Animation frames

Discussion in 'Discussion and Q&A Archive' started by Unspoken, May 30, 2008.

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  1. Unspoken

    Unspoken Well-Known Member Member

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    I used SonMapEd to convert Sonics mappings/cues from Sonic 3 to Sonic 2 and I am using the Sonic 2 2007 dissembley. I am using Stealths? S&K ASM to port the frames but as they have no labels I only know a few.


    Does anyone know which are which?
     
  2. Alriightyman

    Alriightyman I'm back! Member

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    If you load the mappings up in sonmaped, they should be in order as thay appear in asm.


    For Example:


    [​IMG]


    Hope that helps.
     
    Last edited by a moderator: Jun 1, 2008
  3. Unspoken

    Unspoken Well-Known Member Member

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    I didn't modify the animation frames in SonMapEd, I just converted the mappings/cues. I'm not talking about modifying the pointers but the fram code itself


    These: I have already edited some but as I said I don't know which all the frames are on SonicK because the ASM file isn't labeled.


    SonAni_Walk: dc.b $FF, $7,$8,$1,$2,$3,$4,$5,$6,$FF


    SonAni_Run: dc.b $FF, $21,$22,$23,$24,$FF,$FF,$FF,$FF,$FF


    SonAni_Roll: dc.b $FE, $96,$97,$96,$98,$96,$99,$96,$9A,$FF


    SonAni_Roll2: dc.b $FE, $96,$97,$96,$98,$96,$99,$96,$9A,$FF


    SonAni_Push: dc.b $FD,$B6,$B7,$B8,$B9,$FF,$FF,$FF,$FF,$FF


    SonAni_Wait:


    dc.b 5, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1


    dc.b 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2


    dc.b 3, 3, 3, 3, 3, 4, 4, 4, 5, 5, 5, 4, 4, 4, 5, 5


    dc.b 5, 4, 4, 4, 5, 5, 5, 4, 4, 4, 5, 5, 5, 6, 6, 6


    dc.b 6, 6, 6, 6, 6, 6, 6, 4, 4, 4, 5, 5, 5, 4, 4, 4


    dc.b 5, 5, 5, 4, 4, 4, 5, 5, 5, 4, 4, 4, 5, 5, 5, 6


    dc.b 6, 6, 6, 6, 6, 6, 6, 6, 6, 4, 4, 4, 5, 5, 5, 4


    dc.b 4, 4, 5, 5, 5, 4, 4, 4, 5, 5, 5, 4, 4, 4, 5, 5


    dc.b 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 4, 4, 4, 5, 5


    dc.b 5, 4, 4, 4, 5, 5, 5, 4, 4, 4, 5, 5, 5, 4, 4, 4


    dc.b 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7, 8, 8


    dc.b 8, 9, 9, 9,$FE, 6


    SonAni_Balance: dc.b 9,$CC,$CD,$CE,$CD,$FF


    SonAni_LookUp: dc.b 5, $B, $C,$FE, 1


    SonAni_Duck: dc.b 5,$4C,$4D,$FE, 1


    SonAni_Spindash:dc.b 0,$42,$43,$42,$44,$42,$45,$42,$46,$42,$47,$FF


    SonAni_Blink: dc.b 1, 2,$FD, 0


    SonAni_GetUp: dc.b 3, $A,$FD, 0


    SonAni_Balance2:dc.b 3,$C8,$C9,$CA,$CB,$FF


    SonAni_Stop: dc.b 5,$D2,$D3,$D4,$D5,$FD, 0 ; halt/skidding animation


    SonAni_Float: dc.b 7,$54,$59,$FF


    SonAni_Float2: dc.b 7,$54,$55,$56,$57,$58,$FF


    SonAni_Spring: dc.b $2F,$5B,$FD, 0


    SonAni_Hang: dc.b 1,$50,$51,$FF


    SonAni_Dash2: dc.b $F,$43,$43,$43,$FE, 1


    SonAni_Dash3: dc.b $F,$43,$44,$FE, 1


    SonAni_Hang2: dc.b $13,$6B,$6C,$FF


    SonAni_Bubble: dc.b $B,$5A,$5A,$11,$12,$FD, 0 ; breathe


    SonAni_DeathBW: dc.b $20,$5E,$FF


    SonAni_Drown: dc.b $20,$5D,$FF


    SonAni_Death: dc.b $20,$5C,$FF


    SonAni_Hurt: dc.b $40,$4E,$FF


    SonAni_Slide: dc.b 9,$4E,$4F,$FF


    SonAni_Blank: dc.b $77, 0,$FD, 0


    SonAni_Balance3:dc.b $13,$D0,$D1,$FF


    SonAni_Balance4:dc.b 3,$CF,$C8,$C9,$CA,$CB,$FE, 4


    SonAni_Lying: dc.b 9, 8, 9,$FF


    SonAni_LieDown: dc.b 3, 7,$FD, 0


    even


    Also Sonic 3-K has seperate pointers for Sonics mappings/loacues and Super Sonics mappings/Loadcues same as with Tails has seperate for his body and his tails in Sonic 3-K so maybe this is a problem.
     
    Last edited by a moderator: Jun 2, 2008
  4. Alriightyman

    Alriightyman I'm back! Member

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    That's easy to figure out. Same as I said before, just match the animation frames from the s3&K disassembly to the frame numbers in sonmaped and you can figure it out. It's really not that hard. Here's a picture:


    [​IMG]


    As you can see just look to see what frame you are on and match them to the animations. In Sonmaped, i am highlighting frame 7, one of sonics walking frames. So, i find frame 7 in the disassembly and it's for the first label. So that has to be his walking animation. Just do that until you have covered all of the frames. For Supersonics, just load his mapping/cues and do the same. But I think they are in the same order as sonic.
     
    Last edited by a moderator: Jun 2, 2008
  5. Unspoken

    Unspoken Well-Known Member Member

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    I see. It is all done except I need 2 find to animations which are seperate. They are a spring animation and the ribbon in EHz. other then that there is the small problem of Sonic 3-k having different pointers for Super mappings/cues.
     
    Last edited by a moderator: Jun 3, 2008
  6. Alriightyman

    Alriightyman I'm back! Member

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    The frame for the spring frame is $8E. It's byte_12BDB in the S&K disassembly. The "ribbon" starts at frame $31. It doesn't seem to be labeled in the S&K disassembly, but you're porting it to S2 so just use those frame numbers.


    As for super sonic's mappings/cues, there are two things you can do.


    1. Set it up to load the mappings/cues when changing into super sonic (just like in S3&K).


    2. Because S2 has supersonics frames in his mappings already, just replace the old ones with the ones from S&K (using the export/import image feature in SonMapEd).


    Imade mine using option 2, but you can do it however you want to. Hope that helps.
     
  7. Unspoken

    Unspoken Well-Known Member Member

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    Are all the animations together or are there some for there seperate to the level? because I know the frames but can't find them. I know the spring 12BDB animation but I am after the one in the screenshot below.


    I am using option 2, now I can add more super sonic frames instead of some being in common with regular Sonic.


    Thanks for your help.
     
    Last edited by a moderator: Jun 4, 2008
  8. redhotsonic

    redhotsonic Also known as RHS Member

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    Only a little gap. Build and test each frame.
     
  9. Unspoken

    Unspoken Well-Known Member Member

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    Cool, one other problem is I'm guessing it can only address up to 2 bytes a frame so $FF is the max and thats why in S3K there are different mappings/cues for Super Sonic. I will just delete whats not used.
     
  10. redhotsonic

    redhotsonic Also known as RHS Member

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    There are different mappings and cues for Super Sonic in Sonic 2 also, unless that is what you're trying to say =P
     
  11. Unspoken

    Unspoken Well-Known Member Member

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    Yeah but notice they are actually seperated with different pointers, that way you can have more frames if you know what I mean. I tried what you said with one frame at a time and I still can't find them (even in hex) so I will delete the unused frames and move the frames around so it is identical with Sonic 2's and bingo.
     
    Last edited by a moderator: Jun 4, 2008
  12. rika_chou

    rika_chou Adopt Member

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    To get the spring animations to work right, make sure you have it set like this:

    and:

    I think that's what I did to fix it in mine, just change $5F to $31 in both.
     
    Last edited by a moderator: Jun 5, 2008
  13. Unspoken

    Unspoken Well-Known Member Member

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    Awesome, thanks.
     
  14. Unspoken

    Unspoken Well-Known Member Member

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    Stuck again, the Super Sonic frames seem to be duplicated. for example it goes $75 $95, $76 $96.


    But according to the data there isn't any $95,$96. the tiles are exactly same. I wan't to delete these extra frames to put in others.


    Also where is the data for walking up like loops and stuff.

    /monthly_06_2009/post-18-1243979147_thumb.png
     

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    Last edited by a moderator: Jun 2, 2009
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