devSin Posted March 19, 2005 Share Posted March 19, 2005 Before I forget, here's some stuff that may be considered for an "optional but cool" component. PROs: a few of the projectiles don't have shadows due to bad flags and BAM references. COPY_EXISTING ~ICEGLYP.PRO~ ~OVERRIDE~ READ_BYTE 0x0100 ~projectileFlags~ ELSE 0x00 WRITE_BYTE 0x0100 ~%projectileFlags%~ BAND 0x7f BUT_ONLY_IF_IT_CHANGES This one had the normal glyph shadow, but it wasn't drawn because of bad flags. COPY_EXISTING ~SPATTCK2.PRO~ ~OVERRIDE~ READ_BYTE 0x0100 ~projectileFlags~ ELSE 0x00 WRITE_ASCII 0x010c ~SPSHADOW~ #8 WRITE_BYTE 0x0100 ~%projectileFlags%~ BOR 0x20 WRITE_BYTE 0x0115 0x00 BUT_ONLY_IF_IT_CHANGES The shadow BAM was wrong here, as were the flags. I can't tell what was intended. COPY_EXISTING ~SPGREORB.PRO~ ~OVERRIDE~ READ_BYTE 0x0100 ~projectileFlags~ ELSE 0x00 WRITE_ASCII 0x010c ~SPCHRORB~ #8 WRITE_BYTE 0x0100 ~%projectileFlags%~ BOR 0x20 BUT_ONLY_IF_IT_CHANGES Same as above. Since this is basically the chromatic orb, I use that for the shadow (it has a special shadow animation). All three of these had references to shadow BAMs, but they weren't functional in-game. All other shadow-casting projectiles are fine. VVC files: this just enables some unused sequences so that the animations look better. COPY_EXISTING ~SPATTCK1.VVC~ ~OVERRIDE~ WRITE_LONG 0x68 0x02 WRITE_LONG 0x6c 0x01 BUT_ONLY_IF_IT_CHANGES Play intro first, then normal sequence (the ball "zooms" in). COPY_EXISTING_REGEXP ~^SPBLD\(BTM\|TOP\)\.VVC$~ ~OVERRIDE~ WRITE_LONG 0x68 0x02 WRITE_LONG 0x6c 0x01 WRITE_LONG 0x90 0x03 BUT_ONLY_IF_IT_CHANGES Play intro first, then normal sequence. Sadly, I wasn't able to get the outro to work (it's a weird field; in most cases, it doesn't play sequentially, instead playing simultaneously with the second, "duration" sequence; for sequences that actually have a lasting duration (other than the animation length), it doesn't play at all). COPY_EXISTING ~SPCLOUD1.VVC~ ~OVERRIDE~ WRITE_LONG 0x68 0x03 WRITE_LONG 0x6c 0x04 BUT_ONLY_IF_IT_CHANGES This animation actually had three variations, but only the normal sequence was ever played (despite there being an outro for each variation). This uses a sexier, shimmering cloud over the normal fugly one. COPY_EXISTING ~SPMAZE2.VVC~ ~OVERRIDE/SPSPMAZE.VVC~ WRITE_ASCII 0x78 ~EFF_M74~ #8 WRITE_BYTE 0x4c 0x08 WRITE_BYTE 0x68 0x00 WRITE_EVALUATED_ASCII 0x08 ~%DEST_RES%~ #8 For those that are curious, this is the Maze VVC (the animation sucks). There was some discussion as to whether this was actually a bug (I say no, definitely not). COPY_EXISTING ~SPWOOD.VVC~ ~OVERRIDE~ WRITE_LONG 0x68 0x01 WRITE_LONG 0x6c 0x03 BUT_ONLY_IF_IT_CHANGES This enables an outro for this summoning animation (which is already obscenely lengthy). Because each animation has so many frames, I wasn't able to use the duration here (it actually has an intro, a duration, and an outro); if you do 1 -> 2 -> 3, only the final n frames of the outro will be played (where n is the number of frames of the outro animation - the number of frames of the duration animation). I opted to play the intro and outro, as the animation then fades out nicely (instead of just disappearing). Small stuff. Link to comment
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