am
@R999
regarding weapon strike and multi-hit formulas, the first hit references the right hand weapon graphic, and all subsequent hits reference the left
Title: Re: Animation Tab of ver. 0.457 FFTPatcher
Post by: R999 on April 29, 2010, 03:29:51 pm
^ Thanks very much for this info.