T1 Pummel
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Front spin punch LoadFrameWait(5C,04) MoveBackward2() LoadFrameWait(5D,08) PlayAttackSound(00) LoadFrameWait(5C,02) MoveForward2() LoadFrameWait(61,02) LoadFrameWait(62,02) PlayAttackSound(01) LoadFrameWait(63,02) #loop to here FlipHorizontal() #can't believe it took me so long to realise this was spin punch haha LoadFrameWait(63,02) SetFrameOffset(31) #add 0x31 to frames called after this point LoadFrameWait(63,02) FlipHorizontal() LoadFrameWait(63,02) SetFrameOffset(00) #reset above to 0 Wait(EE,04) #loop the last 12 bytes of instructions 4 times LoadFrameWait(63,04) LoadFrameWait(62,04) LoadFrameWait(61,04) PauseAnimation()
Back spin punch LoadFrameWait(8D,04) MoveBackward2() LoadFrameWait(8E,08) PlayAttackSound(00) LoadFrameWait(8D,02) MoveForward2() LoadFrameWait(92,02) LoadFrameWait(93,02) PlayAttackSound(01) LoadFrameWait(94,02) FlipHorizontal() LoadFrameWait(94,02) SetFrameOffset(CF) #add 0xCF to anim. frames past this point (-31) LoadFrameWait(94,02) #calls frame 0x63 FlipHorizontal() LoadFrameWait(94,02) SetFrameOffset(00) Wait(EE,04) LoadFrameWait(94,04) LoadFrameWait(93,04) LoadFrameWait(92,04) PauseAnimation()
Front Pummel LoadFrameWait(5C,04) LoadFrameWait(5D,06) WeaponSheatheCheck1(FE) LoadFrameWait(5C,02) #loop to here MoveBackward1() LoadFrameWait(61,02) LoadFrameWait(62,02) MoveForward1() LoadFrameWait(63,02) MoveForward1() LoadFrameWait(62,04) LoadFrameWait(61,02) MoveBackward1() Wait(EC,04) #loop last 14 bytes 4 times LoadFrameWait(61,08) PauseAnimation()
Back Pummel LoadFrameWait(8D,04) LoadFrameWait(8E,06) WeaponSheatheCheck1() LoadFrameWait(FE,8D) #loop to here MoveBackward1() LoadFrameWait(92,02) LoadFrameWait(93,02) MoveForward1() LoadFrameWait(94,02) MoveForward1() LoadFrameWait(93,04) LoadFrameWait(92,02) MoveBackward1() Wait(EC,04) #loop last 14 bytes 4 times LoadFrameWait(92,08) PauseAnimation()