Difference between revisions of "W1 High Mod Swing"

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Note, unlike other pages with assembly, these animation pages will be written in Big Endian, because that is how they are read by the graphics routine.
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Front High Mod Swing
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LoadFrameWait(08,04)
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LoadFrameWait(06,02)
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LoadFrameWait(07,08)
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LoadFrameWait(08,02)
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QueueSpriteAnim(02,00) #Queues Effect animation 0.
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LoadFrameWait(0e,02)
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LoadFrameWait(0f,02)
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LoadFrameWait(10,02)
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LoadFrameWait(0a,0a)
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LoadFrameWait(0a,02)
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WeaponSheatheCheck2(-2) #repeats the last 2 command bytes until animation can complete
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LoadFrameWait(0a,04)
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EndAnimation() #Finishes the animation, deactivates graphic.
  
  000a69d0: 0804    - LoadFrameWait(08,04)
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  Back High Mod Swing
  000a69d2: 0602    - LoadFrameWait(06,02)
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LoadFrameWait(19,04)
  000a69d4: 0708    - LoadFrameWait(07,08)
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  LoadFrameWait(17,02)
  000a69d6: 0802    - LoadFrameWait(08,02)
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  LoadFrameWait(18,08)
  000a69d8: fff20200 - QueueSpriteAnim(02,00) #Queues Effect animation 0.
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  LoadFrameWait(19,02)
  000a69dc: 0e02    - LoadFrameWait(0e,02)
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  QueueSpriteAnim(02,01) #queue effect animation 1
  000a69de: 0f02    - LoadFrameWait(0f,02)
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  LoadFrameWait(1f,02)
  000a69e0: 1002    - LoadFrameWait(10,02)
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  LoadFrameWait(20,02)
  000a69e2: 0a0a    - LoadFrameWait(0a,0a)
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  LoadFrameWait(21,02)
  000a69e4: 0a02    - LoadFrameWait(0a,02)
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  LoadFrameWait(1b,0a)
  000a69e6: ffd6fe  - WeaponSheatheCheck2(-2) #repeats the last 2 command bytes until animation can complete
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  LoadFrameWait(1b,02)
  000a69e9: 0a04    - LoadFrameWait(0a,04)
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  WeaponSheatheCheck(-2) #loop last frame until can finish
  000a69eb: fffe    - EndAnimation() #Finishes the animation.
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  LoadFrameWait(1b,04)
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  EndAnimation()

Latest revision as of 04:35, 11 October 2022

Front High Mod Swing
LoadFrameWait(08,04)
LoadFrameWait(06,02)
LoadFrameWait(07,08)
LoadFrameWait(08,02)
QueueSpriteAnim(02,00)		#Queues Effect animation 0.
LoadFrameWait(0e,02)
LoadFrameWait(0f,02)
LoadFrameWait(10,02)
LoadFrameWait(0a,0a)
LoadFrameWait(0a,02)
WeaponSheatheCheck2(-2)		#repeats the last 2 command bytes until animation can complete
LoadFrameWait(0a,04)
EndAnimation()			#Finishes the animation, deactivates graphic.
Back High Mod Swing
LoadFrameWait(19,04)		
LoadFrameWait(17,02)		
LoadFrameWait(18,08)		
LoadFrameWait(19,02)		
QueueSpriteAnim(02,01)		#queue effect animation 1
LoadFrameWait(1f,02)		
LoadFrameWait(20,02)		
LoadFrameWait(21,02)
LoadFrameWait(1b,0a)
LoadFrameWait(1b,02)
WeaponSheatheCheck(-2)		#loop last frame until can finish
LoadFrameWait(1b,04)
EndAnimation()