SEQ & Animation info page

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The routine: Load WEP graphic from WEP1 Sheet references this table to load a series of commands (otherwise named 'frame commands') that vary in width depending on various inputs - but they seem mostly independent as commands. This page is an attempt to catalogue their effects. The pointer to these commands is located in SEQ Data, at address 0x800be74c + Weapon animation * 4.


Leading Byte:
0xff -> triggers alternate instructions:
     0xcb -> decreases the height of the unit by 2, probably
     0xcc -> decreases the height of the unit by 1, probably
     0xcd -> changes the position of the unit by -2 in either the same or perpendicular direction to facing
     0xce -> changes the position of the unit by -1 in either the same or perpendicular direction to facing
     0xcf -> increases the height of the unit by 2... probably?
     0xd0 -> increases the height of the unit by 1... probably?
     0xd1 -> changes the position of the unit by 2 in either the same or perpendicular direction to facing
     0xd2 -> changes the position of the unit by 1 in either the same or perpendicular direction to facing (no, really, I can't tell, it's too ambiguous)
     0xd3 -> triggers a check for the animation continuing. only repeats last (input) number of bytes if animation check is 1, otherwise continues next command. WeaponSheatheCheck1(##)
     0xd4 & 0xda -> unused commands, ends animation early by deactivating graphic, potentially just unwritten.
     0xd5 -> increments loop count by 1 after every animation loop. said animation loop seems to serve no other purpose. maybe debug tool? IncrementLoop()
     0xd6 -> queues a check for the animation continuing. repeats last (input) number of bytes if sheathe check value is not 0. WeaponSheatheCheck2(##)
     0xd7, 0xe3, 0xe4, 0xe9, 0xed, 0xee, 0xef, 0xf0, 0xf1, 0xf3, 0xf4, 0xf5 -> increments r17 by 1. no other known effect. continues next command without considering third byte.
     0xd8 -> saves the value in (input) to weapon rotation byte (misc unit data). SaveRotation(##)
     0xd9 -> jumps directly to Set evade type data, item and throw stone hardcoding, and continues next command from the top. QueueThrowAnim(##)
     0xdb -> Resets frame delay based on SEQ data. ResetWait1()
     0xdc -> Loads last saved animation number and byte pointer from Sprite data, and continues from where it was last saved. ReloadAnimation()
     0xdd -> Saves animation number and byte pointer to Sprite data, then queues the animation in the third byte. OverrideAnimation(##)
     0xde -> after any attack, frog attack, sharpshoot, charge, or jump command (hardcoded to ability ID slots), manually set target hurt/block/dodge animation, and weapon element effect data if display data turns up not erroneous? only works as a unit animation command, not a weapon or effect command. PostGenericAttack()
     0xdf -> Sets graphic's Y rotation to 0. SetYRotation0()
     0xe0, 0xe1 -> likely unwritten commands, or used for another purpose. no-op.
     0xe2 -> Resets frame delay based on SEQ data. ResetWait2()
     0xe5 -> 4bytes long (?), saves a new spin on the Y axis into sprite, byte 3 is in the lower byte, and byte 4 is in the upper byte. SaveYSpin(####)
     0xe6, 0xe7, 0xe8, 0xea, 0xf8, 0xfb -> 3 bytes long, no known effect.
     0xeb -> flips horizontal bitflag in sprite data. FlipHorizontal()
     0xec -> flips vertical bitflag in sprite data. FlipVertical()
     0xf2 -> resets to 0, and prepares weapon, effect, or unit ($$) graphics for frame 1 of their appropriate animation (##). QueueSpriteAnimation($$,##) 00 - Unit 01 - Weapon 02 - Effect
     0xf6 -> currently unsure. does something really technical with button inputs.
     0xf7 -> increments r17 by 3, skipping over a whole command's worth of bytes. other effects are unknown.
     0xf9 -> does something vectory.
     0xfa -> unit animation trigger only, moves the unit in the direction it's facing by (input 1)'s value, moves them up or down by (input 2)'s value, and then something else undocumented, presumably with (input 3)'s value, probably motion in the perpendicular direction. MoveUnit(%%,$$,##)
     0xfc -> 4 bytes long, seems to be some sort of timed counter. repeats last (input) bytes until (input2) counts down to 0. useful for bows? wait($$,##)
     0xfd -> identical secondary effects to d6, however the effects are guaranteed, and do not need the sheathe check. repeats last few commands of attack animation. HoldWeapon()
     0xfe -> clears graphic trigger and sets delay to 0, ending animation. EndAnimation()
     0xff -> Sets delay to 0, without clearing the graphic trigger, pausing the animation indefinitely. PauseAnimation() 
if the lead byte is NOT 0xff, then it performs a basic 2 byte command saving Weapon Rotation and the number of frames to hold in this rotation for. 0 wait frames is indefinite, unless sprite data has specified otherwise. LoadRotationWait($$,##)
   psuedo commands?
   0x$$##       -> LoadRotationWait($$,##)
   0xffd3##     -> WeaponSheatheCheck1(##)
   0xffd4       -> ReturnErrorFinishAnim1()
   0xffd5       -> IncrementLoop()
   0xffd6##     -> WeaponSheatheCheck2(##)
   0xffd8##     -> SaveRotation(##)
   0xffd9####   -> QueueThrowAnimation(####)
   0xffda       -> ReturnErrorFinishAnim2()
   0xffdb       -> ResetWait1()
   0xffdc       -> ReloadAnimation()
   0xffdd##     -> OverrideAnimation(##)
   0xffde       -> PostGenericAttack()
   0xffdf       -> SetYRotation0()
   0xffe2       -> ResetWait2()
   0xffe5####   -> SaveYSpin(####)
   0xffeb       -> FlipHorizontal()
   0xffec       -> FlipVertical()
   0xfff2$$##   -> QueueSpriteAnim($$,##)
   0xfffa%%$$## -> MoveUnit(%%,$$,##)
   0xfffc$$##   -> Wait($$,##)
   0xfffd##     -> HoldWeapon(##)
   0xfffe       -> EndAnimation()
   0xffff       -> PauseAnimation()