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openomf:animation_string [2024/10/02 14:51] – [B-] vagabondopenomf:animation_string [2024/10/17 14:37] (current) – [M-O] katajakasa
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 ===== Animation string ===== ===== Animation string =====
 +[[omf2097_file_formats|<-back]]
  
-|[[omf2097_file_formats|<back]]|+Animation Strings are the code inside the .AF files (HAR/Bots), that defines how moves and various other things works. They're a string of various tags and values, that instructs the game/engine on what actions to pull at what stage of each move etc. This page is a list of all the tags and with what the OpenOMF team have figured out about them so far.
  
-==== Basic format ====+---- 
 +===== Basic format =====
  
 Animation strings are of the form: Animation strings are of the form:
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 | x-1 | D | 1 | | x-1 | D | 1 |
  
-==== Tags ====+---- 
 + 
 +===== Tags =====
  
 There are a lot of available tags. Not all of them are understood. Some of them take numeric parameters, which are indicated in angle brackets below. Such parameters must match the regular expression: There are a lot of available tags. Not all of them are understood. Some of them take numeric parameters, which are indicated in angle brackets below. Such parameters must match the regular expression:
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 Here's a complete list of all tags. Descriptions in ''italics'' may be unreliable. Here's a complete list of all tags. Descriptions in ''italics'' may be unreliable.
  
-==== A====+==== A ====
  
 ^ Tag ^ Notes ^ ^ Tag ^ Notes ^
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 | al | Never used? | | al | Never used? |
  
-==== B====+==== B ====
  
 ^ Tag ^ Notes ^ ^ Tag ^ Notes ^
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 | by | | | by | |
  
-==== C====+==== C ====
  
 ^ Tag ^ Notes ^ ^ Tag ^ Notes ^
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 | mo | Enables some flag on animation selected with MM. Possibly used on other HAR ? | | mo | Enables some flag on animation selected with MM. Possibly used on other HAR ? |
 | mu<n> | Sets animation MM unavailable for use for the next <n> ticks. N < 1024. | | mu<n> | Sets animation MM unavailable for use for the next <n> ticks. N < 1024. |
-| mn<n> | |+| mn<n> | Sets z-index for the current and following animation sprites and created animations (by m tag). 0 disables, 1-n enables. Empty value means 0. |
 | mp<n> | Bitmask (1 byte). Affects at least how mn tag is handled. <code> | mp<n> | Bitmask (1 byte). Affects at least how mn tag is handled. <code>
-0x1  Unknown+0x1  Run sprite pixel colors through the palette remapping multiple times (how many?)
 0x2  Unknown 0x2  Unknown
-0x4  Somehow refers to HAR 1+0x4  Unknown, HAR 1 related ?
 0x8  Unknown 0x8  Unknown
-0x10 Somehow refers to HAR 2 +0x10 Unknown, HAR 2 related ? 
-0x20 Flip X axis operations+0x20 Unknown
 0x40 Unknown 0x40 Unknown
 0x80 Unknown 0x80 Unknown
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 | sa | | | sa | |
 | sb<n> | Sound panning. The range of n is -100 (far left) to 100 (Far right). Value above 126 causes overflow to -128, value lower than -128 is capped to -128.  | | sb<n> | Sound panning. The range of n is -100 (far left) to 100 (Far right). Value above 126 causes overflow to -128, value lower than -128 is capped to -128.  |
-| sc<n> | sc0 is different from other sc tags |+| sc<n> | sc0 is different from other sc tags -- This is possibly sound channel selection |
 | sd | | | sd | |
 | se<n> | similar to sl<n+1>, overrides sl if both sl and se are present in this frame. | | se<n> | similar to sl<n+1>, overrides sl if both sl and se are present in this frame. |
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 ^ Tag ^ Notes ^ ^ Tag ^ Notes ^
 | t | Prevent sound from playing, if other HAR is blocking. | | t | Prevent sound from playing, if other HAR is blocking. |
-| ua | Sets enemy HAR to damage animation, if not already set. |+| ua | Sets enemy HAR to damage animation, if not already set. Used to keep opponent immobilized during shadow grab, until the grab fades. |
 | ub | Motion blur effect for the current object | | ub | Motion blur effect for the current object |
 | uc | | | uc | |
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 | ur | | | ur | |
 | us | | | us | |
-| uz | |+| uz | Used in shadow grab. Causes the shadow to disappear when the opponent takes damage |
 | v | 'velocity' modifier for x/y tags | | v | 'velocity' modifier for x/y tags |
 | vsx | also does v. Never used? | | vsx | also does v. Never used? |
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 | zp |0x0100 Player is invincible to projectiles | | zp |0x0100 Player is invincible to projectiles |
 | zz |0xFFFF Combination of all other z flags. Player is invincible for this frame| | zz |0xFFFF Combination of all other z flags. Player is invincible for this frame|
 +
 +----
  
 ==== ChaosBM Hidden Comments ==== ==== ChaosBM Hidden Comments ====
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 n: during recovery; or during entirety of Concussion Cannon n: during recovery; or during entirety of Concussion Cannon
 </code> </code>
 +
 +----
  
 ==== Error handling ==== ==== Error handling ====
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 ^ Tag ^ Used by ^ Notes ^ ^ Tag ^ Used by ^ Notes ^
 | zc | Pyros' Shadow Super Thrust <code>x+4zcubs21l50zp</code> | Probably a typo for zp. It looks like someone added 'zp's at the end of all the tags later when it was found to be not working properly (probably because of this zc). The tags for the frames before and after both contain zp. | | zc | Pyros' Shadow Super Thrust <code>x+4zcubs21l50zp</code> | Probably a typo for zp. It looks like someone added 'zp's at the end of all the tags later when it was found to be not working properly (probably because of this zc). The tags for the frames before and after both contain zp. |
 +
 +----
openomf/animation_string.1727902275.txt.gz · Last modified: 2024/10/02 14:51 by vagabond