Jackie's LF2 Spot

The Home of Little Fighter 2 Nintendo Vs. Sega

JackieRabbit5's Notes on Datachanging

BALL

<frame> 0 (frame #) carrot

 pic: 0 (pic in bmp files #)  state: 3006 (code  for what kind of ball it is[3000 regular,3006 penetrative,3005  w/out shadow]) wait: 1 (how long until next frame) next: 1 (next frame #) dvx: 0 (movement of ball going forward[+] or backwards[-]) dvy: 0 (movement of ball going up[-] or down[+]) centerx: 24 (where the middle of the ball is in the pic) centery: 41 (where the ground would be in the pic) hit_a: 0 (timer) hit_d: 0 (frame activated when timer runs out) hit_j: 0 (can give ball slight “diagonal” movement)  hit_Fa: 2 (creates chase)

   itr (damage area) :

      kind: 0 (code for what type of attack it is) x: 3 y: 4 w: 40 h: 39 (to find these, open bmp file use the box tool & find where start of ball is from top left, record numbers for x & y and from that point go around ball area & record numbers for w & h) dvx: 12 (how far the enemy falls back when hit) vrest: 0 (can hit multiple ppl & how much delay in the ball hitting again) [or] arest: 0 (hits single person & how much delay in the ball hitting again) fall: 70 (possibility of ball causing fall[100 will fall,70 will fall if defend not up,60 stunned]) bdefend: 60 (possibility of ball breaking defense[16 broken in 3 hits, 30 broken in 2, 60 stunned, 70 defense broken and foe goes to broken defend frames, 100 defense broken])   injury: 70 (how much damage[health bar =500]) effect: 1 (added effect like freeze[3], fire[2],or blood[1])

   itr_end:

   bdy (tell area of ball or how big it is use box tool to find) :

      kind: 0  x: 3  y: 4  w: 40  h: 39

   bdy_end:

<frame_end>


CHARACTER
<frame> 236 (frame #) carrot

   pic: 137 (pic in bmp files #)   state: 3 (code for what char does[7 defend, 3 attack]) wait: 3 (how long until next frame)  next: 237  (next frame #) dvx: 0 (movement of char going forward[+] or backwards[- #]) dvy: 0 (movement of char going up[-] or down[+ #]) dvz: 0 (movement of char “diagonally” if up or down pressed) centerx: 30 (where the middle of the char is)  centery: 79 (where the ground is in the pic/bottom of char) hit_a: 0 (next frame # if attack pressed) hit_d: 0 (next frame # if defend pressed) hit_j: 0 (next frame # if jump pressed) mp: 200 (how much magic used [mp bar=500])

bpoint (blood point, use box tool to find) :
x: 37 y: 44
bpoint_end:

opoint:

      kind: 1 x: 95 (where attack comes from forward and backwards) y: 41 (where attack comes from up and down) action: 0 (frame # in ball data where the attack begins) dvx: 22 (how fast the attack goes forward) dvy: 0 (how fast attack goes up) oid: 230 (move's id [add to data.txt]) facing: 0 (how many balls come out[0=1 ball forward, 1=1 ball backwards, 50=5 balls])

   opoint_end: 

     wpoint: (weapon point)

      kind: 1  x: 31 y: 48 (use box tool to find) weaponact: 30 (pic in bmp files #) attacking: 0 (weapon body causes damage[1,2,3] or not[0]) cover: 1 (weapon in front[0] or behind[1] char) dvx: 0 (movement of held item  going forward or backwards) dvy: 0 (similar to previous but up and down) dvz: 0 (similar to previous but “diagonal” if up or down pressed)

   wpoint_end:

itr (damage area) :

      kind: 0 (type of attack, 0-hits 3-grabs) x: 3 y: 4 w: 40 h: 39 (use box tool to find)  dvx: 12 (how far the enemy falls back when hit) vrest: 0 (how much delay in the ball hitting again)  fall: 70 (possibility of hit causing fall) bdefend: 60 (possibility of hit breaking defense)   injury: 70 (how much damage[health bar =500]) effect: 1 (added effect like freeze[3] or fire[2])

      catchingact: 120 120 (activates cpoint, goes to catching frames)  caughtact: 130 130 (activates cpoint, enemy's caught frames)  

itr_end:

   cpoint: (catching/caught point)
      kind: 1 
(1-catching, 2-caught)  x: 52  y: 36 (use box tool to find) 
      injury: 15 
(damage given to held char)  cover: 11 (held char behind-10 or in front-11) vaction: 132 (enemy's caught frame) aaction: 122 (hit a to go to this frame) taction: -232  (hit > a to go to this frame) throwvz: -842150451 (no throw direction, for holding)  hurtable: 1 (can allies hit held char? 1- yes 0-no) throwinjury: -842150451 (no throw damage given to held char) decrease: 3  (how long char is held) dircontrol: -1 (changes direction)
   cpoint_end:

  

bdy (tell area of char or how big he is use box tool to find) :

      kind: 0  x: 26  y: 12  w: 27  h: 68    

      bdy_end:

 <frame_end>

 

here are just some basic states that u should be able to know from memory:
0-standing
1-walking
2-running
3-attacking
4-jump
5-dash
7-defend
11-injured
12-falling
13-ice
17-weapon_drink(recovering hp/mp)
18-fire

999-ends char's move

1000-ends ball

and here are some itr kinds too:
0-normal attack
1-grabs stunned chars only w/ catching act and caught act
2-pickup weapon
3-grabs chars w/ catching act and caught act
4-in falling frames, activated when thrown by enemy, hurts all chars
10-lifts char in air
11-keeps char aloft in air
14-creates boundary

15-floating effect

 

FURTHER EXPLANATIONS:  dvz:  when i say "diagonal" i mean along the z axis...from foreground to background / bdefend and fall work differently in different combinations, experiment to find the desired one / wait, arest, vrest: the higher the number the longer the delay

 

i began making these to help me when i started datachanging and to give just a brief definition of what everything means.  Remember that they are just notes and i did not try to get too detailed w/ them, u'll still have to do a lot of experimenting to get the big picture and become a more experienced datachanger...those that are already experienced can maybe learn a little from how i personally defined what each thing means (they may have thought of them differently) or could just check if they have forgotten something

I hope this helps and happy datachanging! :) :) :)             

 

JackieRabbit5's Spriting Method

This is an example of how I personally sprite. It certainly isn't the only way to do it, its just what I find works well for me.  The example shown is a standing sprite I did of Leon from Resident Evil 4.  I originally posted this in the official LF2 forums.  I hope you find it helpful and happy spriting. 


 
the first 2 steps i did in paint, i just used Dennis as a reference (not a base) here to make sure i had all the proportions right on the first step then added more details and shading on the second step...i had to use the smudge tool in Photo Plus 6 to finish him

the hardest step?
well all are challenging but 2 is probably the most because u wanna make sure all the details look good here and that u have a good design going
the longest, most tedious step?
step 3 since i smudge every little part of him to get his finished look
the most important step?
again, all are, but step 1 is probably the most b/c u want his proportions all good (i commonly see the head or hair of other attempts as being too small for example)