Qhimm.com Forums
Where dreams come true
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email
?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Home
Help
Search
Login
Register
Qhimm.com Forums
»
Miscellaneous Forums
»
Scripting and Reverse Engineering
»
Detecting animation loops
« previous
next »
Print
Pages: [
1
]
Author
Topic: Detecting animation loops (Read 2521 times)
Borde
Posts: 891
Detecting animation loops
«
on:
2012-05-24 20:56:13 »
Hello everyone.
I was wondering if there is any know way of detecting if an animation is used as loop by the game, both on battles and field. I guess at least there must be some sort of script code that sets the character animation and tells the engine wether they must loop or not. Is this system already known?
Thanks.
Logged
Akari
Posts: 766
Re: Detecting animation loops
«
Reply #1 on:
2012-05-26 05:16:19 »
All loops done through looped calls of opcodes that played animation.
Idle on field is the only exception. Loop of idle is hardcoded.
Logged
Borde
Posts: 891
Re: Detecting animation loops
«
Reply #2 on:
2012-05-26 08:50:41 »
So If I got it right, the only way of finding animation loops is parsing the whole script, finding loops and then seeing if the animations are triggered one time after another. Ugh... that's pretty though.
Well, thank you a lot Akari.
Logged
Print
Pages: [
1
]
« previous
next »
Qhimm.com Forums
»
Miscellaneous Forums
»
Scripting and Reverse Engineering
»
Detecting animation loops