Quast65 wrote:
Absolutely fantastic work!!!
Quote:
I have a couple of questions, but I don't seem to be able to post in the Class Discussions, so I'll post them here.
Does the button on
this page display with a lock?
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(1) I've got an animation running with 6 frames, the animation runs fine, but I don't see the sprite I want in the menu. I see one of my animation frames there.
You need to change the default value in the "Return to Graphics" code to that of the menu's Action2
Code:
From:
289 * 23 02 0F 09 85 0C 00 FF FF 02
02 80 5C 01 5C 01
03 00 59 01 59 01
05 00
To:
289 * 23 02 0F 09 85 0C 00 FF FF 02
02 80 5C 01 5C 01
03 00 59 01 59 01
08 00
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... and also what can be removed from the final action2 as I don't use the additional text callback:
Remove the reference to CB15C:
Code:
289 * 23 02 0F 09 85 0C 00 FF FF 01
03 00 59 01 59 01
08 00
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(2) A little bit more advanced, but what should one alter if one wants to have more views? So for example I would like 4 views (for the four rotational views, that is to use as few object-ID's as possible, because there are not that many objects-ID's available in the game).
1. In Action0 change the last property (17) from 01 to 04 (02 for two views)
2. For each view:
- repeat everything starting from the first Action1 to the end of the last Action 2 (Do not include the Action three when doing this.)
- Change the Action2 IDs so that they are all unique and different for each additional view.
- The simplest way to do this is to merge each Action (e.g. The first Action 1 might reference 12 real sprites instead of 3 and the menu Action1 would reference 4 sprites instead of 1).
3. You will now have 4 Animation Trigger Action2s and 4 Return to Graphics Action2s. New Action2s will be needed to assemble these for your menu:
Code:
217 * 22 02 0F 9A 81 48 00 03 03
89 00 01 01 // ID of 2nd Return to Graphics Action2
8A 00 02 02 // ID of 3rd Return to Graphics Action2
8B 00 03 03 // ID of 4th Return to Graphics Action2
88 00 // ID of 1rst Return to Graphics Action2
218 * 22 02 0F 9B 81 48 00 03 03
63 00 01 01 // ID of 2nd Animation Trigger Action2
64 00 02 02 // ID of 3rd Animation Trigger Action2
65 00 03 03 // ID of 4th Animation Trigger Action2
62 00 // ID of 1rst Animation Trigger Action2
4. Finally your Action3 should be changed to reference the IDs of these two new Action2s.
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(3) And this is maybe expert level

But say I would like the animation to start at a specific time and let it end at a specific time (for example start in May end in September), how can that be done?
The simple answer is it can't. This would require the addition of a new option to Action0 property 13 Animation triggers (CB 159).
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And again, many many thanks for this tutorial, it will enable me and others to make grf's even more interesting!!
