Unit Animations
Revision as of 11:38, 25 July 2024 by MrGudenheim (talk | contribs)
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.
Contents
Type 1
- TYPE1 SP1
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.
- TYPE1 Attack anims
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
- TYPE2 SP1
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.
- TYPE2 Attack Anims
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.
Chocobo
- CYOKO SP1
CYOKO Facing Angles #00, 01, 02, 03, 04, 05 CYOKO Idle Walk #06, 07 CYOKO Fast Walk #08, 09 CYOKO Slow Walk #0a, 0b CYOKO Buffer animations #Pause animation. 0c, 0d, 0e, 0f, 10, 11, 12, 13, 14, 15, 16, 17 CYOKO Walk To #18, 19 CYOKO Walk To Haste #1a, 1b CYOKO Walk To Slow #1c, 1d CYOKO Buffer animations #more buffers. 1e, 1f, 20, 21, 22, 23 CYOKO Fly To #24, 25 CYOKO Fly To Haste #26, 27 CYOKO Fly To Slow #28, 29 CYOKO Spins #2a, 2b CYOKO Charging Anims #Combined for concise presentation. 2c, 2d, 2e, 2f CYOKO Evade #30, 31 CYOKO Damaged #32, 33 CYOKO Dead #34, 35 CYOKO Level Up #36, 37, 38, 39, 3a, 3b CYOKO Jump Anims #3c, 3d, 3e, 3f, 40, 41 CYOKO Frzn Walk Frame #not sure what these would even be for. 42, 43 CYOKO Squinting #A couple of the same frame of a chocobo squinting. 44, 45 CYOKO Crit & Misc #A chocobo in critical condition, critical while ridden, and another frozen walk frame. 46, 47, 48, 49, 4a, 4b CYOKO Buffer animations #more buffers. 4c, 4d, 4e, 4f, 50, 51, 52, 53 CYOKO Grounded Flapping #chocobo on the ground, flapping wing. 54, 55, 56, 57, 58, 59 CYOKO Rock 'N' Roll #features a chocobo visciously headbutting. 5a, 5b, 5c, 5d, 5e, 5f CYOKO More Frzn Walk #I literally do not get it. 60, 61, 62, 63 CYOKO Buffer animations #more buffers. 64, 65 CYOKO MFItem #I am just shocked that chocobos have anything for this. 66, 67 CYOKO Dying #68, 69 CYOKO Revived #6a, 6b CYOKO Hit Into Crit #6c, 6d CYOKO Tackle #cyoko being knocked back? includes erroneous 6e, 6f. 70, 71 CYOKO Chest Pickup #72, 73. CYOKO Buffer animations #74, 75 pause animation. 76 endless frame 0. 77 a second endless frame 0.
- CYOKO Attack Anims
CYOKO Teleport #I would assume? 78, 79 CYOKO High Mod Beak #7a, 7b CYOKO Mid Mod Beak #7c, 7d CYOKO Low Mod Beak #7e, 7f CYOKO Error Beak #the wait instructions here loop erroneously back into Low Mod Beak. 80, 81 CYOKO Wark #82, 83 CYOKO Wingflap Cast #84, 85 CYOKO Buffer animations #Pause animation. 86, 87 CYOKO Dance #88, 89 CYOKO Nop'd animations #8a through ff are all unused animations with invalid pointers.
Monsters
- MON SP1
MON Facing Angles #00, 01, 02, 03, 04, 05 MON Idle Walk #06, 07 MON Fast Walk #08, 09 MON Slow Walk #0a, 0b MON Short Idle #this is another idle animation, but a third of the frames are cut? 0c, 0d MON Fast Short Idle #0e, 0f MON Slow Short Idle #10, 11 - Work in Progress
Chicken, Frog, Crystal, Treasure
- Other SP1
OTHER Facing Angles #0, 1, 2, 3, 4, 5 OTHER Walks #6, 7, 8, 9, a, b, c, d, e, f, 10, 11, 12, 13 OTHER Buffer #buffer animations. 14, 15, 16, 17 OTHER Walks 2 #walking to destination. 18, 19, 1a, 1b, 1c, 1d, 1e, 1f, 20, 21, 22, 23 OTHER Buffer #buffer animations. 24, 25, 26, 27, 28, 29 OTHER Treasure #2a, 2b
Lucavi
- RUKA SP1
RUKA Facing Angles #00, 01, 02, 03, 04, 05 RUKA Idle Walk #06, 07 RUKA Fast Walk #08, 09 RUKA Slow Walk #0a, 0b - Work in Progress
Altima
- ARUTE SP1
ARUTE Facing Angles #00, 01, 02, 03, 04, 05 ARUTE Idle Walk #06, 07 ARUTE Fast Walk #08, 09 ARUTE Slow Walk #0a, 0b - Work in Progress
Complete Altima
- KANZEN SP1
KZN Facing Angles #00, 01, 02, 03, 04, 05 KZN Idle Walk #06, 07 KZN Fast Walk #08, 09 KZN Slow Walk #0a, 0b KZN Buffer animations #Pause Animation. 0c, 0d, 0e, 0f, 10, 11, 12, 13, 14, 15, 16, 17 KZN Walk To #18, 19 KZN Walk To Haste #1a, 1b KZN Walk To Slow #1c, 1d KZN Spins #1e, 1f, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 2a, 2b - Work in Progress
Related Pages
https://ffhacktics.com/wiki/Unit_Animation_Index
https://ffhacktics.com/wiki/SHP_%26_Graphic_info_page
https://ffhacktics.com/wiki/SEQ_%26_Animation_info_page
https://ffhacktics.com/wiki/Load_WEP/EFF_graphics_from_WEP1/EFF_Sheet