DerTheVaporeon's Ephraim axe animation

#1

there’s an issue with the axe animation from the animation pack that DerTheVaporeon made, and I’m trying to figure out why it’s having issues. whenever it would kill an enemy it will just stall

#2

okay, its not whenever it would kill, it seems like its when its enemy phase?

#3

#######################################################
#06 lorf_sw1 Lord Axe

#When importing to FEditorAdv delete # and after each line.
#######################################################
/// - Mode 1 #Melee Animation
C03 #Start attack animation; should be followed by 0x07
C07 #Start attack animation; should be preceeded by 0x03
1 p- Axe_000.png
2 p- Axe_001.png
C1B #Play quick “heavy step” SFE
2 p- Axe_002.png
C41 #EMPTY
2 p- Axe_003.png
2 p- Axe_004.png
2 p- Axe_005.png
6 p- Axe_006.png
C37 #Play sword clicking SFE
18 p- Axe_007.png
5 p- Axe_008.png
5 p- Axe_009.png
5 p- Axe_010.png
14 p- Axe_011.png
C42 #Play long axe swinging SFE
2 p- Axe_012.png
C21 #Play hit SFE (sounds like Knight Lord with sword’s hit)
C04 #Prepare HP depletion routine; needed to animate return to standing frame after hit; Magic only.
C1A #Normal hit
4 p- Axe_013.png
6 p- Axe_014.png
5 p- Axe_015.png
4 p- Axe_016.png
3 p- Axe_017.png
1 p- Axe_018.png
C01 #NOP
2 p- Axe_019.png
C42 #Play long axe swinging SFE
2 p- Axe_020.png
2 p- Axe_021.png
3 p- Axe_022.png
3 p- Axe_023.png
3 p- Axe_024.png
C06 #Begin opponent’s turn after hit.next code 0D.
3 p- Axe_025.png
3 p- Axe_026.png
C0D #End of dodge animation. preceeded by 0x06

/// - Mode 3               #Melee Critical Animation
C03                               #Start attack animation; should be followed by 0x07
C07                               #Start attack animation; should be preceeded by 0x03
1 p- Axe_000.png
3 p- Axe_027.png
2 p- Axe_028.png
C42                               #Play long axe swinging SFE
2 p- Axe_029.png
2 p- Axe_030.png
C38                               #Play heavy spear spinning SFE
2 p- Axe_031.png
2 p- Axe_032.png
2 p- Axe_033.png
2 p- Axe_034.png
C37                               #Play sword clicking SFE
5 p- Axe_035.png
22 p- Axe_036.png
C25                               #Play wing flap SFE
4 p- Axe_037.png
C15                               #Slight vibration of screen
2 p- Axe_038.png
2 p- Axe_039.png
2 p- Axe_040.png
2 p- Axe_041.png
4 p- Axe_042.png
6 p- Axe_043.png
2 p- Axe_044.png
2 p- Axe_045.png
2 p- Axe_046.png
3 p- Axe_047.png
C04                               #Prepare HP depletion routine; needed to animate return to standing frame after hit; Magic only.
C21                               #Play hit SFE (sounds like Knight Lord with sword's hit)
C0C                               #Critical hit
3 p- Axe_048.png
2 p- Axe_049.png
2 p- Axe_050.png
2 p- Axe_051.png
1 p- Axe_052.png
C01                               #NOP
C42                               #Play long axe swinging SFE
4 p- Axe_053.png
4 p- Axe_054.png
2 p- Axe_055.png
C25                               #Play wing flap SFE
5 p- Axe_056.png
5 p- Axe_057.png
5 p- Axe_058.png
5 p- Axe_059.png
C06                               #Begin opponent's turn after hit.next code 0D.
4 p- Axe_060.png
4 p- Axe_000.png
C0D                               #End of dodge animation. preceeded by 0x06

/// - Mode 5 #Ranged Animation
C03 #Start attack animation; should be followed by 0x07
C07 #Start attack animation; should be preceeded by 0x03
1 p- Axe_000.png
2 p- Axe_027.png
2 p- Axe_061.png
C41 #EMPTY
2 p- Axe_062.png
2 p- Axe_063.png
5 p- Axe_064.png
C05 #Call spell associated with equipped weapon
1 p- Axe_065.png
C01 #NOP
2 p- Axe_064.png
2 p- Axe_063.png
C41 #EMPTY
2 p- Axe_061.png
C06 #Begin opponent’s turn after hit.next code 0D.
2 p- Axe_027.png
2 p- Axe_000.png
C0D #End of dodge animation. preceeded by 0x06

/// - Mode 6               #Ranged Critical Animation
C03                               #Start attack animation; should be followed by 0x07
C07                               #Start attack animation; should be preceeded by 0x03
1 p- Axe_000.png
2 p- Axe_027.png
2 p- Axe_061.png
C41                               #EMPTY
2 p- Axe_062.png
2 p- Axe_063.png
5 p- Axe_064.png
24 p- Axe_065.png
2 p- Axe_066.png
2 p- Axe_067.png
2 p- Axe_066.png
2 p- Axe_067.png
2 p- Axe_066.png
2 p- Axe_067.png
C05                               #Call spell associated with equipped weapon
1 p- Axe_065.png
C01                               #NOP
2 p- Axe_064.png
2 p- Axe_063.png
C41                               #EMPTY
2 p- Axe_061.png
C06                               #Begin opponent's turn after hit.next code 0D.
2 p- Axe_027.png
2 p- Axe_000.png
C0D                               #End of dodge animation. preceeded by 0x06

/// - Mode 7 #Dodge Melee Attack
C02 #Start of dodge
1 p- Axe_000.png
C0E #Start of dodging frames (should go after standing frame and before dodging animation)
2 p- Axe_068.png
2 p- Axe_069.png
25 p- Axe_070.png
C01 #NOP
2 p- Axe_069.png
2 p- Axe_068.png
3 p- Axe_000.png
C0D #End of dodge animation. preceeded by 0x06

/// - Mode 8               #Dodge Ranged Attack
C02                               #Start of dodge
1 p- Axe_000.png
C0E                               #Start of dodging frames (should go after standing frame and before dodging animation)
2 p- Axe_068.png
2 p- Axe_069.png
25 p- Axe_070.png
C01                               #NOP
2 p- Axe_069.png
2 p- Axe_068.png
3 p- Axe_000.png
C0D                               #End of dodge animation. preceeded by 0x06

/// - Mode 9 #Equiped with Melee Weapon
1 p- Axe_000.png
C01 #NOP

/// - Mode 10               #standing motions?
1 p- Axe_000.png
C01                               #NOP

/// - Mode 11 #Equiped with Ranged weapon
1 p- Axe_000.png
C01 #NOP

/// - Mode 12               #Attack Missed Animation
C03                               #Start attack animation; should be followed by 0x07
C07                               #Start attack animation; should be preceeded by 0x03
1 p- Axe_000.png
2 p- Axe_001.png
C1B                               #Play quick "heavy step" SFE
2 p- Axe_002.png
C41                               #EMPTY
2 p- Axe_003.png
2 p- Axe_004.png
2 p- Axe_005.png
6 p- Axe_006.png
C37                               #Play sword clicking SFE
18 p- Axe_007.png
5 p- Axe_008.png
5 p- Axe_009.png
5 p- Axe_010.png
14 p- Axe_011.png
C42                               #Play long axe swinging SFE
2 p- Axe_012.png
C21                               #Play hit SFE (sounds like Knight Lord with sword's hit)
4 p- Axe_013.png
6 p- Axe_014.png
5 p- Axe_015.png
4 p- Axe_016.png
3 p- Axe_017.png
1 p- Axe_018.png
C01                               #NOP
2 p- Axe_019.png
C42                               #Play long axe swinging SFE
2 p- Axe_020.png
2 p- Axe_021.png
3 p- Axe_022.png
3 p- Axe_023.png
3 p- Axe_024.png
C06                               #Begin opponent's turn after hit.next code 0D.
3 p- Axe_025.png
3 p- Axe_026.png
C0D                               #End of dodge animation. preceeded by 0x06

/// - End of animation

also this is the scripting of the animation

#4

That’s odd. The animation works 100% fine for me. What emulator are you using?

#5

This was recorded from mGBA, and it also works in VBA-M.

axe

Alternatively, make sure you patch your rom with the C01 hack. That’s perhaps the issue.

#6

Im using VBA, and yes I do have the C01 hack enabled

#7

Which version of VBA? The original version, or VBA-M?

#8

original

#9

Welp.
I’d recommend you to download and upgrade to VBA-M, then try again, please; the original VBA branch has been discontinued for a long time, and certain FE8 hacks tend to act funny in the original VBA.

#10

alright, I tried it on VBA-M (I have it as a secondary testing thingy, though it doesn’t work with FEBuilder’s Emulator Debug tool for some reason)

#11

You should try to set it as the primary testing emulator, since FEBuilder seems to be built to open up the Emulator Debug tool when it’s assigned as the primary.

#12

the debug tool says the emulator isn’t working

#13

imagen
Please, make sure VBA-M is set in the primary emulator, that’s what I said.
You can try updating that. I mean, the animation works for me, not sure if for anyone else.
Otherwise, use the TrashMan dump of FE8.

#14

the animation works 100% fine with VBA-M, but the debug tool doesnt want to work with VBA-M, with the tool saying the emulator isnt working

#15

Well, at least we know the animation works now, though you might want to ask @7743 about it personally at his thread.

#16

thanks for the help!

#18

For me it happened when the axe misses, instead of the foe’s dodge animation it freezes the game.

#19

Some users have reported that and I have left in a command I shouldn’t have left in there, so I have fixed the script now. Same for the axe freezing, which I thought was just on the end of emulators.

I shall post this updated link in the repositories.