03-18-2020, 03:46 PM
Quote:I must also say, the animations in the "wm" folder are pretty good.
But there are some bad sprites down there. For example /wm/wmap/manal/* are broken because I didn't do any alpha-blend there. Considering there are rotation like the sprites from /ana, it would be surprising to know if /ana didn't have any alpha-blending stuff too.
Quote:For the information in the text files: Is it possible to use the data inside them to arrange the pictures in your folders? If yes, Animget wouldn't be neccessary to put them into context. Maybe you could put them into a .zip file and upload it per attachment in your next post? It would be interesting to take a look.
Quote:I also want to mention something from the folder "mana_all_bosses" and its subfolder "bon_bs00_img_0", picture 9-12. Here you can see single frames which don't really make sense, since they wildly change position and don't look like defense/hurt frames. Looks like they belong to the walk cycle, maybe your tool glitched out?
Just finished writing a script to extract those data, and it looks like this:
Code:
anim_0 = 0,5 1,4 2,3 3,4 4,5 5,5 6,4 7,4 8,4 9,4
anim_1 = 0,5 1,4 2,3 3,4 4,5 5,5 6,4 7,4 8,4 9,4
anim_2 = 42,3 0,0 43,5 0,3 44,4 0,3 45,3 0,3 46,3 0,3 loop
anim_3 = 117,3 0,0 118,5 0,3 119,4 0,3 120,3 0,3 121,3 0,3 loop
anim_4 = 11,3 0,0 12,3 0,0 13,3 0,0 14,4 0,0 15,4 0,0 16,3 0,0 17,5 0,0 18,3 0,0 19,3 loop
anim_5 = 10,1 0,158 10,5 0,0 25,3 0,0 24,3 0,0 23,3 0,0 22,3 0,0 21,4 0,0 20,3 0,0 19,3 loop
anim_10 = 52,2 53,3 138,20
anim_20 = 114,2 0,0 115,1 2,253 116,1 0,3 loop
anim_21 = 114,2 0,0 115,1 2,253 116,1 0,3 loop
anim_23 = 116,10
anim_24 = 0,20
anim_25 = 116,2
anim_27 = 113,34
anim_29 = 98,3 99,3 100,3 101,3 102,4 103,5 104,6 105,20 90,3 106,2 107,4 108,9 109,3 110,3 111,3 112,2 113,10
anim_30 = 0,20
anim_31 = 55,3 56,2 57,2 58,2 59,8 60,2 61,3 62,4 63,3 64,3 65,3 8,3 9,4
anim_32 = 75,3 76,3 77,5 78,2 79,2 80,8 81,3 82,2
anim_33 = 55,3 0,0 56,2 0,0 57,2 0,0 58,2 0,0 59,3 0,0 66,2 0,0 67,2 20,6 68,2 50,9 69,2 50,10 70,3 50,10 71,2 50,10 72,1 loop
anim_34 = 55,3 56,3 57,3 58,3 59,3
anim_35 = 83,2 59,2 83,2 59,2 83,2 59,10
anim_36 = 84,4 85,4 86,4 87,5 88,6 89,8 90,3 91,4 92,5 93,5 94,2
anim_37 = 95,2 96,2
anim_38 = 97,2 64,4 65,3 8,3 9,3
anim_40 = 130,2 0,0 131,2 0,0 132,2 0,0 133,2 0,0 134,2 0,0 135,2 loop
anim_41 = 142,2 120,0 loop
anim_42 = 142,4 120,0 72,1 15,0 73,2 0,0 74,2 0,0 129,3 0,0 57,5 0,0 56,2 loop
anim_43 = 130,2 0,0 131,2 0,0 132,2 0,0 loop
anim_44 = 136,2 20,0 137,2 40,0 137,2 46,0 141,2 loop
anim_45 = 73,2 0,0 139,2 0,0 140,2 0,0 57,2 0,0 56,2 0,0 55,2 loop
They are in sprite id and fps pair. So for "0,5 1,4 2,3", it means
sprite 0 for 5 fps (or 83 ms)
sprite 1 for 4 fps (or 66 ms)
sprite 2 for 3 fps (or 50 ms)
The weird one you are talking about is sprite 10, which is used on anim_5. From the data, we can see the sequence is 10-25-24-23-22-21-20-19-loop. By checking the actual sprites, it is just how the boss walking backwards (retreating?).
If you want, I can create a bunch of anim_* folders and copy the sprites to there, something like
copy 010.png -> anim_5/001.png
copy 025.png -> anim_5/002.png
copy 024.png -> anim_5/003.png
...
In a way, that's even more duplicates for you guys.
Interestingly, I check the debug log of the sprite on my last post (/ana/twr_bs01_img_1/055.png), I couldn't find anything that can be used as alpha-blending. Every byte is already been used, there are no such data inside. It is so weird.
Learning on how to do alpha-blending now. So far, I see alpha-blended image ended up way more colors for my own CLUT file format. Needed to create a new file format for this.
Take care,
- Rufas