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- SONIC MANIA ANIMATION/MAPPING FORMAT
- DOCUMENTED BY THESTONEBANANA
- LAST REV: AUGUST 31st 2017
- Entry Title (has no set length)
- then afterwards...
- 0x00 = Amount of frames, word
- 0x02 = Animation speed (higher the number, the faster it is), word
- 0x04 = Frame number to loop the animation at, word
- 0x05 = 0x04, byte (this may change, no idea what it's purpose is though)
- then come the individual frame mappings themselves, which are in the following format:
- 0x00 = Sheet number (specified in the heading of the mappings), byte
- 0x01 = X coordinate of the top left of the sprite, word
- 0x03 = Y coordinate of the top left of the sprite, word
- 0x05 = Horizontal size in pixels of the sprite, word
- 0x07 = Vertical size in pixels of the sprite, word
- 0x09 = Horizontal Displacement of the sprite, word
- 0x0B = Vertical displacement of the sprite, word
- 0x0D = Horizontal radius in pixels (negative), word
- 0x0F = Vertical radius in pixels (negative), word
- 0x11 = ???? (seems like this is connected to the horizontal radius somehow, investigate later)
- 0x13 = Vertical radius in pixels (positive), word
- 0x15 = Horizontal radius in pixels (negative) && 0x00FF + 1[?], word
- 0x17 = Vertical radius in pixels (negative), word
- 0x19 = ???? - 1
- 0x1B = Vertical radius in pixels (positive again[?]), word
- To indicate the end of the mappings entry, 0x0008 is used. Otherwise, the space is simply filled with 0x0000.
- Tails = FFF6 FFF0 FF0A 0010 00F7 FFF0 FF09 0010 0008
- Sonic = FFF6 FFEC FF0A 0014 00F7 FFEC FF09 0014 0008
- Chibi Sonic = FFF8 FFF4 FF08 000C 00F9 FFF4 FF07 000C 0008
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