![]() SD CODE: Sound to play upon successful hit for attack box of current animation frame.ATCK DNo.: Damage table for attack box of current animation frame.YOKE: How the AI responds to the current animation frame.SY: Y radius of currently displayed hitbox.SX: X radius of currently displayed hitbox.DY: Y offset of currently displayed hitbox.DX: X offset of currently displayed hitbox.OBJ SUU: Number of tiles in the current animation frame.SIT: Crouching flag for current animation frame 00 = standing, 01 = crouching.The 02 value is only used in The World Warrior. Weak No: Extra effect to apply if weak point box is hit during current animation frame.00 = no block, 01 = standing block, 02 = crouching block. BLOCK: Blocking flag for current animation frame.Seems to be tailored on a character-by-character basis, for example, every character has their own sprite selection and position offset for reacting to a Ryu frame with a Catch value of 01, etc. Determines opponent sprite and position offset for when they are grabbed by a throw. CATCH: Catch ID for current animation frame.PRIO: Sprite priority for current animation frame.KAGE: Ground shadow sprite ID for current animation frame.BODY1: Pushbox ID for current animation frame.ATCK: Attack box ID for current animation frame.WEAK: Weak point box ID for current animation frame.FOOT: Foot vulnerability box ID for current animation frame.BODY: Body vulnerability box ID for current animation frame.HEAD: Head vulnerability box ID for current animation frame.(Unlabeled, under CHR DIR): Current animation sequence ID.CHR DIR: Current character direction, 00 = facing left, 01 = facing right.CHR TYPE: For some characters, a specific value determines whether or not an light normal can be chain cancelled.CHR CTR: Number of frames of game time that the animation frame is to be displayed before advancing to the next frame. ![]() These are the currently understood parameter displays: The display does not update until P2 HK is pressed again, even if you move to another animation frame or hitbox type. P2 HK: Increments "P2" animation frame (CATCH mode only) / Displays/resets currently selected hitbox type of current animation frame (EDIT mode only).P2 LK: Increment hitbox type selection (EDIT mode only).P2 HP + Up/Down: Increment "P2" character.P2 MP: Resets "P2" current animation to its start (CATCH mode only).P2 LP + Left/Right: Increment SY value of currently displayed hitbox (EDIT mode only).P2 LP + Up/Down: Increment SX value of currently displayed hitbox (EDIT mode only).P2 LP: Decreases "P2" Chr Ctr value by 1 every frame while held down, thus playing back the current animation in realtime (CATCH mode only).P2 Left/Right: Toggle "P2" direction (CATCH mode only) / Increment DY value of currently displayed hitbox (EDIT mode only).P2 Up/Down: Increment "P2" animation (CATCH mode only) / Increment DX value of currently displayed hitbox (EDIT mode only).P1 HK: Increments "P1" animation frame (EDIT and CATCH modes only).P1 MK: Disables character axis display while held.P1 LK: Toggle tile display (NORMAL mode only).P1 HP + Up/Down: Increment "P1" character.P1 HP: Toggle priority of "P1" and "P2" sprites (CATCH mode only).P1 MP: Reset "P1" current animation sequence to its start.P1 LP: Decreases "P1" Chr Ctr value by 1 every frame while held down, thus playing back the current animation in realtime.P1 Left/Right: Toggle "P1" direction (NORMAL and CATCH modes only).P1 Up/Down: Increment "P1" animation sequence.Seems to be involved with palettes you have to change this value to display proper palettes for the boss characters. This allows reviewing how an opponent who is grabbed with a throwing technique will be displayed. CATCH2: Displays an opponent character with a specific sprite and position offset as determined by the value of the primary character's CATCH parameter.CATCH: Displays 2 characters standing on the same spot.EDIT: Displays hitboxes and their associated data.NORMAL: Offers the basic animation viewer as well as tile data for each animation frame.There are 4 modes in the Object Test, NORMAL, EDIT, CATCH, and an unlabeled mode we'll refer to as "CATCH2". Note that the dipswitch settings cause a speed-up effect that makes navigation difficult to access the menu without this side effect, set RAM address FF08CE to B3 then press the Service button. Hyper Fighting: Dipswitch A8 off, C8 on, hold P1 MP on startup.The World Warrior: Dipswitch A8 off, C8 on, hold P1 MP + P2 LP+HP on startup.There are a few leftover developer tools that can be accessed via dipswitch settings.Īllows you to view all character animations, along with associated data.
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