Albino Dino sprite/animation names (#1042)

* Look at this

* Animation ordering fix

* Animation Naming Ordering Fix 2

---------

Co-authored-by: Ethan Roseman <ethteck@gmail.com>
This commit is contained in:
Jacob Butler 2023-05-01 14:55:25 -05:00 committed by GitHub
parent b39f8de7cd
commit 31c98cc94c
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 90 additions and 91 deletions

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@ -12,15 +12,15 @@ extern EvtScript N(takeTurn);
extern EvtScript N(handleEvent);
s32 N(IdleAnimations)[] = {
STATUS_NORMAL, ANIM_AlbinoDino_Anim03,
STATUS_STONE, ANIM_AlbinoDino_Anim00,
STATUS_SLEEP, ANIM_AlbinoDino_Anim03,
STATUS_POISON, ANIM_AlbinoDino_Anim03,
STATUS_STOP, ANIM_AlbinoDino_Anim00,
STATUS_STATIC, ANIM_AlbinoDino_Anim03,
STATUS_PARALYZE, ANIM_AlbinoDino_Anim00,
STATUS_DIZZY, ANIM_AlbinoDino_Anim00,
STATUS_FEAR, ANIM_AlbinoDino_Anim00,
STATUS_NORMAL, ANIM_AlbinoDino_Idle,
STATUS_STONE, ANIM_AlbinoDino_Still,
STATUS_SLEEP, ANIM_AlbinoDino_Idle,
STATUS_POISON, ANIM_AlbinoDino_Idle,
STATUS_STOP, ANIM_AlbinoDino_Still,
STATUS_STATIC, ANIM_AlbinoDino_Idle,
STATUS_PARALYZE, ANIM_AlbinoDino_Still,
STATUS_DIZZY, ANIM_AlbinoDino_Still,
STATUS_FEAR, ANIM_AlbinoDino_Still,
STATUS_END,
};
@ -107,11 +107,11 @@ EvtScript N(idle) = {
};
EvtScript N(returnHome) = {
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_AlbinoDino_Anim05)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_AlbinoDino_Run)
EVT_CALL(SetGoalToHome, ACTOR_SELF)
EVT_CALL(SetActorSpeed, ACTOR_SELF, EVT_FLOAT(8.0))
EVT_CALL(RunToGoal, ACTOR_SELF, 0, FALSE)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_AlbinoDino_Anim03)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_AlbinoDino_Idle)
EVT_RETURN
EVT_END
};
@ -124,83 +124,83 @@ EvtScript N(handleEvent) = {
EVT_CASE_OR_EQ(EVENT_HIT_COMBO)
EVT_CASE_OR_EQ(EVENT_HIT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Anim08)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_Hit)
EVT_END_CASE_GROUP
EVT_CASE_EQ(EVENT_BURN_HIT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Anim0A)
EVT_SET_CONST(LVar2, ANIM_AlbinoDino_Anim0B)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_BurntHurt)
EVT_SET_CONST(LVar2, ANIM_AlbinoDino_BurntStill)
EVT_EXEC_WAIT(EVS_Enemy_BurnHit)
EVT_CASE_EQ(EVENT_BURN_DEATH)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Anim0A)
EVT_SET_CONST(LVar2, ANIM_AlbinoDino_Anim0B)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_BurntHurt)
EVT_SET_CONST(LVar2, ANIM_AlbinoDino_BurntStill)
EVT_EXEC_WAIT(EVS_Enemy_BurnHit)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Anim0B)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_BurntStill)
EVT_EXEC_WAIT(EVS_Enemy_Death)
EVT_RETURN
EVT_CASE_EQ(EVENT_SPIN_SMASH_HIT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Anim08)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_SpinSmashHit)
EVT_CASE_EQ(EVENT_SPIN_SMASH_DEATH)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Anim08)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_SpinSmashHit)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Anim09)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_HurtStill)
EVT_EXEC_WAIT(EVS_Enemy_Death)
EVT_RETURN
EVT_CASE_EQ(EVENT_SHOCK_HIT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Anim08)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_ShockHit)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Anim08)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_JumpBack)
EVT_EXEC_WAIT(N(returnHome))
EVT_CASE_EQ(EVENT_SHOCK_DEATH)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Anim08)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_ShockHit)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Anim09)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_HurtStill)
EVT_EXEC_WAIT(EVS_Enemy_Death)
EVT_RETURN
EVT_CASE_OR_EQ(EVENT_ZERO_DAMAGE)
EVT_CASE_OR_EQ(EVENT_IMMUNE)
EVT_CASE_OR_EQ(EVENT_AIR_LIFT_FAILED)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Anim03)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Idle)
EVT_EXEC_WAIT(EVS_Enemy_NoDamageHit)
EVT_END_CASE_GROUP
EVT_CASE_EQ(EVENT_DEATH)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Anim08)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_Hit)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Anim09)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_HurtStill)
EVT_EXEC_WAIT(EVS_Enemy_Death)
EVT_RETURN
EVT_CASE_EQ(EVENT_RECOVER_STATUS)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Anim03)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Idle)
EVT_EXEC_WAIT(EVS_Enemy_Recover)
EVT_CASE_EQ(EVENT_SCARE_AWAY)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Anim05)
EVT_SET_CONST(LVar2, ANIM_AlbinoDino_Anim08)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Run)
EVT_SET_CONST(LVar2, ANIM_AlbinoDino_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_ScareAway)
EVT_RETURN
EVT_CASE_EQ(EVENT_BEGIN_AIR_LIFT)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Anim05)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Run)
EVT_EXEC_WAIT(EVS_Enemy_AirLift)
EVT_CASE_EQ(EVENT_BLOW_AWAY)
EVT_SET_CONST(LVar0, 1)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Anim08)
EVT_SET_CONST(LVar1, ANIM_AlbinoDino_Hurt)
EVT_EXEC_WAIT(EVS_Enemy_BlowAway)
EVT_RETURN
EVT_CASE_DEFAULT
@ -249,7 +249,7 @@ EvtScript N(takeTurn) = {
EVT_WAIT(4)
EVT_END_LOOP
EVT_END_THREAD
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_AlbinoDino_Anim05)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_AlbinoDino_Run)
EVT_WAIT(20)
EVT_CALL(EnemyTestTarget, ACTOR_SELF, LVarF, 0, 0, 1, BS_FLAGS1_10)
EVT_SWITCH(LVarF)
@ -306,7 +306,7 @@ EvtScript N(takeTurn) = {
EVT_CALL(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
EVT_CALL(JumpToGoal, ACTOR_SELF, 15, FALSE, TRUE, FALSE)
EVT_CALL(PlaySoundAtActor, ACTOR_SELF, SOUND_2FD)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_AlbinoDino_Anim03)
EVT_CALL(SetAnimation, ACTOR_SELF, 1, ANIM_AlbinoDino_Idle)
EVT_CALL(ShakeCam, CAM_BATTLE, 0, 3, EVT_FLOAT(1.0))
EVT_WAIT(10)
EVT_CALL(YieldTurn)

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@ -35,19 +35,19 @@ EvtScript N(EVS_ChangeDinoDirection) = {
EVT_SWITCH(LVar0)
EVT_CASE_RANGE(45, 134)
EVT_SET(LVar5, 90)
EVT_SET(LVar6, ANIM_AlbinoDino_Anim00)
EVT_SET(LVar6, ANIM_AlbinoDino_Still)
EVT_SET(LVarA, 90)
EVT_CASE_RANGE(135, 224)
EVT_SET(LVar5, 180)
EVT_SET(LVar6, ANIM_AlbinoDino_Anim01)
EVT_SET(LVar6, ANIM_AlbinoDino_StillFwd)
EVT_SET(LVarA, 270)
EVT_CASE_RANGE(225, 314)
EVT_SET(LVar5, 270)
EVT_SET(LVar6, ANIM_AlbinoDino_Anim00)
EVT_SET(LVar6, ANIM_AlbinoDino_Still)
EVT_SET(LVarA, 270)
EVT_CASE_DEFAULT
EVT_SET(LVar5, 0)
EVT_SET(LVar6, ANIM_AlbinoDino_Anim02)
EVT_SET(LVar6, ANIM_AlbinoDino_StillBack)
EVT_SET(LVarA, 270)
EVT_END_SWITCH
EVT_SWITCH(LVar3)

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@ -3,20 +3,20 @@
#define ALBINO_DINO_ANIMS \
{ \
.idle = ANIM_AlbinoDino_Anim00, \
.walk = ANIM_AlbinoDino_Anim00, \
.run = ANIM_AlbinoDino_Anim00, \
.chase = ANIM_AlbinoDino_Anim00, \
.anim_4 = ANIM_AlbinoDino_Anim00, \
.anim_5 = ANIM_AlbinoDino_Anim00, \
.death = ANIM_AlbinoDino_Anim00, \
.hit = ANIM_AlbinoDino_Anim00, \
.anim_8 = ANIM_AlbinoDino_Anim00, \
.anim_9 = ANIM_AlbinoDino_Anim00, \
.anim_A = ANIM_AlbinoDino_Anim00, \
.anim_B = ANIM_AlbinoDino_Anim00, \
.anim_C = ANIM_AlbinoDino_Anim03, \
.anim_D = ANIM_AlbinoDino_Anim03, \
.anim_E = ANIM_AlbinoDino_Anim03, \
.anim_F = ANIM_AlbinoDino_Anim00, \
.idle = ANIM_AlbinoDino_Still, \
.walk = ANIM_AlbinoDino_Still, \
.run = ANIM_AlbinoDino_Still, \
.chase = ANIM_AlbinoDino_Still, \
.anim_4 = ANIM_AlbinoDino_Still, \
.anim_5 = ANIM_AlbinoDino_Still, \
.death = ANIM_AlbinoDino_Still, \
.hit = ANIM_AlbinoDino_Still, \
.anim_8 = ANIM_AlbinoDino_Still, \
.anim_9 = ANIM_AlbinoDino_Still, \
.anim_A = ANIM_AlbinoDino_Still, \
.anim_B = ANIM_AlbinoDino_Still, \
.anim_C = ANIM_AlbinoDino_Idle, \
.anim_D = ANIM_AlbinoDino_Idle, \
.anim_E = ANIM_AlbinoDino_Idle, \
.anim_F = ANIM_AlbinoDino_Still, \
}

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@ -4933,28 +4933,28 @@ Duplighost:
- Anim0E
AlbinoDino:
frames:
- Raster00
- Raster01
- Raster02
- Raster03
- Raster04
- Raster05
- Raster06
- Raster07
- Raster08
- Raster09
- Raster0A
- Raster0B
- Raster0C
- Raster0D
- Raster0E
- Raster0F
- Raster10
- Raster11
- Raster12
- Raster13
- Raster14
- Raster15
- Idle1
- Idle2
- Walk1
- Walk2
- Walk3
- Walk4
- Talk
- Fwd1
- Back1
- Run1
- Run2
- Run3
- Charge1
- Charge2
- Pain1
- Pain2
- Dead
- BurntPain1
- BurntPain2
- BurntDead
- Fwd2
- Back2
palettes:
- Default
- Poisoned
@ -4962,20 +4962,20 @@ AlbinoDino:
- Shocked
- Burnt
animations:
- Anim00
- Anim01
- Anim02
- Anim03
- Anim04
- Anim05
- Anim06
- Anim07
- Anim08
- Anim09
- Anim0A
- Anim0B
- Anim0C
- Anim0D
- Still
- StillFwd
- StillBack
- Idle
- Walk
- Run
- Charge
- Talk
- Hurt
- HurtStill
- BurntHurt
- BurntStill
- TalkFwd
- TalkBack
Blooper:
variations:
- Variant00

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@ -27334,7 +27334,6 @@ map_vram_end = 0x80267FF0; // type:data appears_after_overlays_addr:0x80240000
world_misc_vram_end = 0x802B7E00; // type:data appears_after_overlays_addr:0x802B7000
//entity_data_vram_end = 0x802BD100; // type:data appears_after_overlays_addr:0x802BAE00
world_partner_vram_end = 0x802C3000; // type:data appears_after_overlays_addr:0x802BD100
battle_move_hammer_throw_dusty_hammer_png = 0x802A3048; // type:data rom:0x754498
battle_move_hammer_throw_dusty_hammer_pal = 0x802A3248; // type:data rom:0x754698
battle_move_hammer_throw_basic_hammer_png = 0x802A3268; // type:data rom:0x7546B8