How to use GfxCrunch (Animated Object Sprites): Difference between revisions
Deltaflare (talk | contribs) m →Imgs Folder: formatting |
Deltaflare (talk | contribs) m →<Frame>: simplified formatting, added decimal formats for clarification |
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== frames.xml == | == frames.xml == | ||
Contains data for image frames. | Contains data for image frames. | ||
A <code><FrameGroup></code> is made up of x amount of <code><Frame></code> images, ''if'' it needs to form a bigger sprite. If a sprite is going to be just one image (eg: one PNG from the <code>imgs</code> folder), each PNG that will be used for animations ''needs to be in its own <code><FrameGroup></code>. If not, this will cause memory issues and/or crashes when displaying the object in cutscenes.'' | |||
See the definitions of the XML tags below. | |||
=== <FrameGroup> === | === <FrameGroup> === | ||
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=== <Frame> === | === <Frame> === | ||
Indicates a single image sprite. | Indicates a single image sprite. | ||
==== <ImageIndex> ==== | ==== <ImageIndex> ==== | ||
The image index of the frame. This correlates with the image number in the imgs folder. | The image index of the frame. This correlates with the image number in the <code>imgs</code> folder. | ||
==== <Unk0> ==== | ==== <Unk0> ==== | ||
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==== <Unk15> ==== | ==== <Unk15> ==== | ||
Correlates to ''each | Correlates to ''each '''Frame''''' in ''one'' '''FrameGroup''', used for memory allocation and layering. If there are '''multiple''' '''Frames''' in a '''FrameGroup''', '''increment''' this value in each entry. | ||
Value needed to start with/increment depends on the size of the sprite. Ideally: | Value needed to start with and/or increment depends on the resolution size of the sprite. Ideally: | ||
* 8x8 frame (smallest size) requires <code>0x1</code> | * 8x8 frame (smallest size) requires <code>0x1</code> (1 in decimal) | ||
* 16x32 frame requires <code>0x2</code> | * 16x32 frame requires <code>0x2</code> (2 in decimal) | ||
* 32x64 frame requires <code>0x8</code> | * 32x64 frame requires <code>0x8</code> (8 in decimal) | ||
* 32x32 frame requires <code>0x4</code> | * 32x32 frame requires <code>0x4</code> (4 in decimal) | ||
* 64x64 frame (largest size) requires <code>0x10</code> | * 64x64 frame (largest size) requires <code>0x10</code> (16 in decimal) | ||
The number is represented in hexadecimal, so 0x0 is 0... 0xc is 12, 0x10 is 16, etc. | The number is represented in hexadecimal, so 0x0 is 0... 0xc is 12, 0x10 is 16, etc. | ||