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Sonic 1 custom sprites
Sonic 1 custom sprites







sonic 1 custom sprites

Of course there will be different ones but once you play around with those Offsets in the beginning and end of every animation line, it starts to become a bit more easier. in this case, it would just read as him in his standing pose and then goes on to him taping his foot on the ground in a looping order. as for Offsets "$FE, 2, 0", this one in specific control's how the animation will look. the lower it is, the Faster it gets and vice versa. And as for Offset "$17", this is to control how fast the animation will be. The animation would then be changed with the sprite or sprites that you added. By simply changing one of the ID numbers for a different one for a custom sprite made by yourself or simply just porting one from other games such as Sonic 3. So the numbers between Offset's "$17" and "$FE, 2, 0" are the ID numbers for the sprites used for making the animation work. And for actually seeing how they work, taken from the the animation file for sonic of the disassembly, here is the original line for his waiting animation: as for the other three sprites after that, Their ID numbers would be Offset's 2, 3 and 4. to be specific, this picture will show what I am talking about.Īs you can see, the two red circles show the sprite and its ID number which loads the sprite itself. Ok, from what I have learned when I first found out how to do this, basically every animation for sonic uses a certain amount of sprites for each of them in the game by loading the a set of ID's for the sprite to make it work. Before I actually tell you how to do this, I will show you the basics of how to know which sprite will be loaded for the animations. To start things off, assuming that you know how to use SonMapED, open that up and load up all of Sonic's art, mappings, and dynamic pattern load cues. Sample sprite (right-click & save picture to desktop) I Should also mention that this can also be applied to Sonic 2 as well for those who are using Xenowhirl's Disassembly as it's type of animation loading routines are very much similar to the sonic 1 Hivebrian Disassembly animation loading routine. In this case we will make a simple custom ducking animation. Well in this guide of mine I will show to those who don't know how to do that how to make there own type on animations for Sonic. Many of the animations for Sonic have been changed such as the spring jump animation or the ducking animation for example. Well as many of you have seen in various hacks such as Harder Levels, Megamix and more.









Sonic 1 custom sprites