Difference between revisions of "Animation string"

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(→‎Tags: More stuff.)
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vsx 01 // plus f14
 
vsx 01 // plus f14
 
vsy 02 // plus f14
 
vsy 02 // plus f14
 +
 +
f22:
 +
jg 0004
 +
fl 0010
 +
jm 0020
 +
jh 0040
 +
jj 0080
 +
jp 0100
 +
jf 1000
 +
jf2 2000
 +
jz FFFF
 +
 +
 +
From http://www.omf2097.com/~forum/viewthread.php?tid=193&page=8 : [More incorporated below]
 +
 +
cp: doesn't strictly mean "hits here"
 +
look at Nova's basic punch: it starts hitting on frame 2-3 but doesn't have CP till 4
 +
ub: this frame causes trails
 +
n: during recovery; or during entirety of Concussion Cannon
 
-->
 
-->
 
{| cellpadding="4" style="border:1px solid darkgray;"
 
{| cellpadding="4" style="border:1px solid darkgray;"
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|-
 
|-
 
| i ||
 
| i ||
 +
|-
 +
|colspan=2| <hr>
 +
|-
 +
| '''j<...>''' || It is hypothesized that the '''j''' tags define which moves can 'chain' to which other moves. Possibly jh moves only chain to high moves, jm moves only chain to mid moves, jl moves only chain to low moves. (The distinction between a mid and low move is unclear at this point.) jf moves appear to chain to your scrap move (f=finisher here).
 +
 +
It is unknown whether jn<n> is part of this block of tags or a separate tag.
 +
<!--
 +
The J Tags: Could indicate the frames are to be skipped under some conditions.
 +
Plenty of them - format seems to be j[letter] or jn[int]
 +
 +
Jag's J Tags
 +
jh: P, d+K, cannon
 +
jm: db+P, db+K, K
 +
jl: df+P, d+P
 +
jp: b+P
 +
jn21: P, b+P, d+P
 +
jn15: getting up
 +
jf: win animation
 +
 +
Hypothesis: J means Jump. I have no idea what jn## means.
 +
-->
 
|-
 
|-
 
| jf2 ||
 
| jf2 ||
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|-
 
|-
 
| jm ||
 
| jm ||
|-
 
| jn<n> ||
 
 
|-
 
|-
 
| jp ||
 
| jp ||
 
|-
 
|-
 
| jz || combination of all other j flags except jn
 
| jz || combination of all other j flags except jn
 +
|-
 +
| jn<n> ||
 +
|-
 +
|colspan=2| <hr>
 
|-
 
|-
 
| k<n> ||
 
| k<n> ||
Line 446: Line 488:
 
|colspan=2| <hr>
 
|colspan=2| <hr>
 
|-
 
|-
| zg ||
+
| '''z<...>''' || The z tags specify which attacks the player is invunlerable to, for the duration of the frame.
 +
<!--
 +
The Z Tags
 +
zz: total invincibility?
 +
all frames of Rising Blade
 +
frames 1-2 of Jag Leaps
 +
zp: on early frames of Shadow Headbutt, f1-3 of Flip Kick - inv. projectiles?
 +
zj: invincible to jumps?
 +
all frames of Rising Talon
 +
frames 1-2 of Flip Kick
 +
-->
 +
|-
 +
| zg || '''0x0004'''
 
|-
 
|-
| zh ||
+
| zh || '''0x0040'''
 
|-
 
|-
| zj ||  
+
| zj || '''0x0080''' ''Player is invincible to jumping attacks?''
 
|-
 
|-
| zl ||  
+
| zl || '''0x0010'''
 
|-
 
|-
| zm ||  
+
| zm || '''0x0020'''
 
|-
 
|-
| zp ||
+
| zp || '''0x0100''' ''Player is invincible to projectiles?''
 
|-
 
|-
| zz || Combination of all other z flags. ''Player is invincible for this frame''  
+
| zz || '''0xFFFF''' Combination of all other z flags. ''Player is invincible for this frame''  
 
|}
 
|}
  

Revision as of 22:52, 24 November 2009

Basic format

Animation strings are of the form:

<frame descriptor 1>-<frame descriptor 2>-...-<frame descriptor n>

Frame descriptors are a sequence of lowercase tags followed by an uppercase frame letter and an integer frame duration:

zzA1

For instance:

x-5A3-x-3B2-x-2C1-x-1D1

divides up as:

Tags Frame Duration
x-5 A 3
x-3 B 2
x-2 C 1
x-1 D 1

Tags

There are a lot of available tags. Not all of them are understood. Some of them take numeric parameters, which are indicated in angle brackets below. Such parameters must match the regular expression:

 -?+\?[0-9]*

An omitted parameter is treated as 0.

Here's a complete list of all tags. Descriptions in italics may be unreliable.

Tag Notes

aa
ab
ac
ad
ae
af
ag
ai
am
ao
as
at
aw
ax
ar
al

b<...> The b codes control the rendering method used for the sprite. A variable b is set to a visibility level, and is linearly interpolated throughout the frame from the bs value to the bf value, if the bs value has been specified and is not zero. Otherwise the b value is set to the bf value.
<math>
b = bs ? (bs + (bf - bs) * tick / ticksThisFrame) : bf
</math>

The bf value is set by the tags bb, bf, bj, bl, bm. These tags all also set some bflags which control the rendering effect.

b1 = 0x2000
b2 = 0x4000
bb<n> = 0x0010, bf := n Screen shake with magnitude n
be = 0x0800 Something related to victory/scrap/destruction animations?
bf<n> = 0x0001, bf := n Blend finish with opacity n < 256
bh = 0x0040
bl<n> = 0x0008, bf := n
bm<n> = 0x0100, bf := n
bj<n> = 0x0400, bf := n
bs<n> bs := n Blend start with opacity n < 256 (the sprite is drawn at this opacity at the start of the frame and gradually transitioned to whatever is set as the blend finish value)
bu = 0x8000
bw = 0x0080
bx = 0x0002

bp<...> The bp codes control scene and entity lighting and colouring. A variable bp is set to a colour level, and is linearly interpolated throughout the frame from the bpb value to the bpp value. The bpd tag specifies a reference colour (r,g,b) by palette index.
bp = bpb + (bpp - bpb) * tick / ticksThisFrame
for i = bps to bps + bpn:
  if bz:
    m = max(r_i, g_i, b_i)
    r_i' = r_i + m/64 * bp/64 * (r - r_i*)
    g_i' = g_i + m/64 * bp/64 * (g - g_i*)
    b_i' = b_i + m/64 * bp/64 * (b - b_i*)
  else:
    r_i' = r * bp/64
    g_i' = g_i * (1 - bp/64) + g * bp/64
    b_i' = b_i * (1 - bp/64) + b * bp/64
    
  r_i = max(0, min(63, r_i'))
  g_i = max(0, min(63, g_i'))
  b_i = max(0, min(63, b_i'))

In the above, r_i* is the original (unmodified) value.

bpd<n> bpd := n

Specifies a colour (reference palette index)

bps<n> bps := n

Starting palette index

bpn<n> bpn := n

Palette entry count

bpf Blend Palette Fighter: If this is the HAR for player 2 then bps48 bpn48 (second robot's colours) else bps1 bpn47 (first robot's colours)
bpp<n> bpb := n, bpp := n

Set both initial and final colour level.

bpb<n> bpb := n

Initial colour level for blending. Specify bpp first.

bpo bpo := 1

Disables palette effects.

bz

If specified, a colour tint effect will be used, otherwise a green-blue lightning effect will be used.


ba<n>
bc<n>
bd
bg
bi<n>
bk<n> crashes if not in arena?
bn
bo<n>
br Draw additively
bt
by
cf
cg
cl
cp Apply the damage for the current animation to opponent
cw
cx<n>
cy<n>
d<n> d1 is the animation string for the third to last frame in all the scrap metal damage bits that fall off of a HAR
e
f toggle flag Flip sprite verticially
g
h
i

j<...> It is hypothesized that the j tags define which moves can 'chain' to which other moves. Possibly jh moves only chain to high moves, jm moves only chain to mid moves, jl moves only chain to low moves. (The distinction between a mid and low move is unclear at this point.) jf moves appear to chain to your scrap move (f=finisher here).

It is unknown whether jn<n> is part of this block of tags or a separate tag.

jf2
jf
jg
jh
jj
jl
jm
jp
jz combination of all other j flags except jn
jn<n>

k<n>
l<n>
ma<n> if n == 1000 then n := random(360)
mc
md<n> Destroy animation n
mg<n>
mi<n>
mm<n> mm := n
mn<n>
mo something involving HARs, applied to object mm
mp<n>
mrx<n> mx := random(320 - 2*mm) + n
mry<n> my := random(200 - 2*mm) + n
ms my := -4 * (f1C - 188)
mu<n> similar to mo, n < 1024, applied to object mm
mx<n> mx := n
my<n> my := n
m<n> Create instance of animation n
n
ox<n> ox := n
oy<n> oy := n
pa
pb<n> n < 512
pc<n> n < 512
pd<n> n < 256
pe make pa, pb, pc, pd operate on the other HAR
ph disable pa, pb, pc, pd
pp<n>
ps update a color palette
ptd<n>
ptp<n>
ptr<n>
q
r toggle a global Flip sprite horizontally
s<n> Play sound n
sa
sb<n> same as se<n> plus setting one other value to n
sc<n> sc0 is different from other sc tags
sd
se<n> similar to sl<n+1> (the latter also clears the high byte of the value)
sf<n> Sound frequency n
sl<n> Sound loudness n
smf<n>
smo<n>
sp<n> Sound panning n?
sw<n> sw<n> sets an internal counter to max(current value, n). This counter is decreased at a rate of either 2 or 4 units per game tick, down to 0. If the counter gets to 100 or above, the game pauses for a little while.
t
ua
ub motion blur
uc
ud
ue
uf
ug
uh
uj
ul
un
ur
us
uz
v
vsx also does v.
vsy actually vsK where K is anything other than x. also does v.
w

x<...> /x-?\+?=?-?\+?[0-9]*/ is accepted but in practice it'll be one of...
x-<n> Move x by n left?
x+<n> Move x by n right?
x=<n> Interpolate to x=<m> on next frame?
x<n> If unspecified, a value of 100 is assumed. Set x to n?

y<...> /y-?\+?=?-?\+?[0-9]*/ is accepted but in practice it'll be one of...
y-<n> Move y by n left?
y+<n> Move y by n right?
y=<n> Interpolate to y=<m> on next frame?
y<n> If unspecified, a value of 100 is assumed. Set y to n?

z<...> The z tags specify which attacks the player is invunlerable to, for the duration of the frame.
zg 0x0004
zh 0x0040
zj 0x0080 Player is invincible to jumping attacks?
zl 0x0010
zm 0x0020
zp 0x0100 Player is invincible to projectiles?
zz 0xFFFF Combination of all other z flags. Player is invincible for this frame

Error handling

A handful of animation strings used by the AF and BK files provided with OMF2097 are ill-formed. The behaviour in the case of ill-formed strings in the OMF engine is inconsistent, but at least the following non-tags must be accepted and ignored by any correct parser:

Tag Used by Notes
zc Pyros' Shadow Super Thrust
x+4zcubs21l50zp
Probably a typo for zp. It looks like someone added 'zp's at the end of all the tags later when it was found to be not working properly (probably because of this zc). The tags for the frames before and after both contain zp.