Difference between revisions of "W1 High Mod Swing"

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(Created page with "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. 000a69d0: 0804 -...")
 
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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.
 
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.
  
  000a69d0: 0804    - LoadRotationWait(08,04)
+
  000a69d0: 0804    - LoadFrameWait(08,04)
  000a69d2: 0602    - LoadRotationWait(06,02)
+
  000a69d2: 0602    - LoadFrameWait(06,02)
  000a69d4: 0708    - LoadRotationWait(07,08)
+
  000a69d4: 0708    - LoadFrameWait(07,08)
  000a69d6: 0802    - LoadRotationWait(08,02)
+
  000a69d6: 0802    - LoadFrameWait(08,02)
 
  000a69d8: fff20200 - QueueSpriteAnim(02,00) #Queues Effect animation 0.
 
  000a69d8: fff20200 - QueueSpriteAnim(02,00) #Queues Effect animation 0.
  000a69dc: 0e02    - LoadRotationWait(0e,02)
+
  000a69dc: 0e02    - LoadFrameWait(0e,02)
  000a69de: 0f02    - LoadRotationWait(0f,02)
+
  000a69de: 0f02    - LoadFrameWait(0f,02)
  000a69e0: 1002    - LoadRotationWait(10,02)
+
  000a69e0: 1002    - LoadFrameWait(10,02)
  000a69e2: 0a0a    - LoadRotationWait(0a,0a)
+
  000a69e2: 0a0a    - LoadFrameWait(0a,0a)
  000a69e4: 0a02    - LoadRotationWait(0a,02)
+
  000a69e4: 0a02    - LoadFrameWait(0a,02)
 
  000a69e6: ffd6fe  - WeaponSheatheCheck2(-2) #repeats the last 2 command bytes until animation can complete
 
  000a69e6: ffd6fe  - WeaponSheatheCheck2(-2) #repeats the last 2 command bytes until animation can complete
  000a69e9: 0a04    - LoadRotationWait(0a,04)
+
  000a69e9: 0a04    - LoadFrameWait(0a,04)
 
  000a69eb: fffe    - EndAnimation() #Finishes the animation.
 
  000a69eb: fffe    - EndAnimation() #Finishes the animation.

Revision as of 10:53, 1 August 2021

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.

000a69d0: 0804     - LoadFrameWait(08,04)
000a69d2: 0602     - LoadFrameWait(06,02)
000a69d4: 0708     - LoadFrameWait(07,08)
000a69d6: 0802     - LoadFrameWait(08,02)
000a69d8: fff20200 - QueueSpriteAnim(02,00)		#Queues Effect animation 0.
000a69dc: 0e02     - LoadFrameWait(0e,02)
000a69de: 0f02     - LoadFrameWait(0f,02)
000a69e0: 1002     - LoadFrameWait(10,02)
000a69e2: 0a0a     - LoadFrameWait(0a,0a)
000a69e4: 0a02     - LoadFrameWait(0a,02)
000a69e6: ffd6fe   - WeaponSheatheCheck2(-2)		#repeats the last 2 command bytes until animation can complete
000a69e9: 0a04     - LoadFrameWait(0a,04)
000a69eb: fffe     - EndAnimation()			#Finishes the animation.