Skip to content

Releases: ShiningForceCentral/SF2BattleSpriteAnimationEditor

1.1.0

05 Oct 19:04

Choose a tag to compare

Now supports enemy battle sprites and enemy battle sprites animations.
Just ignore weapon-related properties and everything should be fine. Hopefully :- )

capture d ecran 2017-10-05 21 04 28

1.0.0

04 Oct 22:43

Choose a tag to compare

First quick release with support for ally battle sprite animations only.
Enemy battle sprite animations will come next.

capture d ecran 2017-10-05 00 40 22

------ Ally Battle Sprite Animation Format

Byte 0 number of frames in attack anim
Byte 1 frame # to start spell anim idx
Byte 2 spell anim idx to play during attack, FF for none
Byte 3 whether or not to terminate spell anim when battle sprite anim finishes
Byte 4 weapon sprite frame for idle animation frame 1
Byte 5 weapon sprite z-index for idle animation frame 1
Byte 6 weapon sprite x offset for idle animation frame 1
Byte 7 weapon sprite y offset for idle animation frame 1

Frame Entries
First entry can be idle anim frame 2 if current battle sprite has one.
(Some battlesprites seem to have an idle frame 2 even when it's identical to idle frame 1 !)

Byte 0      battlesprite frame idx (if value $0F, then keep using battlesprite frame from previous animation frame)
Byte 1      number of display frames to display (60 frames per second)
Byte 2      battle sprite x offset
Byte 3      battle sprite y offset
Byte 4      weapon sprite frame (0 = up, going clockwise, up to 3; 0x10 = flip horizontally, 0x20 = flip vertically)
Byte 5      weapon sprite z-index (1 = under character, 2 = over character)
Byte 6      weapon sprite x offset
Byte 7      weapon sprite y offset

Note : Weapon sprites offsets are relative to current battlesprite position.