Difference between revisions of "Template:Animation"

From Final Fantasy Hacktics Wiki
Jump to navigation Jump to search
(Created page with "== Animation ID : Byte (hex) == Load an animation sequence from the corresponding SEQ file for a unit if EVTCHR is x00. See lower for EVTCHR Frames and animations....")
 
Line 6: Line 6:
  
 
=== SEQ Animation ===
 
=== SEQ Animation ===
*x00: Vanish
+
*x0000: Vanish
*x01: Standing
+
*x0001: Standing
*x02: Standing
+
*x0002: Standing
*x03: Walk
+
*x0003: Walk
*x04: Walk Fast
+
*x0004: Walk Fast
*x05: Walk Slow
+
*x0005: Walk Slow
*x06: Walking Frame (Standing)
+
*x0006: Walking Frame (Standing)
*x07: Walking Frame (Standing)
+
*x0007: Walking Frame (Standing)
*x08: Walking Frame (Standing)
+
*x0008: Walking Frame (Standing)
*x09: Float
+
*x0009: Float
*x0A: Float Fast
+
*x000A: Float Fast
*x0B: Float Slow
+
*x000B: Float Slow
*x0C: Walk Fast
+
*x000C: Walk Fast
*x0D: Run  
+
*x000D: Run  
*x0E: Walk
+
*x000E: Walk
*x0F: Walking Frame (Standing)
+
*x000F: Walking Frame (Standing)
*x10: Walking Frame (Standing)
+
*x0010: Walking Frame (Standing)
*x11: Walking Frame (Standing)
+
*x0011: Walking Frame (Standing)
*x12: Walk Fast
+
*x0012: Walk Fast
*x13: Run
+
*x0013: Run
*x14: Walk
+
*x0014: Walk
*x15: Counter-Clockwise Spinning
+
*x0015: Counter-Clockwise Spinning
*x16: Critical/Bow
+
*x0016: Critical/Bow
*x17: Defend
+
*x0017: Defend
*x18: Dodge
+
*x0018: Dodge
*x19: In Pain (Loop)
+
*x0019: In Pain (Loop)
*x1A: Dead
+
*x001A: Dead
*x1B: Raise Hands/Jump (Frame Only)
+
*x001B: Raise Hands/Jump (Frame Only)
*x1C: Level Up (Loop)
+
*x001C: Level Up (Loop)
*x1D: Job Level Up (Loop)
+
*x001D: Job Level Up (Loop)
*x1E: Jump Animation (For use with SpriteMove)
+
*x001E: Jump Animation (For use with SpriteMove)
*x1F: Flying?
+
*x001F: Flying?
*x20: Pickup (Stone, Not Treasure)
+
*x0020: Pickup (Stone, Not Treasure)
*x21: Charge
+
*x0021: Charge
*x22: Charge
+
*x0022: Charge
*x23: Walking Frame (Right Foot Out)
+
*x0023: Walking Frame (Right Foot Out)
*x24: Bow/Critical
+
*x0024: Bow/Critical
*x25: Confusion
+
*x0025: Confusion
*x26: Walking Frame (Standing)
+
*x0026: Walking Frame (Standing)
*x27: Walking Frame (Standing)
+
*x0027: Walking Frame (Standing)
*x28: Sing
+
*x0028: Sing
*x29: Dance
+
*x0029: Dance
*x2A: Charge Spell
+
*x002A: Charge Spell
*x2B: Chant Spell
+
*x002B: Chant Spell
*x2C: Found Item
+
*x002C: Found Item
*x2D: Walking Frame (Standing)
+
*x002D: Walking Frame (Standing)
*x2E: Walking Frame (Standing)
+
*x002E: Walking Frame (Standing)
*x2F: Walking Frame (Standing)
+
*x002F: Walking Frame (Standing)
*x30: Walking Frame (Left Foot Out)
+
*x0030: Walking Frame (Left Foot Out)
*x31: Walking Frame (Right Foot Out)
+
*x0031: Walking Frame (Right Foot Out)
*x32: Vanish
+
*x0032: Vanish
*x33: Found Item (Hands Stay up)
+
*x0033: Found Item (Hands Stay up)
*x34: Character Death (EasyVent says Horizontal Jump?, not sure why this is)
+
*x0034: Character Death (EasyVent says Horizontal Jump?, not sure why this is)
*x35: Bow then Stand
+
*x0035: Bow then Stand
*x36: Bow
+
*x0036: Bow
*x37: Struck + Dodge
+
*x0037: Struck + Dodge
*x38: Struck + Dodge
+
*x0038: Struck + Dodge
*x39: Raise Hands (Sticks)
+
*x0039: Raise Hands (Sticks)
*x3A: Walking Frame (Standing)
+
*x003A: Walking Frame (Standing)
*x3B: Vanish
+
*x003B: Vanish
*x3C: Teleport From & Teleport To
+
*x003C: Teleport From & Teleport To
*x3D: Attack High
+
*x003D: Attack High
*x3E: Attack Middle
+
*x003E: Attack Middle
*x3F: Attack Low
+
*x003F: Attack Low
*x40: Attack High (With Temp Weapon)
+
*x0040: Attack High (With Temp Weapon)
*x41: Attack Middle (With Temp Weapon)
+
*x0041: Attack Middle (With Temp Weapon)
*x42: Attack Low (With Temp Weapon)
+
*x0042: Attack Low (With Temp Weapon)
*x43: Throw (with Temp Weapon/Doesn't actually throw item)?
+
*x0043: Throw (with Temp Weapon/Doesn't actually throw item)?
*x44: Throwing Frame 1?
+
*x0044: Throwing Frame 1?
*x45: Throw (with Temp Weapon/Doesn't actually throw item)?
+
*x0045: Throw (with Temp Weapon/Doesn't actually throw item)?
*x46: Throw (with Temp Weapon/Doesn't actually throw item)?
+
*x0046: Throw (with Temp Weapon/Doesn't actually throw item)?
*x47: Throwing Frame 2?
+
*x0047: Throwing Frame 2?
*x48: Throw (with Temp Weapon/Doesn't actually throw item)?
+
*x0048: Throw (with Temp Weapon/Doesn't actually throw item)?
*x49: Throw (with Temp Weapon/Doesn't actually throw item)?
+
*x0049: Throw (with Temp Weapon/Doesn't actually throw item)?
*x4A: Throwing Frame 3
+
*x004A: Throwing Frame 3
*x4B: Throw (with Temp Weapon/Doesn't actually throw item)?
+
*x004B: Throw (with Temp Weapon/Doesn't actually throw item)?
*x4C: Throw (No Temp Weapon) (Throw Stone?)
+
*x004C: Throw (No Temp Weapon) (Throw Stone?)
*x4D: Throw (with Temp Weapon/Doesn't actually throw item)?
+
*x004D: Throw (with Temp Weapon/Doesn't actually throw item)?
*x4E: Throw (with Temp Weapon/Doesn't actually throw item)?
+
*x004E: Throw (with Temp Weapon/Doesn't actually throw item)?
*x4F: Throw (with Temp Weapon/Doesn't actually throw item)?
+
*x004F: Throw (with Temp Weapon/Doesn't actually throw item)?
*x50: Throw (with Temp Weapon/Doesn't actually throw item)?
+
*x0050: Throw (with Temp Weapon/Doesn't actually throw item)?
*x51: Throw (with Temp Weapon/Doesn't actually throw item)?
+
*x0051: Throw (with Temp Weapon/Doesn't actually throw item)?
*x52: Spear?
+
*x0052: Spear?
*x53: Bow
+
*x0053: Bow
*x54: Crossbow?
+
*x0054: Crossbow?
*x55: Gun
+
*x0055: Gun
*x56: Book Strike
+
*x0056: Book Strike
*x57: Harp  
+
*x0057: Harp  
*x58: Upper Weapon Guard
+
*x0058: Upper Weapon Guard
*x59: Middle Weapon Guard
+
*x0059: Middle Weapon Guard
*x5A: Lower Weapon Guard
+
*x005A: Lower Weapon Guard
*x5B: Cast With Sword?
+
*x005B: Cast With Sword?
*x5C: Cast With Sword?
+
*x005C: Cast With Sword?
*x5D: Cast With Sword?
+
*x005D: Cast With Sword?
*x5E: In Shock, Step Back?
+
*x005E: In Shock, Step Back?
*x5F: In Shock, Step Back?
+
*x005F: In Shock, Step Back?
*x60: In Shock, Step Back?
+
*x0060: In Shock, Step Back?
*x61: Draw Weapon Back  
+
*x0061: Draw Weapon Back  
*x62: Draw Weapon Back  
+
*x0062: Draw Weapon Back  
*x63: Draw Weapon Back  
+
*x0063: Draw Weapon Back  
*x64: Flip Switch On Ground
+
*x0064: Flip Switch On Ground
*x65: Raise Hands (Sticks until next Animation)
+
*x0065: Raise Hands (Sticks until next Animation)
*x66: Raise 1 Hand, Cast
+
*x0066: Raise 1 Hand, Cast
*x67: Spin Fist
+
*x0067: Spin Fist
*x68: Quad Strike
+
*x0068: Quad Strike
*x69: Cast Revive?
+
*x0069: Cast Revive?
*x6A: Push out both hands
+
*x006A: Push out both hands
*x6B: Book Strike or Talk Skill?
+
*x006B: Book Strike or Talk Skill?
*x6C: Talk Fast (less than 1 second)
+
*x006C: Talk Fast (less than 1 second)
*x6D: Slowly Bow
+
*x006D: Slowly Bow
*x6E: Normal attack w/ Temp Weapon
+
*x006E: Normal attack w/ Temp Weapon
*x6F: Pause during Dance
+
*x006F: Pause during Dance
*x70: Spin, Dance Fast then Pause (Casting Dance)
+
*x0070: Spin, Dance Fast then Pause (Casting Dance)
*x71: Steal
+
*x0071: Steal
*x72: Steal Heart
+
*x0072: Steal Heart
*x73: Draw Out (uses Temp weapon in Event)
+
*x0073: Draw Out (uses Temp weapon in Event)
*x74: Level Up freeze, slightly in air
+
*x0074: Level Up freeze, slightly in air
*x75:  Jump (Lancer Jump)
+
*x0075:  Jump (Lancer Jump)
*x76: Land Jump (may need to have used Unitanim 75 first)
+
*x0076: Land Jump (may need to have used Unitanim 75 first)
*x77: High Throw? (Buggy uses Temp Weapon)
+
*x0077: High Throw? (Buggy uses Temp Weapon)
*x78: Mid Throw? (Buggy uses Temp Weapon)
+
*x0078: Mid Throw? (Buggy uses Temp Weapon)
*x79: Low Throw? (Buggy uses Temp Weapon)
+
*x0079: Low Throw? (Buggy uses Temp Weapon)
*x7A: Walking Frame (Standing)
+
*x007A: Walking Frame (Standing)
*x7B: Walking Frame (Standing)
+
*x007B: Walking Frame (Standing)
*x7C: Walking Frame (Standing)
+
*x007C: Walking Frame (Standing)
*x7D: Gobin Punch (Spin then Punch)
+
*x007D: Gobin Punch (Spin then Punch)
  
 +
=== EVTCHR Block 1 Animations ===
 +
*x01F4: EVTCHR Animation 0
 +
*x01F5: EVTCHR Animation 1
 +
*x01F6: EVTCHR Animation 2
 +
*x01F7: EVTCHR Animation 3
 +
*x01F8: EVTCHR Animation 4
 +
*x01F9: EVTCHR Animation 5
 +
*x01FA: EVTCHR Animation 6
 +
*x01FB: EVTCHR Animation 7
 +
*x01FC: EVTCHR Animation 8
 +
*x01FD: EVTCHR Animation 9
 +
*x01FE: EVTCHR Animation 10
 +
*x01FF: EVTCHR Animation 11
 +
*x0200: EVTCHR Animation 12
 +
*x0201: EVTCHR Animation 13
 +
*x0202: EVTCHR Animation 14
 +
*x0203: EVTCHR Animation 15
 +
*x0204: EVTCHR Animation 16
 +
*x0205: EVTCHR Animation 17
 +
*x0206: EVTCHR Animation 18
 +
*x0207: EVTCHR Animation 19
 +
*x0208: EVTCHR Animation 20
 +
*x0209: EVTCHR Animation 21
 +
*x020A: EVTCHR Animation 22
 +
*x020B: EVTCHR Animation 23
 +
*x020C: EVTCHR Animation 24
 +
*x020D: EVTCHR Animation 25
 +
*x020E: EVTCHR Animation 26
 +
*x020F: EVTCHR Animation 27
 +
*x0210: EVTCHR Animation 28
 +
*x0211: EVTCHR Animation 29
 +
*x0212: EVTCHR Animation 30
 +
*x0213: EVTCHR Animation 31
 +
*x0214: EVTCHR Animation 32
 +
*x0215: EVTCHR Animation 33
 +
*x0216: EVTCHR Animation 34
 +
*x0217: EVTCHR Animation 35
 +
*x0218: EVTCHR Animation 36
 +
*x0219: EVTCHR Animation 37
 +
*x021A: EVTCHR Animation 38
 +
*x021B: EVTCHR Animation 39
 +
*x021C: EVTCHR Animation 40
 +
*x021D: EVTCHR Animation 41
 +
*x021E: EVTCHR Animation 42
 +
*x021F: EVTCHR Animation 43
 +
*x0220: EVTCHR Animation 44
 +
*x0221: EVTCHR Animation 45
 +
*x0222: EVTCHR Animation 46
 +
*x0223: EVTCHR Animation 47
 +
*x0224: EVTCHR Animation 48
 +
*x0225: EVTCHR Animation 49
 +
*x0226: EVTCHR Animation 50
 +
*x0227: EVTCHR Animation 51
 +
*x0228: EVTCHR Animation 52
 +
*x0229: EVTCHR Animation 53
 +
*x022A: EVTCHR Animation 54
 +
*x022B: EVTCHR Animation 55
 +
*x022C: EVTCHR Animation 56
 +
*x022D: EVTCHR Animation 57
 +
*x022E: EVTCHR Animation 58
 +
*x022F: EVTCHR Animation 59
 +
*x0230: EVTCHR Animation 60
 +
*x0231: EVTCHR Animation 61
 +
*x0232: EVTCHR Animation 62
 +
*x0233: EVTCHR Animation 63
  
=== EVTCHR Frames and Animations===
+
=== EVTCHR Block 2 Animations ===
 +
*x0258: EVTCHR Animation 0
 +
*x0259: EVTCHR Animation 1
 +
*x025A: EVTCHR Animation 2
 +
*x025B: EVTCHR Animation 3
 +
*x025C: EVTCHR Animation 4
 +
*x025D: EVTCHR Animation 5
 +
*x025E: EVTCHR Animation 6
 +
*x025F: EVTCHR Animation 7
 +
*x0260: EVTCHR Animation 8
 +
*x0261: EVTCHR Animation 9
 +
*x0262: EVTCHR Animation 10
 +
*x0263: EVTCHR Animation 11
 +
*x0264: EVTCHR Animation 12
 +
*x0265: EVTCHR Animation 13
 +
*x0266: EVTCHR Animation 14
 +
*x0267: EVTCHR Animation 15
 +
*x0268: EVTCHR Animation 16
 +
*x0269: EVTCHR Animation 17
 +
*x026A: EVTCHR Animation 18
 +
*x026B: EVTCHR Animation 19
 +
*x026C: EVTCHR Animation 20
 +
*x026D: EVTCHR Animation 21
 +
*x026E: EVTCHR Animation 22
 +
*x026F: EVTCHR Animation 23
 +
*x0270: EVTCHR Animation 24
 +
*x0271: EVTCHR Animation 25
 +
*x0272: EVTCHR Animation 26
 +
*x0273: EVTCHR Animation 27
 +
*x0274: EVTCHR Animation 28
 +
*x0275: EVTCHR Animation 29
 +
*x0276: EVTCHR Animation 30
 +
*x0277: EVTCHR Animation 31
 +
*x0278: EVTCHR Animation 32
 +
*x0279: EVTCHR Animation 33
 +
*x027A: EVTCHR Animation 34
 +
*x027B: EVTCHR Animation 35
 +
*x027C: EVTCHR Animation 36
 +
*x027D: EVTCHR Animation 37
 +
*x027E: EVTCHR Animation 38
 +
*x027F: EVTCHR Animation 39
 +
*x0280: EVTCHR Animation 40
 +
*x0281: EVTCHR Animation 41
 +
*x0282: EVTCHR Animation 42
 +
*x0283: EVTCHR Animation 43
 +
*x0284: EVTCHR Animation 44
 +
*x0285: EVTCHR Animation 45
 +
*x0286: EVTCHR Animation 46
 +
*x0287: EVTCHR Animation 47
 +
*x0288: EVTCHR Animation 48
 +
*x0289: EVTCHR Animation 49
 +
*x028A: EVTCHR Animation 50
 +
*x028B: EVTCHR Animation 51
 +
*x028C: EVTCHR Animation 52
 +
*x028D: EVTCHR Animation 53
 +
*x028E: EVTCHR Animation 54
 +
*x028F: EVTCHR Animation 55
 +
*x0290: EVTCHR Animation 56
 +
*x0291: EVTCHR Animation 57
 +
*x0292: EVTCHR Animation 58
 +
*x0293: EVTCHR Animation 59
 +
*x0294: EVTCHR Animation 60
 +
*x0295: EVTCHR Animation 61
 +
*x0296: EVTCHR Animation 62
 +
*x0297: EVTCHR Animation 63
 +
 
 +
 
 +
=== About EVTCHR Animations===
 
'''IMPORTANT:''' This should apply to most, but not all EVTCHR slots.
 
'''IMPORTANT:''' This should apply to most, but not all EVTCHR slots.
  
EVTCHR animations are few, and block specific. Considering that they also use many frames and we do not currently have a way to edit them, they are not listed here.
+
EVTCHR animations are few, and block specific. You can edit them yourself using [http://xifanie.ffhacktics.com/EVTCHR%20Frame%20Editor%20v1.00.xlsx Xifanie's EVTCHR Frame Editor], but there is no easy way to tell which Block has which animation.
 +
 
 
[[File:EVTCHR_LOCATIONS.png]]
 
[[File:EVTCHR_LOCATIONS.png]]
 
  
 
== <span id="EVTCHR">EVTCHR : Byte (hex)</span> ==
 
== <span id="EVTCHR">EVTCHR : Byte (hex)</span> ==

Revision as of 22:05, 10 January 2014

Animation ID : Byte (hex)

Load an animation sequence from the corresponding SEQ file for a unit if EVTCHR is x00. See lower for EVTCHR Frames and animations.

Video of SEQ animations by Elric42 here: http://www.youtube.com/watch?v=nuy1yEL_Nhk


SEQ Animation

  • x0000: Vanish
  • x0001: Standing
  • x0002: Standing
  • x0003: Walk
  • x0004: Walk Fast
  • x0005: Walk Slow
  • x0006: Walking Frame (Standing)
  • x0007: Walking Frame (Standing)
  • x0008: Walking Frame (Standing)
  • x0009: Float
  • x000A: Float Fast
  • x000B: Float Slow
  • x000C: Walk Fast
  • x000D: Run
  • x000E: Walk
  • x000F: Walking Frame (Standing)
  • x0010: Walking Frame (Standing)
  • x0011: Walking Frame (Standing)
  • x0012: Walk Fast
  • x0013: Run
  • x0014: Walk
  • x0015: Counter-Clockwise Spinning
  • x0016: Critical/Bow
  • x0017: Defend
  • x0018: Dodge
  • x0019: In Pain (Loop)
  • x001A: Dead
  • x001B: Raise Hands/Jump (Frame Only)
  • x001C: Level Up (Loop)
  • x001D: Job Level Up (Loop)
  • x001E: Jump Animation (For use with SpriteMove)
  • x001F: Flying?
  • x0020: Pickup (Stone, Not Treasure)
  • x0021: Charge
  • x0022: Charge
  • x0023: Walking Frame (Right Foot Out)
  • x0024: Bow/Critical
  • x0025: Confusion
  • x0026: Walking Frame (Standing)
  • x0027: Walking Frame (Standing)
  • x0028: Sing
  • x0029: Dance
  • x002A: Charge Spell
  • x002B: Chant Spell
  • x002C: Found Item
  • x002D: Walking Frame (Standing)
  • x002E: Walking Frame (Standing)
  • x002F: Walking Frame (Standing)
  • x0030: Walking Frame (Left Foot Out)
  • x0031: Walking Frame (Right Foot Out)
  • x0032: Vanish
  • x0033: Found Item (Hands Stay up)
  • x0034: Character Death (EasyVent says Horizontal Jump?, not sure why this is)
  • x0035: Bow then Stand
  • x0036: Bow
  • x0037: Struck + Dodge
  • x0038: Struck + Dodge
  • x0039: Raise Hands (Sticks)
  • x003A: Walking Frame (Standing)
  • x003B: Vanish
  • x003C: Teleport From & Teleport To
  • x003D: Attack High
  • x003E: Attack Middle
  • x003F: Attack Low
  • x0040: Attack High (With Temp Weapon)
  • x0041: Attack Middle (With Temp Weapon)
  • x0042: Attack Low (With Temp Weapon)
  • x0043: Throw (with Temp Weapon/Doesn't actually throw item)?
  • x0044: Throwing Frame 1?
  • x0045: Throw (with Temp Weapon/Doesn't actually throw item)?
  • x0046: Throw (with Temp Weapon/Doesn't actually throw item)?
  • x0047: Throwing Frame 2?
  • x0048: Throw (with Temp Weapon/Doesn't actually throw item)?
  • x0049: Throw (with Temp Weapon/Doesn't actually throw item)?
  • x004A: Throwing Frame 3
  • x004B: Throw (with Temp Weapon/Doesn't actually throw item)?
  • x004C: Throw (No Temp Weapon) (Throw Stone?)
  • x004D: Throw (with Temp Weapon/Doesn't actually throw item)?
  • x004E: Throw (with Temp Weapon/Doesn't actually throw item)?
  • x004F: Throw (with Temp Weapon/Doesn't actually throw item)?
  • x0050: Throw (with Temp Weapon/Doesn't actually throw item)?
  • x0051: Throw (with Temp Weapon/Doesn't actually throw item)?
  • x0052: Spear?
  • x0053: Bow
  • x0054: Crossbow?
  • x0055: Gun
  • x0056: Book Strike
  • x0057: Harp
  • x0058: Upper Weapon Guard
  • x0059: Middle Weapon Guard
  • x005A: Lower Weapon Guard
  • x005B: Cast With Sword?
  • x005C: Cast With Sword?
  • x005D: Cast With Sword?
  • x005E: In Shock, Step Back?
  • x005F: In Shock, Step Back?
  • x0060: In Shock, Step Back?
  • x0061: Draw Weapon Back
  • x0062: Draw Weapon Back
  • x0063: Draw Weapon Back
  • x0064: Flip Switch On Ground
  • x0065: Raise Hands (Sticks until next Animation)
  • x0066: Raise 1 Hand, Cast
  • x0067: Spin Fist
  • x0068: Quad Strike
  • x0069: Cast Revive?
  • x006A: Push out both hands
  • x006B: Book Strike or Talk Skill?
  • x006C: Talk Fast (less than 1 second)
  • x006D: Slowly Bow
  • x006E: Normal attack w/ Temp Weapon
  • x006F: Pause during Dance
  • x0070: Spin, Dance Fast then Pause (Casting Dance)
  • x0071: Steal
  • x0072: Steal Heart
  • x0073: Draw Out (uses Temp weapon in Event)
  • x0074: Level Up freeze, slightly in air
  • x0075: Jump (Lancer Jump)
  • x0076: Land Jump (may need to have used Unitanim 75 first)
  • x0077: High Throw? (Buggy uses Temp Weapon)
  • x0078: Mid Throw? (Buggy uses Temp Weapon)
  • x0079: Low Throw? (Buggy uses Temp Weapon)
  • x007A: Walking Frame (Standing)
  • x007B: Walking Frame (Standing)
  • x007C: Walking Frame (Standing)
  • x007D: Gobin Punch (Spin then Punch)

EVTCHR Block 1 Animations

  • x01F4: EVTCHR Animation 0
  • x01F5: EVTCHR Animation 1
  • x01F6: EVTCHR Animation 2
  • x01F7: EVTCHR Animation 3
  • x01F8: EVTCHR Animation 4
  • x01F9: EVTCHR Animation 5
  • x01FA: EVTCHR Animation 6
  • x01FB: EVTCHR Animation 7
  • x01FC: EVTCHR Animation 8
  • x01FD: EVTCHR Animation 9
  • x01FE: EVTCHR Animation 10
  • x01FF: EVTCHR Animation 11
  • x0200: EVTCHR Animation 12
  • x0201: EVTCHR Animation 13
  • x0202: EVTCHR Animation 14
  • x0203: EVTCHR Animation 15
  • x0204: EVTCHR Animation 16
  • x0205: EVTCHR Animation 17
  • x0206: EVTCHR Animation 18
  • x0207: EVTCHR Animation 19
  • x0208: EVTCHR Animation 20
  • x0209: EVTCHR Animation 21
  • x020A: EVTCHR Animation 22
  • x020B: EVTCHR Animation 23
  • x020C: EVTCHR Animation 24
  • x020D: EVTCHR Animation 25
  • x020E: EVTCHR Animation 26
  • x020F: EVTCHR Animation 27
  • x0210: EVTCHR Animation 28
  • x0211: EVTCHR Animation 29
  • x0212: EVTCHR Animation 30
  • x0213: EVTCHR Animation 31
  • x0214: EVTCHR Animation 32
  • x0215: EVTCHR Animation 33
  • x0216: EVTCHR Animation 34
  • x0217: EVTCHR Animation 35
  • x0218: EVTCHR Animation 36
  • x0219: EVTCHR Animation 37
  • x021A: EVTCHR Animation 38
  • x021B: EVTCHR Animation 39
  • x021C: EVTCHR Animation 40
  • x021D: EVTCHR Animation 41
  • x021E: EVTCHR Animation 42
  • x021F: EVTCHR Animation 43
  • x0220: EVTCHR Animation 44
  • x0221: EVTCHR Animation 45
  • x0222: EVTCHR Animation 46
  • x0223: EVTCHR Animation 47
  • x0224: EVTCHR Animation 48
  • x0225: EVTCHR Animation 49
  • x0226: EVTCHR Animation 50
  • x0227: EVTCHR Animation 51
  • x0228: EVTCHR Animation 52
  • x0229: EVTCHR Animation 53
  • x022A: EVTCHR Animation 54
  • x022B: EVTCHR Animation 55
  • x022C: EVTCHR Animation 56
  • x022D: EVTCHR Animation 57
  • x022E: EVTCHR Animation 58
  • x022F: EVTCHR Animation 59
  • x0230: EVTCHR Animation 60
  • x0231: EVTCHR Animation 61
  • x0232: EVTCHR Animation 62
  • x0233: EVTCHR Animation 63

EVTCHR Block 2 Animations

  • x0258: EVTCHR Animation 0
  • x0259: EVTCHR Animation 1
  • x025A: EVTCHR Animation 2
  • x025B: EVTCHR Animation 3
  • x025C: EVTCHR Animation 4
  • x025D: EVTCHR Animation 5
  • x025E: EVTCHR Animation 6
  • x025F: EVTCHR Animation 7
  • x0260: EVTCHR Animation 8
  • x0261: EVTCHR Animation 9
  • x0262: EVTCHR Animation 10
  • x0263: EVTCHR Animation 11
  • x0264: EVTCHR Animation 12
  • x0265: EVTCHR Animation 13
  • x0266: EVTCHR Animation 14
  • x0267: EVTCHR Animation 15
  • x0268: EVTCHR Animation 16
  • x0269: EVTCHR Animation 17
  • x026A: EVTCHR Animation 18
  • x026B: EVTCHR Animation 19
  • x026C: EVTCHR Animation 20
  • x026D: EVTCHR Animation 21
  • x026E: EVTCHR Animation 22
  • x026F: EVTCHR Animation 23
  • x0270: EVTCHR Animation 24
  • x0271: EVTCHR Animation 25
  • x0272: EVTCHR Animation 26
  • x0273: EVTCHR Animation 27
  • x0274: EVTCHR Animation 28
  • x0275: EVTCHR Animation 29
  • x0276: EVTCHR Animation 30
  • x0277: EVTCHR Animation 31
  • x0278: EVTCHR Animation 32
  • x0279: EVTCHR Animation 33
  • x027A: EVTCHR Animation 34
  • x027B: EVTCHR Animation 35
  • x027C: EVTCHR Animation 36
  • x027D: EVTCHR Animation 37
  • x027E: EVTCHR Animation 38
  • x027F: EVTCHR Animation 39
  • x0280: EVTCHR Animation 40
  • x0281: EVTCHR Animation 41
  • x0282: EVTCHR Animation 42
  • x0283: EVTCHR Animation 43
  • x0284: EVTCHR Animation 44
  • x0285: EVTCHR Animation 45
  • x0286: EVTCHR Animation 46
  • x0287: EVTCHR Animation 47
  • x0288: EVTCHR Animation 48
  • x0289: EVTCHR Animation 49
  • x028A: EVTCHR Animation 50
  • x028B: EVTCHR Animation 51
  • x028C: EVTCHR Animation 52
  • x028D: EVTCHR Animation 53
  • x028E: EVTCHR Animation 54
  • x028F: EVTCHR Animation 55
  • x0290: EVTCHR Animation 56
  • x0291: EVTCHR Animation 57
  • x0292: EVTCHR Animation 58
  • x0293: EVTCHR Animation 59
  • x0294: EVTCHR Animation 60
  • x0295: EVTCHR Animation 61
  • x0296: EVTCHR Animation 62
  • x0297: EVTCHR Animation 63


About EVTCHR Animations

IMPORTANT: This should apply to most, but not all EVTCHR slots.

EVTCHR animations are few, and block specific. You can edit them yourself using Xifanie's EVTCHR Frame Editor, but there is no easy way to tell which Block has which animation.

EVTCHR LOCATIONS.png

EVTCHR : Byte (hex)

Load an animation sequence or stance from the loaded EVTCHR.BIN block.

  • 0x00 = Use SEQ animation
  • 0x01 = EVTCHR Block 1
  • 0x02 = EVTCHR Block 2