Difference between revisions of "Unit Animations"

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  Here are where T1's battle animations start.
 
  Here are where T1's battle animations start.
  [[T1 Blade Grasp]] #78, 79
+
  [[T1 Teleport]] #78, 79
 
  [[T1 High Mod Unarmed]] #7a, 7b
 
  [[T1 High Mod Unarmed]] #7a, 7b
 
  [[T1 Mid Mod Unarmed]] #7c, 7d
 
  [[T1 Mid Mod Unarmed]] #7c, 7d

Revision as of 04:14, 10 November 2022

This page contains a comprehensive list to all unit animations, broken down manually.
information regarding what commands are can be found here: SEQ & Animation info page
Animation names are subject to change.
  • Type 1
T1 Facing Angles		#Compacted because they're all only 1 frame each.
T1 Walk Forward		#animation 6
T1 Walk Backward		#7
T1 Walk Fast Forward	#8
T1 Walk Fast Backward	#9
T1 Walk Slow Forward	#A
T1 Walk Slow Backward	#B (I think these are just Idle walk frames?)
T1 Buffer Animations		#a few animations that all point to the same command in RAM, "pause animation". animations 0xc, 0xd, 0xe, 0xf, 0x10, and 0x11 all point here.
T1 Float Stop Forward 	#12 (also ?????)
T1 Float Stop Backward 	#13 (also ?????)
T1 Float Stop Fwd Haste	#14 (also ?????)
T1 Float Stop Bck Haste	#15 (also ?????)
T1 Float Stop Fwd Slow	#16 (also ?????)
T1 Float Stop Bck Slow	#17 (also ?????)
T1 Walk To Fwd		#18 (for walking to a destination? slightly different wait offsets.)
T1 Walk To Bck		#19
T1 Walk To Fwd Haste	#1A
T1 Walk To Bck Haste	#1B
T1 Walk To Fwd Slow	#1C
T1 Walk To Bck Slow	#1D
T1 Buffer Animations		#more animations that are just buffers, but they don't point to the same buffer? animations 0x1e, 0x1f, 0x20, 0x21, 0x22, and 0x23 point here.
				#0x24 - 0x29 are duplicates of 0x19 to 0x1D, but don't point to the same space.
T1 Spin1			#2A (spin, starts from frame 2)
T1 Spin2			#2B (spin, starts from frame 8)
T1 Critical & Defend	#2C, 2D, 2E, and 2F (all only 1 frame each)
T1 Dodge Defend Fwd	#30
T1 Dodge Defend Bck	#31
T1 Taking Damage Fwd	#32
T1 Taking Damage Bck	#33
T1 Dead + Mid Jump		#34, 35, 36, 37
T1 Jump Up Fwd		#generic leap size? 38
T1 Jump Up Bck		#39
T1 Jump Down Fwd		#3A
T1 Jump Down Bck		#3B
T1 High Jumps		#3C, 3D, 3E, 3F, 40, 41
T1 Charging		#42, 43, 44, 45
T1 Frozen & sleeping	#46, 47, 48, 49
T1 Confuse Fwd		#4a
T1 Confuse Bck		#4b
T1 Buffer Animations		#yet more animations with a unique pointer to **buffer**. 0x4c, 0x4d, 0x4e, and 0x4f.
T1 Singing			#50, 51
T1 Dancing			#52, 53
T1 Casting			#54, 55, 56, 57
T1 Cast Execute		#58, 59
T1 Buffer Animations		#buffers. 0x5a, 0x5b, 0x5c, 0x5d, 0x5e, 0x5f
T1 Frozen Walk Frames	#frozen walk frames. 0x60, 0x61, 0x62, 0x63
T1 Nulled Walks		#64, 65. both animations seem to be walking loops, but the appropriate SHP data is missing.
T1 MF Item			#66, 67.
T1 Bounced to death	#try to come up with a better name I fucking dare you. 68, 69.
T1 Revived			#6a, 6b, 6c, 6d
T1 Damaged shaking?	#Might be for knockback? or falling? 6e, 6f, 70, 71
T1 Chest Pickup		#also for crystals. 72, 73
T1 Buffer Animations		#More buffers. 74, 75 (pauses), 76, 77 (endless frame 0). there's also an unused ffff between 77 and 78.
Here are where T1's battle animations start.
T1 Teleport		#78, 79
T1 High Mod Unarmed	#7a, 7b
T1 Mid Mod Unarmed		#7c, 7d
T1 Low Mod Unarmed		#7e, 7f
T1 High Mod Swing		#80, 81
T1 Mid Mod Swing		#82, 83
T1 Low Mod Swing		#84, 85
T1 High Mod Item Throw		#86, 87, 88, 89, 8a, 8b (damn 6 whole ass animation ID's huh)
T1 Mid Mod Item Throw		#8c, 8d, 8e, 8f, 90, 91
T1 Low Mod Item Throw		#92, 93, 94, 95, 96, 97
T1 Weapon Throw		#98, 99 (especially cause weapon throw only got 2 each. lose you snooze ig)
T1 High Mod Poke		#9a, 9b
T1 Mid Mod Poke		#9c, 9d
T1 Low Mod Poke		#9e, 9f
T1 High Mod Gun		#a0, a1
T1 Mid Mod Gun		#a2, a3
T1 Low Mod Gun		#a4, a5
T1 High Mod Bow	#how odd! bow's queues throw hardcoding! a6, a7
T1 Mid Mod Bow	#a8, a9
T1 Low Mod Bow	#aa, ab
T1 Read Book	#reading from a book. exciting, i know. lots of repetition, instead of like... using a loop. ac, ad
T1 Play Instrument		#playing an instrument. no height mods. ae, af
T1 Shield Block			#unit holds out a shield to block an attack. b0, b1, b2, b3, b4, b5
T1 Swing Shield Recoil		#animations for weapon swing shield recoil. b6, b7, b8, b9, ba, bb
T1 Punch Shield Recoil		#animations for punch shield recoil. bc, bd, be, bf, c0, c1
T1 Thrust Shield Recoil		#animations for weapon thrust shield recoil. c2, c3, c4, c5, c6, c7
T1 Flip Ground Switch		#similar to an unarmed attack. flips ground switch (bethla sluice). c8, c9
T1 Casting Start			#the start of the casting animation (swings arms up). ca, cb, cc, cd
T1 Pummel				#Spin punch and pummel in here. ce, cf, d0, d1
T1 Cast Revive			#Used by Revive. d2, d3
T1 Rush				#Used by Rush. d4, d5
T1 Read Book 2			#a complete duplicate of animations ac and ad. with the inefficient repetition and all. d6, d7
T1 Read Book 3			#another duplicate, but this time much shorter. also fails to actually call the weapon. d8, d9
T1 Fall Critical			#unit falls into critical animation. da, db.
T1 Low Mod Swing 2			#seems to be a duplicate of the low mod weapon swing, but calls mid-mod weapon swing. dc, dd
T1 Dance Execute			#excessively long. dance animation that plays when the attack executes de, df
T1 Buffer Animations			#haven't seen any of these in a while. both point to the same PauseInstruction(). e0, e1
T1 Crit Into Cast			#appears to be two animations that bridge being in critical into a casting animation. e2, e3
T1 Crit Into Sing			#ditto, but for singing. e4, e5
T1 Katana Use			#I cannot be sure, however the reference to a held weapon anim seems to imply it's right? e6, e7
T1 Jump 2				#another jump. e8, e9
T1 Dragoon Jump 2			#this one seems to be the true dragoon jump anim? ea, eb
T1 Dragoon Jump 3			#another one? seems strangely disjointed? ec, ed
T1 High Mod Female			#weapon animations for cloths and bags. ee, ef
T1 Mid Mod Female			#f0, f1
T1 Low Mod Female			#f2, f3
T1 Buffer Animations			#they all had to show up somewhere. f4, f5, f6, f7, f8, f9
T1 Spin & Punch			#Goblin Punch. fa, fb
T1 Nop'd Animations			#fc, fd, fe, and ff are all unused animations with invalid pointers.
  • Type 2
T2 Facing Angles		#Compacted because they're all only 1 frame each.
T2 Walk			#animation 6, 7
T2 Walk Fast		#8, 9
T2 Walk Slow		#A, B
T2 Buffer Animations		#buffers. 0xC to 0x11
T2 Float Stop 		#12, 13
T2 Float Stop Haste	#14 15
T2 Float Stop Slow		#16, 17
T2 Walk To			#18, 19
T2 Walk To Haste		#1A, 1B
T2 Walk To Slow		#1C, 1D
T2 Buffer Animations		#more animations that are just buffers. 0x1E to 0x23
				#0x24 - 0x29 are duplicates of 0x19 to 0x1D, but don't point to the same space.
T2 Spin1			#2A (spin, starts from frame 2)
T2 Spin2			#2B (spin, starts from frame 8)
T2 Critical & Defend	#2C, 2D, 2E, and 2F (all only 1 frame each)
T2 Dodge Defend		#30, 31
T2 Taking Damage		#32, 33
T2 Dead + Mid Jump		#34, 35, 36, 37
T2 Jump Up			#generic leap size? 38, 39
T2 Jump Down		#3A, 3B
T2 High Jumps		#3C, 3D, 3E, 3F, 40, 41
T2 Charging		#42, 43, 44, 45
T2 Frozen & sleeping	#46, 47, 48, 49
T2 Confuse			#4a, 4B
T2 Buffer Animations		#yet more animations with a unique pointer to **buffer**. 0x4c, 0x4d, 0x4e, and 0x4f.
T2 Singing			#50, 51
T2 Dancing			#52, 53
T2 Casting			#54, 55, 56, 57
T2 Cast Execute		#58, 59
T2 Buffer Animations		#buffers. 0x5a, 0x5b, 0x5c, 0x5d, 0x5e, 0x5f
T2 Frozen Walk Frames	#frozen walk frames. 0x60, 0x61, 0x62, 0x63
T2 Nulled Walks		#64, 65. both animations seem to be walking loops, but the appropriate SHP data is missing.
T2 MF Item			#66, 67.
T2 Bounced to death	#try to come up with a better name I fucking dare you. 68, 69.
T2 Revived			#6a, 6b, 6c, 6d
T2 Damaged shaking?	#Might be for knockback? or falling? 6e, 6f, 70, 71
T2 Chest Pickup		#also for crystals. 72, 73
T2 Buffer Animations		#More buffers. 74, 75 (pauses), 76, 77 (endless frame 0). there's also an unused ffff between 77 and 78.
T2 battle Animations
T2 Blade Grasp		#78, 79
T2 High Mod Unarmed	#7a, 7b
T2 Mid Mod Unarmed		#7c, 7d
T2 Low Mod Unarmed		#7e, 7f
T2 High Mod Swing		#80, 81
T2 Mid Mod Swing		#82, 83
T2 Low Mod Swing		#84, 85
T2 High Mod Item Throw		#86, 87, 88, 89, 8a, 8b (damn 6 whole ass animation ID's huh)
T2 Mid Mod Item Throw		#8c, 8d, 8e, 8f, 90, 91
T2 Low Mod Item Throw		#92, 93, 94, 95, 96, 97
T2 Weapon Throw		#98, 99 (especially cause weapon throw only got 2 each. lose you snooze ig)
T2 High Mod Poke		#9a, 9b
T2 Mid Mod Poke		#9c, 9d
T2 Low Mod Poke		#9e, 9f
T2 High Mod Gun		#a0, a1
T2 Mid Mod Gun		#a2, a3
T2 Low Mod Gun		#a4, a5
T2 High Mod Bow	#how odd! bow's queues throw hardcoding! a6, a7
T2 Mid Mod Bow	#a8, a9
T2 Low Mod Bow	#aa, ab
T2 Read Book	#reading from a book. exciting, i know. lots of repetition, instead of like... using a loop. ac, ad
T2 Play Instrument		#playing an instrument. no height mods. ae, af
T2 Thrust Extensions	#seems to be an extension to the thrusting animation? b0, b1, b2, b3, b4, b5
T2 Swing Shield Recoil		#animations for weapon swing shield recoil. b6, b7, b8, b9, ba, bb
T2 Punch Shield Recoil		#animations for punch shield recoil. bc, bd, be, bf, c0, c1
T2 Thrust Shield Recoil		#animations for weapon thrust shield recoil. c2, c3, c4, c5, c6, c7
T2 Unarmed 2			#seems to be similar to (though not exactly) the unarmed attack animations. c8, c9
T2 Casting Start			#the start of the casting animation (swings arms up). ca, cb, cc, cd
T2 Pummel				#Spin punch and pummel in here. ce, cf, d0, d1
T2 Dragoon Jump			#start of the dragoon jump animation? blade grasp? very difficult to tell. d2, d3
T2 Unknown1			#the instructions in this one are so lost on me I genuinely cannot come up with a name for it. d4, d5
T2 Read Book 2			#a complete duplicate of animations ac and ad. with the inefficient repetition and all. d6, d7
T2 Read Book 3			#another duplicate, but this time much shorter. also fails to actually call the weapon. d8, d9
T2 Fall Critical			#unit falls into critical animation. da, db.
T2 Low Mod Swing 2			#seems to be a duplicate of the low mod weapon swing, but calls mid-mod weapon swing. dc, dd
T2 Dance Execute			#excessively long. dance animation that plays when the attack executes de, df
T2 Buffer Animations			#e0, e1
T2 Crit Into Cast			#appears to be two animations that bridge being in critical into a casting animation. e2, e3
T2 Crit Into Sing			#ditto, but for singing. e4, e5
T2 Katana Use			#I cannot be sure, however the reference to a held weapon anim seems to imply it's right? e6, e7
T2 Jump 2				#another jump. e8, e9
T2 Dragoon Jump 2			#this one seems to be the true dragoon jump anim? ea, eb
T2 Dragoon Jump 3			#another one? seems strangely disjointed? ec, ed
T2 High Mod Female			#weapon animations for cloths and bags. ee, ef
T2 Mid Mod Female			#f0, f1
T2 Low Mod Female			#f2, f3
T2 Buffer Animations			#they all had to show up somewhere. f4, f5, f6, f7, f8, f9
T2 Spin & Punch			#Goblin punch. fa, fb
T2 Nop'd Animations			#fc, fd, fe, and ff are all unused animations with invalid pointers.