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OBJ0A wobbledata... whats the format?


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#1 Lips2k8

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Posted 17 February 2010 - 09:04 PM

As the title says I am trying to make a heat haze effect using the lz ripple deformation code - its really quite simple but looks really effective however I want to Experiment a little more and was wondering if anybody knows/understands how the format of the wobble data works? I will post the wobbledata code for easy referance...

Obj0A_WobbleData:
		dc.b 0, 0, 0, 0, 0, 0,	1, 1, 1, 1, 1, 2, 2, 2,	2, 2, 2
		dc.b 2,	3, 3, 3, 3, 3, 3, 3, 3,	3, 3, 3, 3, 3, 3, 4, 3
		dc.b 3,	3, 3, 3, 3, 3, 3, 3, 3,	3, 3, 3, 3, 2, 2, 2, 2
		dc.b 2,	2, 2, 1, 1, 1, 1, 1, 0,	0, 0, 0, 0, 0, -1, -1
		dc.b -1, -1, -1, -2, -2, -2, -2, -2, -3, -3, -3, -3, -3
		dc.b -3, -3, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4
		dc.b -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4
		dc.b -4, -4, -4, -4, -4, -3, -3, -3, -3, -3, -3, -3, -2
		dc.b -2, -2, -2, -2, -1, -1, -1, -1, -1
		dc.b 0, 0, 0, 0, 0, 0,	1, 1, 1, 1, 1, 2, 2, 2,	2, 2, 2
		dc.b 2,	3, 3, 3, 3, 3, 3, 3, 3,	3, 3, 3, 3, 3, 3, 4, 3
		dc.b 3,	3, 3, 3, 3, 3, 3, 3, 3,	3, 3, 3, 3, 2, 2, 2, 2
		dc.b 2,	2, 2, 1, 1, 1, 1, 1, 0,	0, 0, 0, 0, 0, -1, -1
		dc.b -1, -1, -1, -2, -2, -2, -2, -2, -3, -3, -3, -3, -3
		dc.b -3, -3, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4
		dc.b -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4
		dc.b -4, -4, -4, -4, -4, -3, -3, -3, -3, -3, -3, -3, -2
		dc.b -2, -2, -2, -2, -1, -1, -1, -1, -1


#2 SpirituInsanum

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Posted 17 February 2010 - 09:44 PM

Well, that's easy: 0 means 0 pixel, 1 means one pixel, -1 means -1 pixel, etc.

There's one value per line, so the first 6 lines aren't shifted, the next fives move 1 pixel right, the next 7, 2 pixels right, etc.

If I remember correctly, negative values can be replaced by their hex value (-1=FF, -2=FE, etc).

The code of the first background of sandopolis may be interesting for your heat haze effect as well.

Edited by SpirituInsanum, 17 February 2010 - 09:45 PM.


#3 Lips2k8

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Posted 17 February 2010 - 10:20 PM

View PostSpirituInsanum, on Wednesday 17th February 2010, 9:44 pm, said:

Well, that's easy: 0 means 0 pixel, 1 means one pixel, -1 means -1 pixel, etc.

There's one value per line, so the first 6 lines aren't shifted, the next fives move 1 pixel right, the next 7, 2 pixels right, etc.

If I remember correctly, negative values can be replaced by their hex value (-1=FF, -2=FE, etc).

The code of the first background of sandopolis may be interesting for your heat haze effect as well.

Awesome - thank you... I have made a seperate data file so that my lz wobble and my ghz wobble are different.





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