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Cv4/Sprites

1,577 bytes added, 20:13, 17 July 2019
Created page with "==Sprite Assembly== The Sprite assembly contain more or less two tables. One that will point to the Frame and one that will draw the Sprite in 2x2 squares. This is the most u..."
==Sprite Assembly==

The Sprite assembly contain more or less two tables. One that will point to the Frame and one that will draw the Sprite in 2x2 squares. This is the most used format in SC4.
The assembly number in the event table is almost the same as the pointer. The routine does increase or decrease it a bit for some reason so they do not perfectly match and are a bit harder to find.

===Format Example with Skeleton===

Skelleton:

01:b2f1 f48a 058b
bbbb cccc

bbbb=Frame1
cccc=Frame2

Frame Frame2
20af4 04 fd 09 06 28 ed 09 04 28 f8 f9 02 28 f5 e9 00 28 03 f8 09 0c 28 f7 f9 0a 28 f5 e9 08 28
ss aa bb cc dd aa bb cc dd aa bb cc dd aa bb cc dd ss aa bb cc dd aa bb cc dd aa bb cc dd

ss=Size Number of 2x2 queuers to use. 00 Is not a number and will overload.

aa=Offset (01 move one pixel right 80 will wrap)
bb=Offset (01 move one pixel down 80 will wrap)
cc=Tile Pick Tile Square 2x2 ..
dd=Orientation and Palettes

First byte:
2=Normal
6-7=Mirror
A-B=Flip
E-F=MirrorFlip
BadNumbers=0 1 3 4 8 c d

Second byte
0=Pal 0
2=Pal 1
4=Pal 2
6=Pal 3
8=Pal 4
a=Pal 5
c=Pal 6
e=Pal 7


===Enemys===

MudMan:
20d89 Assembly

218d2 HitAssembly
218f8 SmallCrumbles

BOSS:

Rowdin
22e6b DownStabJump

22e80 Landing

22e8a Spear

22dc3 Walking

22ea1 HurtFrame1

22eca HurtFrame2




Candle:

a654 d280 d780 Frame 1 and 2


Simons SpriteAssembly

20246 Idle Frame

20256 Frame one Walking

20266 Second Frame Walking



204c6 Idle Frame Stairs Up

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