Difference between revisions of "Unit Animations"
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*Type 1 | *Type 1 | ||
[[T1 Facing Angles]] #Compacted because they're all only 1 frame each. | [[T1 Facing Angles]] #Compacted because they're all only 1 frame each. | ||
− | [[T1 Walk Forward]] | + | [[T1 Walk Forward]] #animation 6 |
[[T1 Walk Backward]] #7 | [[T1 Walk Backward]] #7 | ||
− | [[T1 Walk Fast Forward]] #8 | + | [[T1 Walk Fast Forward]] #8 |
− | [[T1 Walk Fast Backward]] #9 | + | [[T1 Walk Fast Backward]] #9 |
− | [[T1 Walk Slow Forward]] #A | + | [[T1 Walk Slow Forward]] #A |
− | [[T1 Walk Slow Backward]] #B (I think these are just Idle walk frames?) | + | [[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 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]] | + | [[T1 Float Stop Forward]] #12 (also ?????) |
− | [[T1 Float Stop Backward]] | + | [[T1 Float Stop Backward]] #13 (also ?????) |
− | [[T1 Float Stop Fwd Haste]] #14 (also ?????) | + | [[T1 Float Stop Fwd Haste]] #14 (also ?????) |
− | [[T1 Float Stop Bck Haste]] #15 (also ?????) | + | [[T1 Float Stop Bck Haste]] #15 (also ?????) |
− | [[T1 Float Stop Fwd Slow]] #16 (also ?????) | + | [[T1 Float Stop Fwd Slow]] #16 (also ?????) |
− | [[T1 Float Stop Bck Slow]] #17 (also ?????) | + | [[T1 Float Stop Bck Slow]] #17 (also ?????) |
− | [[T1 Walk To Fwd]] | + | [[T1 Walk To Fwd]] #18 (for walking to a destination? slightly different wait offsets.) |
− | [[T1 Walk To Bck]] | + | [[T1 Walk To Bck]] #19 |
− | [[T1 Walk To Fwd Haste]] #1A | + | [[T1 Walk To Fwd Haste]] #1A |
− | [[T1 Walk To Bck Haste]] #1B | + | [[T1 Walk To Bck Haste]] #1B |
− | [[T1 Walk To Fwd Slow]] #1C | + | [[T1 Walk To Fwd Slow]] #1C |
− | [[T1 Walk To Bck Slow]] #1D | + | [[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. | 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. | #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 Spin1]] #2A (spin, starts from frame 2) | ||
[[T1 Spin2]] #2B (spin, starts from frame 8) | [[T1 Spin2]] #2B (spin, starts from frame 8) | ||
− | [[T1 Critical & Defend]] #2C, 2D, 2E, and 2F (all only 1 frame each) | + | [[T1 Critical & Defend]] #2C, 2D, 2E, and 2F (all only 1 frame each) |
− | [[T1 Dodge Defend Fwd]] #30 | + | [[T1 Dodge Defend Fwd]] #30 |
− | [[T1 Dodge Defend Bck]] #31 | + | [[T1 Dodge Defend Bck]] #31 |
− | [[T1 Taking Damage Fwd]] #32 | + | [[T1 Taking Damage Fwd]] #32 |
− | [[T1 Taking Damage Bck]] #33 | + | [[T1 Taking Damage Bck]] #33 |
[[T1 Dead + Mid Jump]] #34, 35, 36, 37 | [[T1 Dead + Mid Jump]] #34, 35, 36, 37 | ||
− | [[T1 Jump Up Fwd]] | + | [[T1 Jump Up Fwd]] #generic leap size? 38 |
− | [[T1 Jump Up Bck]] | + | [[T1 Jump Up Bck]] #39 |
[[T1 Jump Down Fwd]] #3A | [[T1 Jump Down Fwd]] #3A | ||
[[T1 Jump Down Bck]] #3B | [[T1 Jump Down Bck]] #3B | ||
− | [[T1 High Jumps]] | + | [[T1 High Jumps]] #3C, 3D, 3E, 3F, 40, 41 |
− | [[T1 Charging]] | + | [[T1 Charging]] #42, 43, 44, 45 |
− | [[T1 Frozen & sleeping]] #46, 47, 48, 49 | + | [[T1 Frozen & sleeping]] #46, 47, 48, 49 |
− | [[T1 Confuse Fwd]] | + | [[T1 Confuse Fwd]] #4a |
− | [[T1 Confuse Bck]] | + | [[T1 Confuse Bck]] #4b |
T1 Buffer Animations #yet more animations with a unique pointer to **buffer**. 0x4c, 0x4d, 0x4e, and 0x4f. | T1 Buffer Animations #yet more animations with a unique pointer to **buffer**. 0x4c, 0x4d, 0x4e, and 0x4f. | ||
[[T1 Singing]] #50, 51 | [[T1 Singing]] #50, 51 | ||
[[T1 Dancing]] #52, 53 | [[T1 Dancing]] #52, 53 | ||
[[T1 Casting]] #54, 55, 56, 57 | [[T1 Casting]] #54, 55, 56, 57 | ||
− | [[T1 Cast Execute]] | + | [[T1 Cast Execute]] #58, 59 |
T1 Buffer Animations #buffers. 0x5a, 0x5b, 0x5c, 0x5d, 0x5e, 0x5f | T1 Buffer Animations #buffers. 0x5a, 0x5b, 0x5c, 0x5d, 0x5e, 0x5f | ||
− | [[T1 Frozen Walk Frames]] #frozen walk frames. 0x60, 0x61, 0x62, 0x63 | + | [[T1 Frozen Walk Frames]] #frozen walk frames. 0x60, 0x61, 0x62, 0x63 |
− | [[T1 Nulled Walks]] | + | [[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 MF Item]] #66, 67. | ||
− | [[T1 Bounced to death]] #try to come up with a better name I fucking dare you. 68, 69. | + | [[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 Revived]] #6a, 6b, 6c, 6d | ||
− | [[T1 Damaged shaking?]] #Might be for knockback? or falling? 6e, 6f, 70, 71 | + | [[T1 Damaged shaking?]] #Might be for knockback? or falling? 6e, 6f, 70, 71 |
− | [[T1 Chest Pickup]] | + | [[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. | 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. | Here are where T1's battle animations start. | ||
− | [[T1 Teleport]] | + | [[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 | ||
[[T1 Low Mod Unarmed]] #7e, 7f | [[T1 Low Mod Unarmed]] #7e, 7f | ||
Line 68: | Line 68: | ||
[[T1 Mid Mod Item Throw]] #8c, 8d, 8e, 8f, 90, 91 | [[T1 Mid Mod Item Throw]] #8c, 8d, 8e, 8f, 90, 91 | ||
[[T1 Low Mod Item Throw]] #92, 93, 94, 95, 96, 97 | [[T1 Low Mod Item Throw]] #92, 93, 94, 95, 96, 97 | ||
− | [[T1 Weapon Throw]] | + | [[T1 Weapon Throw]] #98, 99 (especially cause weapon throw only got 2 each. lose you snooze ig) |
[[T1 High Mod Poke]] #9a, 9b | [[T1 High Mod Poke]] #9a, 9b | ||
− | [[T1 Mid Mod Poke]] | + | [[T1 Mid Mod Poke]] #9c, 9d |
− | [[T1 Low Mod Poke]] | + | [[T1 Low Mod Poke]] #9e, 9f |
− | [[T1 High Mod Gun]] | + | [[T1 High Mod Gun]] #a0, a1 |
− | [[T1 Mid Mod Gun]] | + | [[T1 Mid Mod Gun]] #a2, a3 |
− | [[T1 Low Mod Gun]] | + | [[T1 Low Mod Gun]] #a4, a5 |
− | [[T1 High Mod Bow]] #how odd! bow's queues throw hardcoding! a6, a7 | + | [[T1 High Mod Bow]] #how odd! bow's queues throw hardcoding! a6, a7 |
− | [[T1 Mid Mod Bow]] #a8, a9 | + | [[T1 Mid Mod Bow]] #a8, a9 |
− | [[T1 Low Mod Bow]] #aa, ab | + | [[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 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 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 Shield Block]] #unit holds out a shield to block an attack. b0, b1, b2, b3, b4, b5 | ||
Line 85: | Line 85: | ||
[[T1 Thrust Shield Recoil]] #animations for weapon thrust shield recoil. c2, c3, c4, c5, c6, c7 | [[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 Flip Ground Switch]] #similar to an unarmed attack. flips ground switch (bethla sluice). c8, c9 | ||
− | [[T1 Casting Start]] | + | [[T1 Casting Start]] #the start of the casting animation (swings arms up). ca, cb, cc, cd |
− | [[T1 Pummel]] | + | [[T1 Pummel]] #Spin punch and pummel in here. ce, cf, d0, d1 |
[[T1 Cast Revive]] #Used by Revive. d2, d3 | [[T1 Cast Revive]] #Used by Revive. d2, d3 | ||
[[T1 Rush]] #Used by Rush. d4, d5 | [[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 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 Read Book 3]] #another duplicate, but this time much shorter. also fails to actually call the weapon. d8, d9 | ||
− | [[T1 Fall Critical]] | + | [[T1 Fall Critical]] #unit falls into critical animation. da, db. |
− | [[T1 Low Mod Swing 2]] | + | [[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]] | + | [[T1 Dance Execute]] #excessively long. dance animation that plays when the attack executes de, df |
− | T1 Buffer Animations | + | T1 Buffer Animations #haven't seen any of these in a while. both point to the same PauseInstruction(). e0, e1 |
− | [[T1 Steal]] | + | [[T1 Steal]] #steal. e2, e3 |
[[T1 Steal Heart]] #steal heart. e4, e5 | [[T1 Steal Heart]] #steal heart. 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 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]] | + | [[T1 Jump 2]] #another jump. e8, e9 |
− | [[T1 Dragoon Jump 2]] | + | [[T1 Dragoon Jump 2]] #this one seems to be the true dragoon jump anim? ea, eb |
− | [[T1 Dragoon Jump 3]] | + | [[T1 Dragoon Jump 3]] #another one? seems strangely disjointed? ec, ed |
− | [[T1 High Mod Female]] | + | [[T1 High Mod Female]] #weapon animations for cloths and bags. ee, ef |
− | [[T1 Mid Mod Female]] | + | [[T1 Mid Mod Female]] #f0, f1 |
− | [[T1 Low Mod Female]] | + | [[T1 Low Mod Female]] #f2, f3 |
− | T1 Buffer Animations | + | T1 Buffer Animations #they all had to show up somewhere. f4, f5, f6, f7, f8, f9 |
[[T1 Spin & Punch]] #Goblin Punch. fa, fb | [[T1 Spin & Punch]] #Goblin Punch. fa, fb | ||
− | T1 Nop'd Animations | + | T1 Nop'd Animations #fc, fd, fe, and ff are all unused animations with invalid pointers. |
*Type 2 | *Type 2 | ||
[[T2 Facing Angles]] #Compacted because they're all only 1 frame each. | [[T2 Facing Angles]] #Compacted because they're all only 1 frame each. | ||
− | [[T2 Walk]] | + | [[T2 Walk]] #animation 6, 7 |
− | [[T2 Walk Fast]] | + | [[T2 Walk Fast]] #8, 9 |
− | [[T2 Walk Slow]] | + | [[T2 Walk Slow]] #A, B |
T2 Buffer Animations #buffers. 0xC to 0x11 | T2 Buffer Animations #buffers. 0xC to 0x11 | ||
− | [[T2 Float Stop]] | + | [[T2 Float Stop]] #12, 13 |
− | [[T2 Float Stop Haste]] #14 15 | + | [[T2 Float Stop Haste]] #14 15 |
[[T2 Float Stop Slow]] #16, 17 | [[T2 Float Stop Slow]] #16, 17 | ||
[[T2 Walk To]] #18, 19 | [[T2 Walk To]] #18, 19 | ||
[[T2 Walk To Haste]] #1A, 1B | [[T2 Walk To Haste]] #1A, 1B | ||
− | [[T2 Walk To Slow]] | + | [[T2 Walk To Slow]] #1C, 1D |
T2 Buffer Animations #more animations that are just buffers. 0x1E to 0x23 | 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. | #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 Spin1]] #2A (spin, starts from frame 2) | ||
[[T2 Spin2]] #2B (spin, starts from frame 8) | [[T2 Spin2]] #2B (spin, starts from frame 8) | ||
− | [[T2 Critical & Defend]] #2C, 2D, 2E, and 2F (all only 1 frame each) | + | [[T2 Critical & Defend]] #2C, 2D, 2E, and 2F (all only 1 frame each) |
− | [[T2 Dodge Defend]] | + | [[T2 Dodge Defend]] #30, 31 |
[[T2 Taking Damage]] #32, 33 | [[T2 Taking Damage]] #32, 33 | ||
[[T2 Dead + Mid Jump]] #34, 35, 36, 37 | [[T2 Dead + Mid Jump]] #34, 35, 36, 37 | ||
[[T2 Jump Up]] #generic leap size? 38, 39 | [[T2 Jump Up]] #generic leap size? 38, 39 | ||
− | [[T2 Jump Down]] | + | [[T2 Jump Down]] #3A, 3B |
− | [[T2 High Jumps]] | + | [[T2 High Jumps]] #3C, 3D, 3E, 3F, 40, 41 |
− | [[T2 Charging]] | + | [[T2 Charging]] #42, 43, 44, 45 |
− | [[T2 Frozen & sleeping]] #46, 47, 48, 49 | + | [[T2 Frozen & sleeping]] #46, 47, 48, 49 |
[[T2 Confuse]] #4a, 4B | [[T2 Confuse]] #4a, 4B | ||
T2 Buffer Animations #yet more animations with a unique pointer to **buffer**. 0x4c, 0x4d, 0x4e, and 0x4f. | T2 Buffer Animations #yet more animations with a unique pointer to **buffer**. 0x4c, 0x4d, 0x4e, and 0x4f. | ||
Line 138: | Line 138: | ||
[[T2 Dancing]] #52, 53 | [[T2 Dancing]] #52, 53 | ||
[[T2 Casting]] #54, 55, 56, 57 | [[T2 Casting]] #54, 55, 56, 57 | ||
− | [[T2 Cast Execute]] | + | [[T2 Cast Execute]] #58, 59 |
T2 Buffer Animations #buffers. 0x5a, 0x5b, 0x5c, 0x5d, 0x5e, 0x5f | T2 Buffer Animations #buffers. 0x5a, 0x5b, 0x5c, 0x5d, 0x5e, 0x5f | ||
− | [[T2 Frozen Walk Frames]] #frozen walk frames. 0x60, 0x61, 0x62, 0x63 | + | [[T2 Frozen Walk Frames]] #frozen walk frames. 0x60, 0x61, 0x62, 0x63 |
− | [[T2 Nulled Walks]] | + | [[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 MF Item]] #66, 67. | ||
− | [[T2 Bounced to death]] #try to come up with a better name I fucking dare you. 68, 69. | + | [[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 Revived]] #6a, 6b, 6c, 6d | ||
− | [[T2 Damaged shaking?]] #Might be for knockback? or falling? 6e, 6f, 70, 71 | + | [[T2 Damaged shaking?]] #Might be for knockback? or falling? 6e, 6f, 70, 71 |
− | [[T2 Chest Pickup]] | + | [[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 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 battle Animations | ||
− | [[T2 | + | [[T2 Teleport]] #78, 79 |
− | [[T2 High Mod Unarmed]] #7a, 7b | + | [[T2 High Mod Unarmed]] #7a, 7b |
[[T2 Mid Mod Unarmed]] #7c, 7d | [[T2 Mid Mod Unarmed]] #7c, 7d | ||
[[T2 Low Mod Unarmed]] #7e, 7f | [[T2 Low Mod Unarmed]] #7e, 7f | ||
Line 160: | Line 160: | ||
[[T2 Mid Mod Item Throw]] #8c, 8d, 8e, 8f, 90, 91 | [[T2 Mid Mod Item Throw]] #8c, 8d, 8e, 8f, 90, 91 | ||
[[T2 Low Mod Item Throw]] #92, 93, 94, 95, 96, 97 | [[T2 Low Mod Item Throw]] #92, 93, 94, 95, 96, 97 | ||
− | [[T2 Weapon Throw]] | + | [[T2 Weapon Throw]] #98, 99 (especially cause weapon throw only got 2 each. lose you snooze ig) |
[[T2 High Mod Poke]] #9a, 9b | [[T2 High Mod Poke]] #9a, 9b | ||
− | [[T2 Mid Mod Poke]] | + | [[T2 Mid Mod Poke]] #9c, 9d |
− | [[T2 Low Mod Poke]] | + | [[T2 Low Mod Poke]] #9e, 9f |
− | [[T2 High Mod Gun]] | + | [[T2 High Mod Gun]] #a0, a1 |
− | [[T2 Mid Mod Gun]] | + | [[T2 Mid Mod Gun]] #a2, a3 |
− | [[T2 Low Mod Gun]] | + | [[T2 Low Mod Gun]] #a4, a5 |
− | [[T2 High Mod Bow]] #how odd! bow's queues throw hardcoding! a6, a7 | + | [[T2 High Mod Bow]] #how odd! bow's queues throw hardcoding! a6, a7 |
− | [[T2 Mid Mod Bow]] #a8, a9 | + | [[T2 Mid Mod Bow]] #a8, a9 |
− | [[T2 Low Mod Bow]] #aa, ab | + | [[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 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 Play Instrument]] #playing an instrument. no height mods. ae, af | ||
− | [[T2 | + | [[T2 Shield Block]] #Shield block. b0, b1, b2, b3, b4, b5 |
[[T2 Swing Shield Recoil]] #animations for weapon swing shield recoil. b6, b7, b8, b9, ba, bb | [[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 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 Thrust Shield Recoil]] #animations for weapon thrust shield recoil. c2, c3, c4, c5, c6, c7 | ||
− | [[T2 | + | [[T2 Flip Ground Switch]] #bethla sluice switch. c8, c9 |
− | [[T2 Casting Start]] | + | [[T2 Casting Start]] #the start of the casting animation (swings arms up). ca, cb, cc, cd |
− | [[T2 Pummel]] | + | [[T2 Pummel]] #Spin punch and pummel in here. ce, cf, d0, d1 |
− | [[T2 | + | [[T2 Cast Revive]] #Monk Revive. d2, d3 |
− | [[T2 | + | [[T2 Rush]] #Rush. 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 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 Read Book 3]] #another duplicate, but this time much shorter. also fails to actually call the weapon. d8, d9 | ||
− | [[T2 Fall Critical]] | + | [[T2 Fall Critical]] #unit falls into critical animation. da, db. |
− | [[T2 Low Mod Swing 2]] | + | [[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]] | + | [[T2 Dance Execute]] #excessively long. dance animation that plays when the attack executes de, df |
− | T2 Buffer Animations | + | T2 Buffer Animations #e0, e1 |
− | [[T2 | + | [[T2 Steal]] #steal. e2, e3 |
− | [[T2 | + | [[T2 Steal Heart]] #steal heart. 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 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]] | + | [[T2 Jump 2]] #another jump. e8, e9 |
− | [[T2 Dragoon Jump | + | [[T2 Dragoon Jump]] #dragoon jump anim. ea, eb |
− | [[T2 Dragoon Jump | + | [[T2 Dragoon Jump 2]] #dragoon land anim. ec, ed |
− | [[T2 High Mod Female]] | + | [[T2 High Mod Female]] #weapon animations for cloths and bags. ee, ef |
− | [[T2 Mid Mod Female]] | + | [[T2 Mid Mod Female]] #f0, f1 |
− | [[T2 Low Mod Female]] | + | [[T2 Low Mod Female]] #f2, f3 |
− | T2 Buffer Animations | + | T2 Buffer Animations #they all had to show up somewhere. f4, f5, f6, f7, f8, f9 |
[[T2 Spin & Punch]] #Goblin punch. fa, fb | [[T2 Spin & Punch]] #Goblin punch. fa, fb | ||
− | T2 Nop'd Animations | + | T2 Nop'd Animations #fc, fd, fe, and ff are all unused animations with invalid pointers. |
Revision as of 04:37, 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 Steal #steal. e2, e3 T1 Steal Heart #steal heart. 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 Teleport #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 Shield Block #Shield block. 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 Flip Ground Switch #bethla sluice switch. 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 Cast Revive #Monk Revive. d2, d3 T2 Rush #Rush. 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 Steal #steal. e2, e3 T2 Steal Heart #steal heart. 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 #dragoon jump anim. ea, eb T2 Dragoon Jump 2 #dragoon land anim. 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.