A script for creating battle animations in FEGBA format.

Related tags

MiscellaneousAA2
Overview

AA2

Made by Huichelaar. I heavily referenced FEBuilderGBA. I also referenced circleseverywhere's Animation Assembler. This is also where I took lzss.py from. lzss.py is used to compress palettes and spritesheets.

What is this?

This is an environment that serves as an example use of AA2. AA2 is a python script that takes an FEGBA battle animation script (in the usual format) as input. It'll also need the images referred to in the script to be present in the same directory as the script. AA2 produces an EA Installer.event file as output. This installer file can be included in a buildfile to insert the battle animation. Make sure to keep lzss.py in the same directory as AA2.py, as AA2 imports lzss.

Implementation details

The palette of the animation is grabbed from one frame's image. Which frame's palette is used might depend on which version of Python you're running. Frames are kept in a dictionary, which seems to be ordered in later versions of Python, but unordered in earlier versions. AA2 grabs the first frame in the dictionary (which would be the first frame in the script if the dictionary is ordered) and uses its palette to construct the installer's palette. Only the first four palettes (or eight if using 2-palette mode) are used.

How to use AA2.

If you want to use/test this environment, apply Main.event to an FE8U ROM using Event Assembler. This will install a repaletted version of Spud & Gamma's bow knight. This repalette uses 27 colours, to show off AA2's two-palette option. The bow animation is set to overwrite battle animation entry 0x19, which is the Fighter's axe animation. This should be the first enemy you fight in the Prologue of FE8U, so you can see the animation in action as soon as possible (although the enemy won't hit the player, maybe due to the bow script not matching the weapon used).

I've added a [batch script](Anims/5. Bow/AA2.bat) to both weapon folders of the bow knight. Simply drag'n'drop the battle animation script (bow.txt for example) onto the AA2.bat file. It expects AA2.py to be two directories back from the current one, but changing this should be straightforward. If everything works correctly this'll run AA2.py and produce a Installer.event file. You'll have to replace the AnimTableEntry( ) slot with the animation slot you wish to overwrite. You can then include this installer file in your buildfile, and re-build your ROM to see the results.

Options

There's a few options you can add to the battle animation script to change AA2's output. These options can be added to the script in this format:

@

These options need to be put at the start of the script, before "/// - Mode 1". Only EMPTYTILEPER64 actually uses the argument. The other options don't take arguments. These are the possible options:

2PALETTES

Frames will be split in two, each using a different palette. This way it's possible to display two palettes at the cost of two free paletteslots, and more sprites (meaning more sheets, therefore more ROM consumption and more frequent decompression). You'll need to add an "#include "ASM/ASM.event"" to your buildfile, to enable some asm that allows the second palette to be loaded correctly.

HALFSIZESHEETS

Sheets will only be half the usual size (256x32 instead of 256x64). This allows for more battle anims to display at once (pair-up here we go?). The split is horizontal (256x32 instead of 128x64) to avoid having to decompress the sheet elsewhere before then moving it to VRAM. This does mean 64x64 and 32x64 sprites won't fit and will be split into smaller sprites.

NOSPLITSPRITES

Sprites will not be split into smaller chunks if there's otherwise no room left on the current sheet. Instead a new sheet will be created. More sheets means more ROM consumed and more frequent decompression, but fewer sprites. This option is ignored if 1D sprites are turned on, as it's functionally pointless.

EMPTYTILEPER64

Indicates how many empty tiles will be allowed in a 64-tiled sprite. This value is used for both 1D and 2D spritesheets. Divide this value by two to get how many empty tiles will be allowed in a 32-tiled sprite, etc. The more empty tiles are allowed in a sprite, the fewer sprites are necessary to represent a frame. This provides the same advantages and disadvantages as NOSPLITSPRITES. If this option isn't in the script, no empty tiles will be allowed in a sprite.

1DSPRITES

Sprite sheets will be set up to work with one-dimensional OBJ Character VRAM Mapping. There's info on 1D and 2D sprite mapping in tonc 8.2.1. Normally, either OAM can be conserved at the cost of more sheets, (which costs more ROM and leads to more decompression in equal time) or more OAM will be consumed in exchange for fewer sheets. 1D sprites can use the best of both worlds. They conserve OAM and sheets. However, all vanilla battle animation spritesheets are made to be used with 2-dimensional mapping. These (and other battle sprites such as UI-stuff (item icons), battle & death quote portraits, spells using OBJ) would need re-doing to not get scrambled in 1D sprite mode. In my, admittedly limited, testing, earlier frames on 1D sheets still produce the same amount of sprites, whereas later ones produce fewer (makes sense in theory, I guess).

TODO

  • I'll probably compress palettes after all. I'll have to allocate some 320 bytes of RAM, which isn't too much. As a result, less ROM will be consumed and two-palette animations should preview a little better in FEBuilderGBA.
  • It'd be nice if NOSPLITSPRITES and EMPTYTILEPER64 could be activated and deactived at other points in the script. This way a battle anim's standing motions and dodge frames could focus on using fewer sprites to allow the opposing battle animation to use more sprites when they're attacking, whilst the other modes could still allow more sprites.

Closing

If there's any bugs or other weirdness, feel free to let me know.

Python Service for MISP Feed Management

Python Service for MISP Feed Management This set of scripts is designed to offer better reliability and more control over the fetching of feeds into M

Chris 7 Aug 24, 2022
Repository, with small useful and functional applications

Repositorio,com pequenos aplicativos uteis e funcionais A ideia e ir deselvolvendo pequenos aplicativos funcionais e adicionar a este repositorio List

GabrielDuke 6 Dec 06, 2021
Awesome & interesting talks about programming

Programming Talks I watch a lot of talks that I love to share with my friends, fellows and coworkers. As I consider all GitHubbers my friends (oh yeah

Veit Heller 7k Dec 26, 2022
Introduction to Databases Coursework 2 (SQL) - dataset generator

Introduction to Databases Coursework 2 (SQL) - dataset generator This is python script generates a text file with insert queries for the schema.sql fi

Javier Bosch 1 Nov 08, 2021
📦 A Human's Ultimate Guide to setup.py.

📦 setup.py (for humans) This repo exists to provide an example setup.py file, that can be used to bootstrap your next Python project. It includes som

Navdeep Gill 5k Jan 04, 2023
本仓库整理了腾讯视频、爱奇艺、优酷、哔哩哔哩等视频网站中,能够观看的「豆瓣电影 Top250 榜单」影片。

Where is top 250 movie ? 本仓库整理了腾讯视频、爱奇艺、优酷、哔哩哔哩等视频网站中,能够观看的「豆瓣电影 Top250 榜单」影片,点击 Badge 可跳转至相应的电影首页。

MayanDev 123 Dec 22, 2022
Reproduction repository for the MDX 2021 Hybrid Demucs model

Submission This is the submission for MDX 2021 Track A, for Track B go to the track_b branch. Submission Summary Submission ID: 151378 Submitter: defo

Alexandre Défossez 62 Dec 18, 2022
LeetComp - Background tasks powering the static content at LeetComp

LeetComp Analysing compensations mentioned on the Leetcode forums (https://kuuts

Kumar Utsav 125 Dec 21, 2022
A gamey, snakey esoteric programming language

Snak Snak is an esolang based on the classic snake game. Installation You will need python3. To use the visualizer, you will need the curses module. T

David Rutter 3 Oct 10, 2022
Audio2Face - a project that transforms audio to blendshape weights,and drives the digital human,xiaomei,in UE project

Audio2Face - a project that transforms audio to blendshape weights,and drives the digital human,xiaomei,in UE project

FACEGOOD 732 Jan 08, 2023
Decentralized intelligent voting application.

DiVA Decentralized intelligent voting application. Hack the North 2021. Inspiration Following the previous US election, many voters were fearful that

Ali Shariatmadari 4 Jun 05, 2022
simple password manager.

simple password manager.

1 Nov 18, 2021
The repository for AnyMacro: a Fusion360 Add-In

AnyMacro AnyMacro is an Autodesk® Fusion 360™ add-in for chaining multiple commands in a row to form Macros. Macros are created from a set of commands

1 Jan 07, 2022
Anonfiles files leaker via keyword.

Anonfiles files leaker via keyword

Trac3D1y 6 Nov 23, 2022
An optional component handler for hikari, inspired by discord.py's views.

hikari-miru An optional component handler for hikari, inspired by discord.py's views.

43 Dec 26, 2022
The update manager for the ERA App (era.sh)

ERA Update Manager This is the official update manager used in the ERA app (see era.sh) How it works Once a new version of ERA is available, the app l

Kian Shahriyari 1 Dec 29, 2021
Sodium is a general purpose programming language which is instruction-oriented

Sodium is a general purpose programming language which is instruction-oriented (a new programming concept that we are developing and devising)

Satin Wuker 22 Jan 11, 2022
Script to quickly get the metrics from Github repos to analyze.

commit-prefix-analysis Script to quickly get the metrics from Github repos to analyze. Setup Install the Github CLI. You'll know its working when runn

David Carpenter 1 Dec 17, 2022
This is a simple bank management system based on Python.

Python Bank Management This is a simple bank management system based on Python. It's able to do basic operations of simple bank management. Outcome: W

Md. Rakibul Islam 3 Jan 06, 2022
pyForgeCert is a Python equivalent of the original ForgeCert written in C#.

pyForgeCert is a Python equivalent of the original ForgeCert written in C#.

Evi1cg 47 Oct 08, 2022