Saturday, April 28, 2012

Hex Post 4 (Neko-Sentai) - Animation Lock

Was subbing DNC and was curious how animation lock worked. I remembered some custom stuff I put animations in did not lock, so I assumed I could find the answer by modifying a dat.

I chose drain samba because.. i have it so I can test it in game.


Code:
6D61 696E 8707 0000 0000 0000 0000 0000 
0000 0000 0000 0000 0000 0000 0000 0000 
4000 0000 5000 0000 E000 0000 FF00 0000 
0000 0000 0000 0000 0000 0000 0000 0000 
0001 0000 0000 0000 0000 0000 0000 0000 
0102 0000 0000 0000 0304 0000 0000 0000 
6463 3030 0000 0000 0304 0000 0000 0000 
6869 6465 0000 0000 5902 0000 0000 F000 
2E02 0000 0000 0000 2F02 0000 0000 F000 
5603 0000 0000 F000 0000 0000 050A 0000 
D700 F000 6463 303F 0000 0000 0000 803F 
0000 803F 0000 0000 0000 0100 0000 0000 
0000 0000 0304 0000 2800 0000 7368 6F77 
0000 0000 0002 0000 0000 0000 0000 0000 
0001 0000 0000 0000 0000 0000 0000 0000
Essentially this is the entire MAIN schedule of the dance, it calls longer schedules within it so its semi small. The only thing I worried about was the animation call. Upon further investigation and comparison I found out that animation calls have quite a few different attributes that are called within the schedule (aside from just the speed)

After a few tests I found that turning 2E02 from ON (F0) to OFF (00) the animation lock disappeared.

I would, however, like to find out what makes an animation repeat until you move. Then I could make a real /dance instead of a lame one animation thing.

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