Chrono Compendium

Kajar Laboratories - Fan Works and Submissions => Chrono Trigger Modification => Topic started by: ZeaLitY on December 23, 2005, 09:09:05 pm

Title: Temporal Flux Animation Reference Project
Post by: ZeaLitY on December 23, 2005, 09:09:05 pm
Attention all editors! If you are in the midst of hacking and need an enemy to perform a certain animation, please keep track of what animations receive when trying out different digits. Post them here after you're done; we can slowly build a list of animations that way.
Title: Temporal Flux Animation Reference Project
Post by: ZeaLitY on December 23, 2005, 09:09:31 pm
NPC 4E Blue Imp
Animation (Loop) 05 - Surprised expression
Title: Temporal Flux Animation Reference Project
Post by: Dirtie on December 25, 2005, 04:20:32 am
Is it possible to disassemble each and every animation itself? ie. how many frames each frame lasts, etc.?
Title: Temporal Flux Animation Reference Project
Post by: Anonymous on January 08, 2006, 02:58:16 pm
These are a bunch of Marle's animations. I haven't tested it thoroughly yet, but they seem to differ depending on the "Type" field when the Animation function is called. "Void" just means that Marle disappeared.

These are the animations when "Normal" is selected:
00 - stand
01 - walk
02 - climb ladder profile?
03 - attack stance
04 - void
05 - sleep upwards/wounded
06 - run
07 - dash repeatedly
08 - sleep sideways/wounded
09 - shock!
0A - win battle
0B - jump for joy!
0C - start battle
0D - void
0E - flippy-thing
0F - void
10 - cast spell
11 - cast spell (cont'd 1)
12 - tired in battle
13 - provoke animation
14 - more provoke
15 - dance
16 - nod head
17 - shake head
18 - void
19 - cross arms
1A - laugh
1B - dance/climb ladder
1C - void
1D - kneel over
1E - stand
1F - stand
20 - stand
21 - blink!
22 - cast spell (cont'd 1)
23 - weird battle animation
24 - spin!
25 - void
26 - model pose? wtf?
27 - stand facing north
28 - sleep
29 - stare down
2A - stand with eyes closed
2B - blush? mid-step west
2C - void
2D - void
2E - void
2F - void
30 - void
31 - shoot
32 - hit
33 - shoot up
34 - cast spell (cont'd 2)
35 - cast spell (cont'd 3)
36 - cast spell (cont'd 1)
37 - yell
38 - inquisitive
39 - kneel and cry north
Title: Temporal Flux Animation Reference Project
Post by: mintman on January 08, 2006, 03:03:40 pm
Oops, I didn't log in.
That's all for now though. I'll probably post a bunch more in a while.
Title: Temporal Flux Animation Reference Project
Post by: CyberSarkany on January 08, 2006, 03:31:05 pm
Just searched around and found this page:
http://www.videogamesprites.net/ChronoTrigger/
There are all the sprites of Chrono Trigger, it's prolly old, but maybe we can use it, for example:
M02(Marle animation 02):(http://www.freewebs.com/cybersarkany/M02.gif)
Meaning, if we ve an animation, we can use it in the list, so people can actually see what the animation looks like.

[Edit1]I'm starting with Crono's animations, hope no one already got them.
Title: Temporal Flux Animation Reference Project
Post by: Agent 12 on January 08, 2006, 03:55:49 pm
oh I hope you read this soon enough, we already have crono

Crono Animations

00 - Nothing
01 - Walking
02 - Running (Mashing B)
03 - Draws Saber (Fighting Stance)
04 - "X Glitch"
05 - Struck by an attack
06 - Running (Continuous)
07 - Running (Mashing B rapidly)
08 - Dead
09 - Surprise
0A - Victory Animation (Sheathe Saber and pose)
0B - Pumping Fist
0C - Draws Saber (No fighting stance)
0D - "X Glitch"
0E - Crouch and jump with saber slightly extended
0F - "X Glitch"
10 - Arms extended and wind blowing (Standing Luminaire stance)
11 - Arms extended and no wind blowing (Other spell stance)
12 - Injured (crouching and breathing fast)
13 - Nothing
14 - Nothing
15 - Whacks knee
16 - Nodding
17 - Shaking head no
18 - "X Glitch"
19 - Decision pose (Hand to chin)
1A - Laughter
1B - Climbing
1C - "X Glitch"
1D - Injured (crouching and not breathing)
1E - Raises right hand (in relation to facing downward)
1F - Raises left hand (in relation to facing downward)
20 - Raises both hands (non-battle pose)
21 - Blinks continously
22 - Arms extended and wind blowing (Floating Luminaire stance)
23 - Sword Drawn in front of face
24 - Spins clockwise
25 - "X Glitch"
26 - "Surfing" pose
27 - Nothing
28 - Inn Sleeping animation(bottom half is missing on purpose, not a glitch)
29 - Sad/downcast pose
2A - Eyes closed
2B - Single frame of walking upward?
2C - "X Glitch"
2D - "X Glitch"
2E - "X Glitch"
2F - "X Glitch"
30 - "X Glitch"
31 - Swings sword downward continously
32 - Swings sword back continuously(critical hit)
33 - Spins around with sword (Cyclone)
34 - "X Glitch"
35 - Swings sword upwards (Slash?)
36 - "X Glitch"
37 - Overhead slash (Spincut)
38 - Stabs sword under him (Dragon Tank...)
39 - Single frame of diving downwards?
3A - Sitting down with tiny eyes (Soup drinking)
3B - Drinking soup (Heh, with no soup bowl, perhaps he's praying)
3C - Chugging sode
3D - Spinning with sword out (Max Cyclone version)
3E - "X Glitch"
3F - Attacking with sword wildly facing downward (Confuse?)
40 - Attacking overhead with sword wildly facing downward (?)
41 - Holding sword downward, wind blowing hair
42 - Execution pose
43 - Walking with hands bound
44 - Winking (WTF?)
45 - Sitting down (Death Peak scene)
46 - Lifting head while sitting (or perhaps nodding?)
47 - Turns into ash
48 - Flicker of remaining ash
49 - Sitting down sleeping (complete with snot bubble)
4A - Faces right
4B - Walks right
4C - Runs right (mashing B again...)
4D - Draws sword facing right
4E - "X Glitch"
4F - Struck from right side
50 - Running right
51 - Running right (Rapidly mashing B)
52 - Dead
53 - Surprise (facing right)
54 - Sheathes sword facing right, pumps fist (Victory pose)
55 - Smacks knee weirdly
56 - Draws sword from right
57 - "X Glitch"
58 - Leaps backwards with sword drawn
59 - "X Glitch"
5A - Arms extended with wind blowing facing right (Spell casting)
5B - Arms extended, no wind blowing, facing right
5C - Crouching down, breathing fast, facing right
5D - Nothing
5E - Nothing
5F - Smacks knee
60 - Nodding, facing right
61 - Shaking head, facing right
62 - "X Glitch"
63 - Decision pose, facing right
64 - Laughing, facing right
65 - Climbing
66 - "X Glitch"
67 - Crouched, facing right, not breathing
68 - Raises left hand (facing down)
69 - Raises right hand (facing down)
6A - Raises both hands
6B - Rapidly blinking, facing right
6C - Arms extended, wind blowing, floating, facing right (Luminaire)
6D - Holds sword at weird angle (parry?)
6E - Spins clockwise
6F - "X Glitch"
70 - Kick? Backwards jump? Facing right
71 - Nothing
72 - Inn sleeping pose
73 - Looks downcast, eyes open, facing right
74 - Looks downcast, eyes closed, facing right
75 - Single walking frame
76 - "X Glitch"
77 - "X Glitch"
78 - "X Glitch"
79 - "X Glitch"
7A - "X Glitch"
7B - Slashing to the right repeatedly
7C - Slashing back repeatedly (Facing right)
7D - Spinning with sword out slowly (Rocket Roll version)
7E - "X Glitch"
7F - Attacking to the right wildly
80 - "X Glitch"
81 - Frozen in place, sword raised overhead, facing right
82 - Sword in stabbing position (raised overhead) facing right
83 - Frozen in Max Cyclone/Falcon Hit position, facing right
84 - Sitting, getting ready to eat soup
85 - Drinking the soup
86 - Chugging soda
87 - Frozen Max Cyclone/Falcon Hit, facing left
88 - "X Glitch"
89 - Attacks wildly to left
8A - Attacks wildly overhead to left
8B - Facing left with sword drawn, wind blowing
8C - Execution pose
8D - Frozen frame of Crono walking with hands bound (or standing with hands bound?)
8E - Winking (and another WTF)
8F - Sitting down (Death Peak)
90 - Sitting down (Death Peak)
91 - Beginning to turn into ash (not animated)
92 - Flickering of ash
93 - Sleeping with fast snot bubble
94 - Faces right
95 - Still frame of walking right
96 - Walking right weirdly (Two frames)
97 - Still frame of sword drawn, facing right
98 - "X Glitch"
99 - Struck from right side
9A - Two frames of running right
9B - Two frames of running right
9C - Dead
9D - Surprise (Facing right)
9E - Switches between sword drawn and parry? stance (looks weird)
9F - Pumping fist
A0 - Grasping sheath, facing right
A1 - Steak sauce. Just kidding, another "X Glitch"
A2 - Leaping backwards with sword drawn and landing
A3 - "X Glitch"
A4 - Still frame of arms extended, facing right
A5 - Still frame of arms extended, facing right
A6 - Crouching, facing right, sword extended
A7 - Nothing
A8 - Nothing
A9 - Nothing
AA - Nodding, facing right
AB - Facing right
AC - "X Glitch"
AD - Decision stance
AE - Looks really downcast, facing right
AF - Still frame of climbing
B0 - "X Glitch"
B1 - Crouched, facing right, no sword drawn
B2 - Right hand raised
B3 - Left hand raised
B4 - Both hands raised
B5 - Facing right
B6 - Still frame of Luminaire pose
B7 - Parry? stance
B8 - Facing left
B9 - "X Glitch"
BA - Kick/Backwards leap
BB - Nothing
BC - Inn sleeping pose
BD - Downcast look, facing right
BE - Eyes closed, facing right
BF - Still walking frame, facing left
CT - Greatest game of all time
C0 - "X Glitch"
C1 - "X Glitch"
C2 - "X Glitch"
C3 - "X Glitch"
C4 - "X Glitch"
C5 - Attacking overhead to the right
C6 - Swinging sword back, facing right
C7 - Spinning with sword drawn (Rocket Roll)
C8 - "X Glitch"
C9 - Still frame of impending sword uppercut
CA - "X Glitch"
CB - Overhead and under attacking to the right
CC - Overhead stabbing stance
CD - Max Cyclone/Falcon Hit frame, facing right
CE - Sitting down for soup
CF - Frozen frame of drinking soup, mouth closed
D0 - Chugging soda
D1 - Half a Max Cyclone, left and up
D2 - "X Glitch"
D3 - "X Glitch"
D4 - Still frame of overhead strike
D5 - Sword in slashing pose, wind blowing
D6 - Execution pose
D7 - Still frame of Crono with bound hands
D8 - Nothing
D9 - Sitting down (Death Peak)
DA - Nodding/lifting head while sitting
DB - Turns into ash
DC - Still frame of remaining ash
DD - Sleeping with fast snot bubble
DE - Nothing
DF - Still frame of walking downwards
E0 - Another still frame of walking downwards
E1 - Drinking soup
E2 - "X Glitch"
E3 - Still frame of climbing
E4 - Two frames of walking downwards
E5 - Hard to tell, but probably another couple walking frames
E6 - Injured, facing right, sword drawn, not breathing
E7 - OVerhead attack facing left
E8 - Sword drawn (facing downward)
E9 - Two frames of holding sword downwards (holding in back as if to uppercut, and holding it foward as if just attacked)
EA - Drawing sword, facing downwards
EB - "X Glitch"
EC - Surprise, facing left
ED - "X Glitch"
EE - Facing right, eyes closed
EF - Decision stance, facing downward
F0 - Strange... Switches betwen facing upwards with hands extended to Luminaire pose facing right
F1 - Spinning with sword extended (Cyclone)
F2 - Still frame of Cyclone with sword to left
F3 - Uh... Someone else describe this one
F4 - Nothing
F5 - Still frame of running downwards
F6 - "X Glitch"
F7 - Sword extended, facing upwards
F8 - Still frame of post sword-slash, facing upwards
F9 - Still frame of Slash, facing left
FA - "X Glitch"
FB - Injured/crouching, no sword, facing upward
FC - Still frame of laughter, facing downwards
FD - Facing left with tiny eyes
FE - Still frame of laughter (mouth open), facing downwards
FF - Nothing

_________________
DivineDragoonKain - Defender of Kirbys everywhere and master of the Kirbyhameha.



--jp
Title: Temporal Flux Animation Reference Project
Post by: CyberSarkany on January 08, 2006, 04:32:53 pm
Is there a way to check this things faster? I tried to clear the milleniar fair but then the rom always crashed when i went there...
Maybe someone can make a room with already declared object positions and stuff. Maybe load 10 sprites with the animation 00-09, so you just have to change the animation number, and if u wanna have another "char", just change the char, this way it takes much less time i think. I used a savestate in Crono's kitchen and put one sprite near the clone in his room, but this takes ages...
Maybe people feel more ready to help if they just have to change a few numbers and record what they see, and don't ve to set up everything.
Title: Temporal Flux Animation Reference Project
Post by: Chrono'99 on January 08, 2006, 05:36:15 pm
Quote from: CyberSarkany
Is there a way to check this things faster? I tried to clear the milleniar fair but then the rom always crashed when i went there...
Maybe someone can make a room with already declared object positions and stuff. Maybe load 10 sprites with the animation 00-09, so you just have to change the animation number, and if u wanna have another "char", just change the char, this way it takes much less time i think. I used a savestate in Crono's kitchen and put one sprite near the clone in his room, but this takes ages...
Maybe people feel more ready to help if they just have to change a few numbers and record what they see, and don't ve to set up everything.

Same here. I tried to put 10 Marles in the Millenial Fair in order to see 10 animations each time, but it crashed whether I put 10 or 1 Marle... I should try again now that I know about all the mandatory Return and End stuff.
Title: Temporal Flux Animation Reference Project
Post by: Agent 12 on January 08, 2006, 05:46:54 pm
I've got a Rom with 10 objects.

It's set up so that they load with one animation and you talk to them and it does another animation.  It shouldn't be to hard to make yourself, I'll ask Zeality if he can host it later today (after football games).  

Until then are you sure that you have it set to "LoadPC(Always) instead of LoadPC(inParty)

--jp
Title: Temporal Flux Animation Reference Project
Post by: Chrono'99 on January 08, 2006, 05:55:46 pm
I don't really know, I remember having tried every possibility I could think about (except the correct one, of course). It works now that I retry with a fresh and original Millenial Fair. I'll list some Robo animations tomorrow (yeah I'm GMT+1).
Title: Temporal Flux Animation Reference Project
Post by: CyberSarkany on January 09, 2006, 10:23:15 am
My problem surely was I deleted all stuff out of the Milleniar fair(cept the load crono etc.) and then tried this way....black screened...
Title: Temporal Flux Animation Reference Project
Post by: Agent 12 on January 09, 2006, 12:33:33 pm
Cyber-Some of the stuff in objects 0-7 may be doing "call object functions" to an object that you deleted.  I'd do a quick check for that.

--jp
Title: Temporal Flux Animation Reference Project
Post by: CyberSarkany on January 09, 2006, 12:51:52 pm
K, fair is clear now, could you make a short summary of which chars had been recorded already?
Title: Temporal Flux Animation Reference Project
Post by: Agent 12 on January 09, 2006, 12:55:01 pm
Looks like Crono is done, Marle is in the process, Chrono 99' is doing Robo.

So Magus, Lucca, Frog, Ayla are open.  And of course enemies, but enemy PRM will slow that down.

--jp
Title: Temporal Flux Animation Reference Project
Post by: CyberSarkany on January 09, 2006, 01:29:17 pm
Then I will try Magus, already set the fair up.
10 Magus are working, but 20 end in a light-blue screen if you enter that area, whats the maximum capacity of the fair area? how many Magus can it handle? Or is it just a thing of trying?
Title: Temporal Flux Animation Reference Project
Post by: Chickenlump on January 09, 2006, 01:44:37 pm
If 10 works, stick with 10, you are still going 10 times faster than whoever it was that did Crono :D (great work that it was).

For enemies, only worry about PRM's if they can't be loaded as an NPC first. Many monsters can be loaded normally as an NPC, and the process won't take anywhere near as long as characters, monsters have MUCH less frames of animation to go throuth. MUCH LESS.


Also, someone let me know if the following works
(yes, I'm a cheater :P )

The basic idea is to talk to the character, npc, or enemy, and have it do an animation. Then, pause, then the next animation, then pause, then the next animation... etc...   Write them down as they happen, in between pauses, or pause the emulator between animations. You can almost go through ALL their animations in one go. This example took 1 minute to whip up, just copy the first two (animation and pause) and paste them as much as possible. Then go back and change the animations to go in order, from 0 - FF or whatever you want them to go to. Then, keep the event, and just change the character/enemy/npc you are writing down, and the event works for him/her/it as well.  

(http://img.photobucket.com/albums/v109/Chickenlump/cheat.png)

feel free to improve upon this, I would, but I have to be at work soon.

If this works, instead of having a buch of the same NPC, a bunch of times reloading the game, hopefully you can have just one NPC, that does all the animations, all at one time. Think of how the clone does an animation when you talk to him, and then another when you talk to him again. I should have copied from his events, but you guys get my drift anyway. :)



-edit-
Here is how the clone works:

(http://img.photobucket.com/albums/v109/Chickenlump/clonecode.png)

I'm sure this could be tweaked for your usage.

(mem address 7F021E is how many times you've activated the object, if I talk to him 255 times, the counter at 7F021E will read FF)


Actually, take out that bitmath/reset command, it stops the clone from animating past animation 03. With that taken out, you can cycle through every animation the thing has, when you want it to, with accompanying sound.

Don't forget to change the animations over to Normal instead of Static. I now have a fully working Gato Clone. :D
Title: Temporal Flux Animation Reference Project
Post by: CyberSarkany on January 09, 2006, 02:14:49 pm
I tried Magus from 00-F, here is what i got:

00:nothing
01:walking
02:walking(rapid B in front of wall)
03:Glover thingy(fighting pose)
04:Glover thingy(1 frame)
05:got hit(1 frame)
06:running(flying)
07:disappering glitch
08:dead(lying on floor)
09:suprised(looking down)
0A:spinning clockwise+throwing cape back
0B:throwing cape back(winning pose)
0C:throwing cape for turn around(no turn around)
0D:disappearing glitch
0E:Crouch+jumping up(cape closed)
0F:disappearing glitch

disappearing glitch means he is not there, if you "talk" to him, his textures are screwed sometimes. 1 frame means there is no "animation", just 1 picture.
I think i'm gonna try Chickenlump's idea, maybe it's even easier(thou having 10 magus with cool poses looks so nice :P)
Title: Temporal Flux Animation Reference Project
Post by: Chickenlump on January 09, 2006, 02:17:03 pm
Make sure to look at my post again, I edited a few things just now.
Copy, and Paste is really handy. :)


Now I have to go off and experiment with 10 Schala's. I hope you're happy!  :evil:


 :lol:
Title: Temporal Flux Animation Reference Project
Post by: Agent 12 on January 09, 2006, 02:17:42 pm
Of course the clone.  I can't believe I forgot that.  Just to clarify, removing the bitmath isn't all you have to do .  You still have to copy and paste that result FF times and increment it every time.  Also, if you are copying and pasting the clone code you'll have to change the GOTO line number.  

Good thinking Chickenlump.

--jp
Title: Temporal Flux Animation Reference Project
Post by: CyberSarkany on January 09, 2006, 02:24:41 pm
I just noticed something, there seems to be some animations for the playable chars who seem always the same(at least for marle, magus and crono):
00=standing
01=walking
03=fighting pose
05=got hit
08=dead
and so on, maybe we can shorten this searching stuff, if some animations are all the same, but I'm not sure so some may check it with different chars.
Title: Temporal Flux Animation Reference Project
Post by: Chickenlump on January 09, 2006, 02:37:52 pm
Quote from: jsondag2
Of course the clone.  I can't believe I forgot that.  Just to clarify, removing the bitmath isn't all you have to do .  You still have to copy and paste that result FF times and increment it every time.  Also, if you are copying and pasting the clone code you'll have to change the GOTO line number.  

Good thinking Chickenlump.

--jp


Thanks, Yeah I forgot to mention the up to FF copy and pasting. After work, maybe I'll set up an event like that, and export it, so everyone can download that, and just change the object loaded.

I would still go through each and every animation for the characterts, even if some of their basic animations just happen to be the same. With a project as big as CE, and any other project that will use these lists, getting a wrong animation can ruin a scene, and not many people will want to use a list for their project that had the  objects listed geussed upon. It's not that hard to go through each one, now that we have pretty much refined the process. Viva La Refinement! >_>
Title: Temporal Flux Animation Reference Project
Post by: Agent 12 on January 09, 2006, 02:47:13 pm
Basic animations will be the same because the code is generalized so that you can have anyone in your party and still have the scene look good.  It goes something like this

Object XX
CallObjectFunction(PC1 Arbitrary 1)

PC1 Arbitrary 1
Animation 8

Now they want to make is so that no matter who PC1 is, that PC does a surprised animation so they will make all PC's have animation 8 be surprised

Note I'm just filling in numbers here but the basic concept is there.

That being said you might as well just get all the animations for each character.  It might actually take longer to make sure your skipping the right ones.  

--jp
Title: Temporal Flux Animation Reference Project
Post by: CyberSarkany on January 09, 2006, 02:56:55 pm
We should check everything, guessing stuff is not the usual quality of the compendium :P
Since I'm a hardcore newbie to TF...may I ask how to add the 7F021E+=01? I knew how to add stuff like this in other progs 3 years ago(damn school stuff...i always forget it) and i know what it means and so on(trying to make you think i'm not thats stupid heh), but for now...I need help...
The rest would be just copy and pasting, and changing a few numbers...but i think it's easier to wait for the stuff Chickenlump wants to set up, so it's not that important to tell me how it works, my clone army has to wait then...
Title: Temporal Flux Animation Reference Project
Post by: Chickenlump on January 09, 2006, 03:09:31 pm
Quote from: CyberSarkany
We should check everything, guessing stuff is not the usual quality of the compendium :P
Since I'm a hardcore newbie to TF...may I ask how to add the 7F021E+=01? I knew how to add stuff like this in other progs 3 years ago(damn school stuff...i always forget it) and i know what it means and so on(trying to make you think i'm not thats stupid heh), but for now...I need help...
The rest would be just copy and pasting, and changing a few numbers...but i think it's easier to wait for the stuff Chickenlump wants to set up, so it's not that important to tell me how it works, my clone army has to wait then...


Here is a quick example of what I did.
Import it as-is, it will import my event to your ROM, overwriting Gato's event with my own Gato's event. Just walk up to Gato, and talk to him. He will cycle through animations (normal, not static). I haven't coded up to FF yet, and I won't be able to untill tonight sometime, maybe tommorow. Any one that feels up to finishing it, feel free.

Look through the event, and see how it works.

http://ce.herograw.org/CL/Gato.Flux

It's Object 08, under Activate. I only went up to 32.  :cry:
Title: Temporal Flux Animation Reference Project
Post by: CyberSarkany on January 09, 2006, 04:20:58 pm
I already did it till 9F, but what do i need to insert in the slots section from export?

[Edit]Oki did it till FF, i just need to know how to export it properly, i tried it and it seems to change nothing if i use it on a new rom...has anything to do with slots i think...

[Edit2]K, i noticed slot=event, so slot has to be 6F for gatos event, hah I'm proud of finding it out myself :)
Here is the link, i bet the thingy isn't 100% perfect, but i checked it twice...
http://www.freewebs.com/cybersarkany/Gatocomplete.Flux
It's supposed to use this was:open rom in TF->import->select file->go to gatos ex whatever->events->object8->change the enemy->update/write to mem./save->play rom->go to gatos place. The enemy(or npc)works just like the clone, starting animation 0, press a->animation1 and so on, it works till animation FF.
Sry for the (hopefully)idiotic-proof explanation, i just tried to do it a way that even I would understand it :)

[Edit3]Yeah these edits annoy everyone sry, just wanted to mention it can be that the link won't work because of to much bandwidth usuage(it's freewebs, c'mon), I will search for another way to upload stuff tomorow, got to go sleeping now(GMT+1)
Title: Temporal Flux Animation Reference Project
Post by: ZeaLitY on January 09, 2006, 06:59:49 pm
I'm speechless at all the help we're getting here. That, coupled with a million other things, really makes me think that we're entering a sort of Silver Age for the Chrono series community. I'm going to meditate on this...
Title: Temporal Flux Animation Reference Project
Post by: DivineDragoonKain on January 09, 2006, 07:14:54 pm
Sorry I've been gone, guys. This is indeed some good progress, and a great follow-up to my work on Crono.

Admittedly, back then when I wanted to try a new animation, I would have to start a new game, since I tested it at the end of the opening sequence when Crono normally stretches. I WAS smart enough to eventually edit it so it went straight to the opening scene, but that's another story...

I need an update on what I've missed over the holidays. =(
Title: Temporal Flux Animation Reference Project
Post by: CyberSarkany on January 10, 2006, 02:03:13 pm
Is it possible to add some kind of timer or whatever, saying what the current animation number is? Because if these glitchy sprites apear alot of times in a row, it may be confusing. Or simple add a textbox saying "Animation 08" and then the char is performing this animation.
Just an idea to prevent counting faults.

[Edit1] I tried it untill 0F, but the textbox always says 0F and i donno why...I did it like this:
Object 08: Activate:(Sound;7F021E+=01;Result=Mem.7F021E |thx for Chickenlump who did this stuff| )

If(Result == 00)
  -Textbox(Bottom, "Animation 00:")
  -Animation(Normal, 00, 00)
  -Return

If(Result == 01)
  -Textbox(Bottom,"Animation 01:")
  -Animation(Normal, 01, 00)
  -Return

And so on, untill 0F...(I know taking screenshots is easier, but i'm to lazy to go to freewebs and upload it). What's the prob?
Title: Temporal Flux Animation Reference Project
Post by: JLukas on January 10, 2006, 09:41:13 pm
Is the text box always saying 0F, even though the sprite is doing a different animation for each 0F textbox?  If not, the problem is the same result is always being used, it's not incrementing properly.
Title: Temporal Flux Animation Reference Project
Post by: CyberSarkany on January 11, 2006, 10:18:05 am
The sprites are different, just the same Textbox(Meaning it's always saying "0F" and showing an animation, starting with 00, 01 and so on)
Title: Temporal Flux Animation Reference Project
Post by: Chrono'99 on January 13, 2006, 11:26:30 am
Okay, it sure was long but I've finished Robo:

00 - Normal pose
01 - Walks
02 - Walks (2 frames)
03 - Battle stance
04 - Void
05 - Is hit
06 - Runs
07 - Void
08 - Dead, facing right
09 - Surprised
0A - Turns round + win pose
0B - Win pose
0C - Goes from normal pose to battle stance
0D - Void
0E - Stands up while facing up
0F - Void
10 - Hands up
11 - Normal pose
12 - Sat down exhausted
13 - Beats his chest
14 - Void
15 - Bows then raises a hand
16 - Bows
17 - Shakes his head, saying "No"
18 - Void
19 - Holds his head as if cogitating
1A - Laughs
1B - Climbs up
1C - Void
1D - Sat down
1E - Left hand raised
1F - Right hand raised
20 - Both hands raised
21 - Winks
22 - Hands up, in the air with winks and "wagging" body
23 - Blocks an attack
24 - Spins with raised hands
25 - Void
26 - Hands up, in the air
27 - Normal pose
28 - Sat down with empty eyes
29 - Bowed
2A - Empty eyes
2B - Walks while facing up (still frame)
2C - Void
2D - Void
2E - Void
2F - Void
30 - Void
31 - Punches
32 - Punches the ground
33 - Punches harder
34 - Builds up
35 - Leans forward (Robo Tackle animation)
36 - Spins holding something (Max Cyclone animation)
37 - Void
38 - Hands up then sits down
39 - Opens body
3A - Opened body
3B - Spins holding something on his shoulders (Rocket Roll animation)
3C - Void
3D - Opens his head/mouth while sat down
3E - En garde
3F - Is hit from the right, with no tears in the eyes
40 - Jumps
41 - Jumps (2 frames)
42 - Throws his arm
43 - Sat down with opened head/mouth
44 - Spins in the air with raised hands
45 - Void
46 - Spins holding something (Max Cyclone animation)
47 - Faces left
48 - Walks left
49 - Walks left (2 frames)
4A - Battle stance
4B - Void
4C - Is hit from the left
4D - Runs left
4E - Void
4F - Dead, facing left
50 - Surprised, facing left
51 - Turns round + win pose
52 - Win pose
53 - Goes from facing left to battle stance
54 - Void
55 - Stands up while facing right
56 - Void
57 - Hands up, facing left
58 - Normal pose
59 - Sat down exhausted, facing left
5A - Beats his chest, facing left
5B - Void
5C - Bows then raises a hand
5D - Bows at the left
5E - Shakes his head, saying "No" at the left
5F - Void
60 - Holds his head as if cogitating, facing left
61 - Laughs at the left
62 - Climbs up
63 - Void
64 - Sat down, facing left
65 - Left hand raised, facing up
66 - Right hand raised, facing up
67 - Both hands raised, facing up
68 - Winks at the left
69 - Hands up, in the air with winks and "wagging" body, facing left
6A - Blocks an attack at the left
6B - Spins with raised hands
6C - Void
6D - Hands up, in the air, facing left
6E - Normal pose
6F - Sat down with empty eyes
70 - Bowed at the left
71 - Faces left with empty eyes
72 - Walks right (still frame)
73 - Void
74 - Void
75 - Void
76 - Void
77 - Void
78 - Punches left
79 - Punches the ground at the left
7A - Is about to punch left (still frame)
7B - Builds up, facing left
7C - Leans forward, facing left (Robo Tackle animation)
7D - Holds something at the left (Max Cyclone still frame)
7E - Void
7F - Sat down, facing left
80 - Battle stance (still frame)
81 - Opened body
82 - Holds something on his head, facing up (Rocket Roll animation)
83 - Void
84 - Sat down, facing left
85 - En garde, facing left
86 - Is hit from the left, with no tears in his eyes
87 - Jump animation without leaving the ground
88 - Jumps (2 frames)
89 - Is about to punch left
8A - Sat down with opened head/mouth
8B - Spins in the air with raised hands
8C - Void
8D - Holds something, facing right (Max Cyclone animation)
8E - Faces right
8F - Walks right (2 frames)
90 - Walks right (2 different frames)
91 - Battle stance, facing right
92 - Void
93 - Is hit from the right
94 - Runs right (still frame)
95 - Void
96 - Dead, facing right
97 - Surprised, facing right
98 - Turns round
99 - Win pose (incomplete animation)
9A - Faces right
9B - Void
9C - Sat down, facing left
9D - Void
9E - Hands up, facing right
9F - Normal pose
A0 - Sat down exhausted, facing right
A1 - Puts his hands on his chest
A2 - Void
A3 - Bows then raises a hand
A4 - Bows at the right
A5 - Looks at his right, facing right
A6 - Void
A7 - Holds his head as if cogitating
A8 - Laughs at the right
A9 - Climbing up (still frame)
AA - Void
AB - Sat down, facing right
AC - Right hand raised
AD - Left hand raised
AE - Both hands raised
AF - Winks at the right
B0 - Hands up, in the air, facing right
B1 - Blocks an attack at the right
B2 - Hands up
B3 - Void
B4 - Hands up, in the air, facing right
B5 - Normal pose
B6 - Sat down with empty eyes
B7 - Bowed at the right
B8 - Faces right with empty eyes
B9 - Walks left (still frame)
BA - Void
BB - Void
BC - Void
BD - Void
BE - Void
BF - Punches right (2 last frames)
C0 - Is about to punch right
C1 - Punches right (3 first frames)
C2 - Builds up (still frame)
C3 - Leans forward, facing right (Robo Tackle animation)
C4 - Spins holding something (Max Cyclone animation)
C5 - Void
C6 - Sat down then hands up, facing right
C7 - En garde with wagging chest
C8 - Opened body
C9 - Spins slowly, holding something on his shoulders (Rocket Roll animation)
CA - Void
CB - Open his head/mouth while sat down, facing right
CC - En garde, facing right
CD - Is hit from the right, with no tears in his eyes
CE - Bowed
CF - Is jumping (still frame)
D0 - Punches right, harder
D1 - Sat down with opened head/mouth
D2 - Hands up, in the air
D3 - Void
D4 - Spins holding something (2 Max Cyclone frames)
D5 - Normal pose
D6 - Walks
D7 - Walks (2 frames)
D8 - Faces left (blinking frame)
D9 - Void
DA - Hands up, in the air, facing left
DB - Runs (2 frames)
DC - Void
DD - Dead, facing right
DE - Surprised, facing right
DF - Win pose
E0 - Blocks an attack, facing up then right
E1 - Is about to walks (still frame)
E2 - Void
E3 - Punches right
E4 - Void
E5 - Punches the ground at the right (still frame)
E6 - Punches the ground, facing up
E7 - Punches (blinking frame)
E8 - Normal pose
E9 - Normal pose
EA - En garde, facing left
EB - Faces down then looks at his right
EC - Faces right, looks at his right then faces down
ED - Void
EE - Holds his head as if cogitating
EF - Laughs
F0 - Climbs up
F1 - Void
F2 - Sat down, facing right
F3 - Void
F4 - Void
F5 - Void
F6 - Normal pose
F7 - Beats his chest, facing right then left
F8 - Is hit from the left
F9 - Faces left
FA - Void
FB - Void
FC - Normal pose
FD - Void
FE - Faces down, looking at his right
FF - Normal pose
Title: Temporal Flux Animation Reference Project
Post by: Agent 12 on January 13, 2006, 11:42:58 am
Very, Very nice job

--jp
Title: Temporal Flux Animation Reference Project
Post by: ZeaLitY on January 13, 2006, 11:48:42 am
Yes, definitely!
Title: Temporal Flux Animation Reference Project
Post by: CyberSarkany on January 13, 2006, 12:19:48 pm
Nice, I think I will finish Magus' during weekend, even without the textbox working...
Title: Temporal Flux Animation Reference Project
Post by: CyberSarkany on January 15, 2006, 12:00:56 pm
Finished Magus, sry for the typos and bad explanations  :oops:, need to get english pack for word...
"x; down" means he is facing down, sometimes it's also explained in the phrase(blabla looking down)

Quote
00 - Normal
01 - Walks;down
02 - Walks (only 2 frames); down
03 - Battle pose ;down
04 - Battle pose(1 frame);down
05 - was hit ;down
06 - Runs ;down
07 - glitchy
08 - died;  right
09 - Surprised ;down
0A - clockwise turn+cape throw(win pose) ;down
0B - cape throw(win pose) ;down
0C - wide cape throw(for a turn around) ;down
0D - glitchy
0E - on floor+standing up; up
0F - glitchy
10 - casting spell pose(hand from head towards enemy);down
11 - casting spell pose(hand towards enemy, 1 frame);down
12 - sits down+breathing;down
13 - normal;down
14 - normal;down
15 - Dance(hand up and down);down
16 - saying yes(head up and down);down
17 - Shaking head; down
18 - glitchy
19 - laughing(1 frame);down
1A - Laughing;down
1B - Climbs ladder;
1C - glitchy
1D - on floor(no breathing, 1 frame);down
1E - His left hand up; down
1F - his right hand up; down
20 - Both hands up; down
21 - eyes opening&closing;down
22 - cast pose(ice 2), cape flying to his left& his right arm pointing down;down
23 - closed cape ;down
24 - Spining
25 - glitchy
26 - in air hovering;down
27 - Normal
28 - sleeping pose(just head)
29 - looking towards ground;down
2A - normal
2B - Walk(1 frame); up
2C - glitchy
2D - glitchy
2E - glitchy
2F - glitchy   
30 - glitchy
31 - using scyte(none battle);down
32 - glitchy
33 - scyte+spin
34 - scyte+spin(moving slightly up and down)
35 - scyte+spin
36 - spell casting(moving both hand + "talking", looking on ground);down
37 - spell casting(same as aboth just lesser frames);down
38 - puts his hand frokm pointing down towards you;down
39 - glitchy
3A - summoning pose;up
3B - wide throwing cape(2 frames), down
3C - gettign sucked by portal(magus castle after fight)
3D - normal;left
3E - walking (1st frame);left
3F - walking (2nd frame);left
40 - battle pose(1st frame);left
41 - battle pose(2nd frame);left
42 - gets hit;left
43 - running; left
44 - glitchy
45 - glitchy
46 - dead;left
47 - normal(looking at ground); left
48 - normal;left
49 - closed cape;down
4A - closed cape;left
4B - glitchy
4C - on floor(not dead);right
4D - glitchy
4E - looking left with right arm up
4F - looking left with arm pointing left
50 - on floor(not dead);left
51 - normale;left
52 - normal;down
53 - casting spell(right arm in front of his chest, 1 frame);down
54 - normal;left
55 - shaking head(1 frame);left
56 - glitchy
57 - after fionas quest pose(leaning on tree)
58 - after fionas quest pose(leaning on tree)  
59 - climbing ladder(1 frame)
5A - glitchy
5B - on floor(not dead);left
5C - left arm up(1 frame);down
5D - rigth arm up(1 frame);down
5E - both arms up(1 frame);down
5F - closed eyes;left
60 - standing in wind(1 frame);left
61 - closed cape;left
62 - normal pose;down
63 - glitchy
64 - hovers+closed cape;left
65 - normal pose,down
66 - sleeping(only head)
67 - looking at the ground;left
68 - normal posw;left
69 - walking right(1 frame)
6A - glitchy
6B - glitchy
6C - glitchy
6D - glitchy
6E - glitchy
6F - summoning(?) facing left
70 - glitchy
71 - using scyte, looking left with scyte behind him;
72 - using scyte, looking left with scyte behind him;
73 - using scyte, looking left with scyte behind him, a bit more left;
74 - 1 frame spell, looking left, left arm above right and both in frong of head;
75 - 1 frame spell, looking left, left arm behind him pointing down, right arm in front of him pointing into the air;
76 - 1 frame spell, looking left, left arm behind him pointing down, right arm in front of him pointing down on the ground;
77 - glitchy
78 - summons upwards, 1 frame
79 - looking left, opens cape with left arm(1 frame);
7A - gets sucked by portal(magus castle after battle, 1 frame)
7B - normal; right
7C - walking right, 1st frame;
7D - walking right 2nd frame
7E - battle pose(1st frame); right
7F - battle pose(2nd frame); right
80 - gets hit;right
81 - running; right
82 - glitchy
83 - dead; right
84 - normal; right
85 - normal; left
86 - closed cape; down
87 - closed cape; right
88 - glitchy
89 - on floor(not dead), left
8A - glitchy
8B - 1 frame spell, looking right, right arm behind-down, left arm in front-up
8C - 1 frame spell, looking right, right arm behind-down, left arm pointing towards enemy
8D - on floor(not dead);right
8E - normal;right
8F - normal;down
90 - spell 1 frame, right arm in front of his chest;down
91 - normal;right
92 - shaking head(1 frame);right
93 - glitchy
94 - laughing 1 frame; right
95 - climbing 1 frame
97 - glitchy
98 - on floor(not dead);right
99 - left arm up;down
9A - right arm up;down
9B - both arms up;down
9C - closed eyes;left
9D - standing in the wind looking right(left arm pointing down)
9E - closed cape; right
9F - Normal
A0 - glitchy
A1 - hovering+closed cape;right
A2 - normal
A3 - slepping(only head)
A4 - looking at the ground;right
A5 - normal;right
A6 - waling(1 frame);left
A7 - glitchy
A8 - glitchy
A9 - glitchy
AA - glitchy
AB - glitchy
AC - summoning(?) looking to the right
AD - glitchy
AE - looking right, scyte behind his back
AF - looking right, scyte behind his back
B0 - looking right, scyte behind his back, a bit more right
B1 - 1 frame spell, looking right, right arm above left, both in front of chest,
B2 - 1 frame spell, looking right, right arm behind him pointing diogonally down, left arm in front of him pointing up,
B3 - 1 frame spell, looking right, right arm behind him pointing diogonally down, left arm in front of him pointing down
B4 - glitchy
B5 - summoning(1 frame)
B6 - summoning(?);right
B7 - gets hit;up
B8 - walking(1 frame);down
BA - glitchy
BB - walking(1st frame);right
BC - walking(2nd frame);right
BD - normal; left
BE - waling(1 frame); down
BF - glitchy
C0 - walking(1st frame); right
C1 - walking(2nd frame); right
C2 - normal; right
C3 - normal; right
C4 - glitchy
C5 - walking(1st frame);right
C6 - walking(2nd frame);right
C7 - normal;up  
C8 - normal;up
C9 - glitchy
CA - walking(1st frame); right
CB - walking(2nd frame); right
CC - normal;down
CD - normal;down
CE - glitchy
CF - walking(1 frame); left
D0 - normal;left
D1 - normal;left
D2 - glitchy
D3 - walking(1frame);left
D4 - normal;right
D5 - Normal;right
D6 - glitchy
D7 - Walking (1 frame);left
D8 - normal;up
D9 - normal;up
DA - glitchy
DB - walking(1 frame);left
DC - normal;down
DD - normal; down
DE - glitchy
DF - normal;right
E0 - normal;right  
E1 - glitchy
E2 - normal;right
E3 - normal;right
E4 - glitchy
E5 - normal;up
E6 - normal;up
E7 - glitchy
E8 - Normal;down
E9 - Normal;down
EA - glitchy
EB - walking(1 frame);left
EC - walking(1st frame);right
ED - walking(2nd frame);right
EE - walking(3rd frame);right
EF - normal;left
F0 - normal; left
F1 - glitchy
F2 - walking(1 frame);left
F3 - walking(1st frame);right
F4 - walking(2nd frame);right
F5 - walking(3rd frame);right  
F6 - Normal ;right
F7 - normal; left
F8 - glitchy
F9 - walking(1 frame);left
FA - walking(1st frame);right
FB - walking(2nd frame);right
FC - walking(3rd frame);right
FD - normal;up
FE - glitchy
FF - walking(1 frame);left
Title: Temporal Flux Animation Reference Project
Post by: Anonymous on January 21, 2006, 07:49:06 pm
Nice That looks Great!!!!
Title: Re: Temporal Flux Animation Reference Project
Post by: ZeaLitY on May 02, 2006, 05:59:33 pm
DALTON

Normal, 06 = Dalton Laughs
Normal, 07 = Dalton Casts a Spell
Normal, 08 = Dalton Gets Angry
Title: Re: Temporal Flux Animation Reference Project
Post by: ZeaLitY on May 04, 2006, 11:44:19 am
NPC 10 - Castle Guard (Present)

Normal, 01 - Walking
Normal, 03 - Surprised

Sorry, but that was the one I was looking for. Back to work...
Title: Re: Temporal Flux Animation Reference Project
Post by: but2002 on May 25, 2006, 02:33:34 pm
I know that this is WAY off topic, but look in the address bar, its topic 2006 for Year 2006
Title: Re: Temporal Flux Animation Reference Project
Post by: Vehek on June 25, 2006, 05:12:39 pm
Here are more animations for the 1000 AD castle soldier:
00-Normal
02-Weird glitch
04-Sitting
05-Knocked out
06-Kneeling
07-Sleeping?
08-Walking quickly
09-Weird glitch
0A-Stretched out holding onto bridge
Title: Re: Temporal Flux Animation Reference Project
Post by: TheOutlaw on August 08, 2006, 05:32:54 pm
I'm curious...
Can custom animations be made using Temporal flux?
Because I'm thinking about making some in my own hack.
Title: Re: Temporal Flux Animation Reference Project
Post by: ZeaLitY on August 08, 2006, 06:08:56 pm
Yes, but you have to edit graphics (of course) and possibly sprite assembly. There's a new guide on ripping graphics and editing them at http://www.chronocompendium.com/Term/Tutorials_(Chrono_Trigger) .
Title: Re: Temporal Flux Animation Reference Project
Post by: Geiger on August 09, 2006, 03:23:19 am
Can custom animations be made using Temporal flux?

Sort of.  One can put a bunch of singular frame animations together to make something that looks new, even though its not technically a new animation.  Magus's scene in the Flux teaser was strung together using several multi and single frame animations.

Making bonafied new animations is not on the list of improvements for the next version, or anytime soon for that matter.  There are other more complex things to figure out, like enemy AI and whatnot. 

---T.Geiger
Title: Re: Temporal Flux Animation Reference Project
Post by: Agent 12 on August 09, 2006, 10:17:27 am
*dreams about TF editing enemy AI*
*dreams about TF editing Techs*

*stops dreaming*

It'd be really hard but with the new info on Sprite Assembly if you figure out what frames an animation consist of you could draw use those frames as a "flip book" of the animation and just draw in custom graphics to those frames.  Of course if one frame is used in many animations it could screw up the other animations.


--jp
Title: Re: Temporal Flux Animation Reference Project
Post by: TheOutlaw on August 09, 2006, 06:59:51 pm
Quote-
"Making bonafied new animations is not on the list of improvements for the next version, or anytime soon for that matter.  There are other more complex things to figure out, like enemy AI and whatnot. "

The biggest issue for me is editing the overworld map. I went to make a new Island and all the palletes for land seem to make spikes, the only ones I get to work are buildings and maountains, so I put a castle in the middle of the ocean with a piece of broken bridge comeing out of it (which I hope can be made into landable territory, I want to make this into a dungeun, with mental riddles as well as characters final armor. Maybe move some bosses into their, although I'll probably have to wait for the next temporal flux.
Title: Re: Temporal Flux Animation Reference Project
Post by: Agent 12 on August 10, 2006, 02:41:55 am
If there's another post about this after this please make a new topic:

OW tiles have 2 "layers" so if you click a layer 1 tile but have layer 2 turned on it's going to pick it's layer 2 equivalent.  The top half of the pallette is one layer the other half is another layer.  So if your picking a tile but when you place it it's not the tile you picked turn off the top layer (I belive it's the map toobar then layer 1) and try picking/placing the tile again.

--jp
Title: Re: Temporal Flux Animation Reference Project
Post by: TheOutlaw on August 10, 2006, 06:14:08 am
That helped a lot
Right after reading that i successfully made my bonus Island.
(http://img.photobucket.com/albums/v669/shanepain678/Clipboard01.gif)
It'll be named Bermuda triangle, or Castillo Isle, or something of the sort.
One dungeun for each character, although I've only made the Exterior, I'm going to start on the interior tomorrow.
Title: Re: Temporal Flux Animation Reference Project
Post by: logan_b on August 11, 2006, 10:31:40 pm
In Temporal Flux How do I set up exit points? :?
Title: Re: Temporal Flux Animation Reference Project
Post by: logan_b on August 11, 2006, 10:37:56 pm
Also, How do I set up my own events.
Title: Re: Temporal Flux Animation Reference Project
Post by: nightmare975 on August 11, 2006, 11:13:26 pm
Edit button, ,my man :D

Anyways, I don't know about events, but you can set up how many exits you want in the toolbar.
Title: Re: Temporal Flux Animation Reference Project
Post by: Agent 12 on August 12, 2006, 02:13:34 am
zeality or some other MOD can you remove the last few posts and put them anywhere else, this thread is for animations.


Open up the exits tab (IIRC it's window-->Overworld or location--->exits)  it's pretty self explanatory from there (this is also covered in the tutorial)

For events when you have the location/overworld tab up click the blue "events"

--jp
Title: Re: Temporal Flux Animation Reference Project
Post by: TheOutlaw on August 12, 2006, 04:32:40 am
Speaking of animations...

Is there a way to view the Tech animations in Temporal Flux? Because that would be helpful
Title: Re: Temporal Flux Animation Reference Project
Post by: Maelstrom on August 15, 2006, 11:29:34 am
The ability to edit some of the relatively-global functions ("Battle" comes to mind) would be handy
Title: Re: Temporal Flux Animation Reference Project
Post by: justin3009 on February 17, 2007, 07:14:26 pm
It would be nice to view tech animations in TF...But I highly doubt it will be coded.  If it does, it'll probably take awhile..