Type 5 - Bmp-Part
<bmp_begin> | Begin Bmp-Part (See Type 0) |
file(#-#): | Number of Image (See Type 0) |
sprite\sys\... | Location of Image (See Type 0) |
w: ... h: ... |
Size of Images (See Type 0) |
row: ... col: ... |
Arrangement of Images (See Type 0) |
<bmp_end> | End Bmp-Part (See Type 0) |
Type 5 - Frame Header
<frame> | Start of the frame (See Type 0) |
pic: ... |
Number of the Image (See Type 0) |
state: ... | State of the Frame (See Type 0) |
wait: ... | Duration (See Type 0) |
next: ... | Next Frame (See Type 0) |
dvx: ... |
Move Object (See Type 0) |
centerx: ... centery: ... |
Centerpoint (See Type 0) |
hit_a: ... hit_d: ... hit_j: ... |
Without function here! |
[...] | Here you can insert Frame Elements. |
<frame_end> | End of Frame. (See Type 0) |
- id: 300 (criminal.dat)
» No basic Frames, criminals are activated with "act" in stage.dat. - id: 998 (etc.dat)
» Frame 0 is activated while pressing D + J + D + J.
» Frame 2 is activated while pressing D + D + D + D.
» Frame 4 is activated while pressing D + A + D + A.
» Frame 6 is activated while "join" was used in stage.dat. - id: 999 (broken_weapon.dat)
» Lots of Source Code dependence, if weapons with a certain id break the corresponding frames here are activated, "broken_weapon" and "ice" are also noted here.