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  1. SONIC MANIA ANIMATION/MAPPING FORMAT
  2. DOCUMENTED BY THESTONEBANANA
  3. LAST REV: AUGUST 31st 2017
  4.  
  5. Entry Title (has no set length)
  6. then afterwards...
  7. 0x00 = Amount of frames, word
  8. 0x02 = Animation speed (higher the number, the faster it is), word
  9. 0x04 = Frame number to loop the animation at, word
  10. 0x05 = 0x04, byte (this may change, no idea what it's purpose is though)
  11.  
  12. then come the individual frame mappings themselves, which are in the following format:
  13. 0x00 = Sheet number (specified in the heading of the mappings), byte
  14. 0x01 = X coordinate of the top left of the sprite, word
  15. 0x03 = Y coordinate of the top left of the sprite, word
  16. 0x05 = Horizontal size in pixels of the sprite, word
  17. 0x07 = Vertical size in pixels of the sprite, word
  18. 0x09 = Horizontal Displacement of the sprite, word
  19. 0x0B = Vertical displacement of the sprite, word
  20. 0x0D = Horizontal radius in pixels (negative), word
  21. 0x0F = Vertical radius in pixels (negative), word
  22. 0x11 = ???? (seems like this is connected to the horizontal radius somehow, investigate later)
  23. 0x13 = Vertical radius in pixels (positive), word
  24. 0x15 = Horizontal radius in pixels (negative) && 0x00FF + 1[?], word
  25. 0x17 = Vertical radius in pixels (negative), word
  26. 0x19 = ???? - 1
  27. 0x1B = Vertical radius in pixels (positive again[?]), word
  28. To indicate the end of the mappings entry, 0x0008 is used. Otherwise, the space is simply filled with 0x0000.
  29.  
  30. Tails = FFF6 FFF0 FF0A 0010 00F7 FFF0 FF09 0010 0008
  31. Sonic = FFF6 FFEC FF0A 0014 00F7 FFEC FF09 0014 0008
  32. Chibi Sonic = FFF8 FFF4 FF08 000C 00F9 FFF4 FF07 000C 0008
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