Difference between revisions of "Template:Animation"

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(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....")
 
 
(10 intermediate revisions by 2 users not shown)
Line 1: Line 1:
 
== Animation ID : Byte (hex) ==
 
== Animation ID : Byte (hex) ==
Load an animation sequence from the corresponding SEQ file for a unit if [[#EVTCHR|EVTCHR]] is x00. See lower for EVTCHR Frames and animations.
+
Load an animation sequence from the corresponding SEQ file for a unit, or an EVTCHR Animation. See lower for EVTCHR Animations.
  
 
Video of SEQ animations by Elric42 here: http://www.youtube.com/watch?v=nuy1yEL_Nhk
 
Video of SEQ animations by Elric42 here: http://www.youtube.com/watch?v=nuy1yEL_Nhk
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 Frame (Eyes Open)
*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 Frame (Eyes Closed)
*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
*x35: Bow then Stand
+
*x0035: Bow (Eyes Closed) then Stand
*x36: Bow
+
*x0036: Bow (Eyes Closed)
*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 (Unarmed)
*x3E: Attack Middle
+
*x003E: Attack Middle (Unarmed)
*x3F: Attack Low
+
*x003F: Attack Low (Unarmed)
*x40: Attack High (With Temp Weapon)
+
*x0040: Attack High (With Temp/Equipped Weapon)
*x41: Attack Middle (With Temp Weapon)
+
*x0041: Attack Middle (With Temp/Equipped Weapon)
*x42: Attack Low (With Temp Weapon)
+
*x0042: Attack Low (With Temp/Equipped 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: Spear High
*x4E: Throw (with Temp Weapon/Doesn't actually throw item)?
+
*x004E: Spear Mid
*x4F: Throw (with Temp Weapon/Doesn't actually throw item)?
+
*x004F: Spear Low
*x50: Throw (with Temp Weapon/Doesn't actually throw item)?
+
*x0050: Gunshot High?
*x51: Throw (with Temp Weapon/Doesn't actually throw item)?
+
*x0051: Gunshot Mid?
*x52: Spear?
+
*x0052: Gunshot Low?
*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: Goblin Punch (Spin then Punch)
  
 +
=== EVTCHR Animations ===
 +
{| class="wikitable" style="text-align:center"
 +
|-
 +
!|Animation
 +
!|EVTCHR Block 1 ID
 +
!|EVTCHR Block 2 ID
 +
|-
 +
|0
 +
|x01F4
 +
|x0258
 +
|-
 +
|1
 +
|x01F5
 +
|x0259
 +
|-
 +
|2
 +
|x01F6
 +
|x025A
 +
|-
 +
|3
 +
|x01F7
 +
|x025B
 +
|-
 +
|4
 +
|x01F8
 +
|x025C
 +
|-
 +
|5
 +
|x01F9
 +
|x025D
 +
|-
 +
|6
 +
|x01FA
 +
|x025E
 +
|-
 +
|7
 +
|x01FB
 +
|x025F
 +
|-
 +
|8
 +
|x01FC
 +
|x0260
 +
|-
 +
|9
 +
|x01FD
 +
|x0261
 +
|-
 +
|10
 +
|x01FE
 +
|x0262
 +
|-
 +
|11
 +
|x01FF
 +
|x0263
 +
|-
 +
|12
 +
|x0200
 +
|x0264
 +
|-
 +
|13
 +
|x0201
 +
|x0265
 +
|-
 +
|14
 +
|x0202
 +
|x0266
 +
|-
 +
|15
 +
|x0203
 +
|x0267
 +
|-
 +
|16
 +
|x0204
 +
|x0268
 +
|-
 +
|17
 +
|x0205
 +
|x0269
 +
|-
 +
|18
 +
|x0206
 +
|x026A
 +
|-
 +
|19
 +
|x0207
 +
|x026B
 +
|-
 +
|20
 +
|x0208
 +
|x026C
 +
|-
 +
|21
 +
|x0209
 +
|x026D
 +
|-
 +
|22
 +
|x020A
 +
|x026E
 +
|-
 +
|23
 +
|x020B
 +
|x026F
 +
|-
 +
|24
 +
|x020C
 +
|x0270
 +
|-
 +
|25
 +
|x020D
 +
|x0271
 +
|-
 +
|26
 +
|x020E
 +
|x0272
 +
|-
 +
|27
 +
|x020F
 +
|x0273
 +
|-
 +
|28
 +
|x0210
 +
|x0274
 +
|-
 +
|29
 +
|x0211
 +
|x0275
 +
|-
 +
|30
 +
|x0212
 +
|x0276
 +
|-
 +
|31
 +
|x0213
 +
|x0277
 +
|-
 +
|32
 +
|x0214
 +
|x0278
 +
|-
 +
|33
 +
|x0215
 +
|x0279
 +
|-
 +
|34
 +
|x0216
 +
|x027A
 +
|-
 +
|35
 +
|x0217
 +
|x027B
 +
|-
 +
|36
 +
|x0218
 +
|x027C
 +
|-
 +
|37
 +
|x0219
 +
|x027D
 +
|-
 +
|38
 +
|x021A
 +
|x027E
 +
|-
 +
|39
 +
|x021B
 +
|x027F
 +
|-
 +
|40
 +
|x021C
 +
|x0280
 +
|-
 +
|41
 +
|x021D
 +
|x0281
 +
|-
 +
|42
 +
|x021E
 +
|x0282
 +
|-
 +
|43
 +
|x021F
 +
|x0283
 +
|-
 +
|44
 +
|x0220
 +
|x0284
 +
|-
 +
|45
 +
|x0221
 +
|x0285
 +
|-
 +
|46
 +
|x0222
 +
|x0286
 +
|-
 +
|47
 +
|x0223
 +
|x0287
 +
|-
 +
|48
 +
|x0224
 +
|x0288
 +
|-
 +
|49
 +
|x0225
 +
|x0289
 +
|-
 +
|50
 +
|x0226
 +
|x028A
 +
|-
 +
|51
 +
|x0227
 +
|x028B
 +
|-
 +
|52
 +
|x0228
 +
|x028C
 +
|-
 +
|53
 +
|x0229
 +
|x028D
 +
|-
 +
|54
 +
|x022A
 +
|x028E
 +
|-
 +
|55
 +
|x022B
 +
|x028F
 +
|-
 +
|56
 +
|x022C
 +
|x0290
 +
|-
 +
|57
 +
|x022D
 +
|x0291
 +
|-
 +
|58
 +
|x022E
 +
|x0292
 +
|-
 +
|59
 +
|x022F
 +
|x0293
 +
|-
 +
|60
 +
|x0230
 +
|x0294
 +
|-
 +
|61
 +
|x0231
 +
|x0295
 +
|-
 +
|62
 +
|x0232
 +
|x0296
 +
|-
 +
|63
 +
|x0233
 +
|x0297
 +
|}
  
=== EVTCHR Frames and Animations===
+
 
 +
 
 +
=== 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 slot specific. You can edit them yourself using [http://ffhacktics.com/w/images/e/ea/EVTCHR_Frame_Editor_v1.1.zip Xifanie's EVTCHR Frame Editor], but there is no easy way to tell which slot has which animation.
 +
 
 
[[File:EVTCHR_LOCATIONS.png]]
 
[[File:EVTCHR_LOCATIONS.png]]
 
 
== <span id="EVTCHR">EVTCHR : Byte (hex)</span> ==
 
Load an animation sequence or stance from the loaded EVTCHR.BIN block.
 
*0x00 = Use SEQ animation
 
*0x01 = EVTCHR Block 1
 
*0x02 = EVTCHR Block 2
 

Latest revision as of 02:56, 2 August 2022

Animation ID : Byte (hex)

Load an animation sequence from the corresponding SEQ file for a unit, or an EVTCHR Animation. See lower for EVTCHR 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 Frame (Eyes Open)
  • 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 Frame (Eyes Closed)
  • 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
  • x0035: Bow (Eyes Closed) then Stand
  • x0036: Bow (Eyes Closed)
  • x0037: Struck + Dodge
  • x0038: Struck + Dodge
  • x0039: Raise Hands (Sticks)
  • x003A: Walking Frame (Standing)
  • x003B: Vanish
  • x003C: Teleport From & Teleport To
  • x003D: Attack High (Unarmed)
  • x003E: Attack Middle (Unarmed)
  • x003F: Attack Low (Unarmed)
  • x0040: Attack High (With Temp/Equipped Weapon)
  • x0041: Attack Middle (With Temp/Equipped Weapon)
  • x0042: Attack Low (With Temp/Equipped 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: Spear High
  • x004E: Spear Mid
  • x004F: Spear Low
  • x0050: Gunshot High?
  • x0051: Gunshot Mid?
  • x0052: Gunshot Low?
  • 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: Goblin Punch (Spin then Punch)

EVTCHR Animations

Animation EVTCHR Block 1 ID EVTCHR Block 2 ID
0 x01F4 x0258
1 x01F5 x0259
2 x01F6 x025A
3 x01F7 x025B
4 x01F8 x025C
5 x01F9 x025D
6 x01FA x025E
7 x01FB x025F
8 x01FC x0260
9 x01FD x0261
10 x01FE x0262
11 x01FF x0263
12 x0200 x0264
13 x0201 x0265
14 x0202 x0266
15 x0203 x0267
16 x0204 x0268
17 x0205 x0269
18 x0206 x026A
19 x0207 x026B
20 x0208 x026C
21 x0209 x026D
22 x020A x026E
23 x020B x026F
24 x020C x0270
25 x020D x0271
26 x020E x0272
27 x020F x0273
28 x0210 x0274
29 x0211 x0275
30 x0212 x0276
31 x0213 x0277
32 x0214 x0278
33 x0215 x0279
34 x0216 x027A
35 x0217 x027B
36 x0218 x027C
37 x0219 x027D
38 x021A x027E
39 x021B x027F
40 x021C x0280
41 x021D x0281
42 x021E x0282
43 x021F x0283
44 x0220 x0284
45 x0221 x0285
46 x0222 x0286
47 x0223 x0287
48 x0224 x0288
49 x0225 x0289
50 x0226 x028A
51 x0227 x028B
52 x0228 x028C
53 x0229 x028D
54 x022A x028E
55 x022B x028F
56 x022C x0290
57 x022D x0291
58 x022E x0292
59 x022F x0293
60 x0230 x0294
61 x0231 x0295
62 x0232 x0296
63 x0233 x0297


About EVTCHR Animations

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

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

EVTCHR LOCATIONS.png