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Mario is an NPC progress thread


Twili
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He uses the depreciated animation format. I converted one of his animations by hand like I did with all of object_human's. 186 frames here. This is where he peeks around the corner of the N logo and waves. Right boot (from Mario's perspective) is not rotated due to a bug present in UoT since SVN R8.

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The process of converting from the old format is now automated. You just supply the file and the animation offset, then fix the two header pointers after conversion. A "segment" here is actually an X, Y, or Z rotation. The program assumes that the first rotation value will always be 0000 and writes it automatically. The values succeeding "In segment: XX" are the index values for the rotations, not the actual rotations. The program is also "rigged" to only work with the IPL4ROM (the hacked BIOS) right now because Mario's animation headers use ram pointers, and it subtracts 8025F000 from them.

 

Key: 00BA Bone count: 0014

Rotation values: 0001F6E0 Rotation index: 00021704

Gettting static rotations...

In segment: 00

In segment: 01

In segment: 02

In segment: 03

In segment: 04 0175

In segment: 05

In segment: 06

In segment: 07

In segment: 08 1011

In segment: 09

In segment: 0A

In segment: 0B 0F56

In segment: 0C

In segment: 0D

In segment: 0E 0E9B

In segment: 0F 0D23

In segment: 10 0D24

In segment: 11 0D25

In segment: 12 0179

In segment: 13 017A

In segment: 14 017B

In segment: 15

In segment: 16

In segment: 17 0178

In segment: 18

In segment: 19 0176

In segment: 1A 0177

In segment: 1B 0D1F

In segment: 1C 0D20

In segment: 1D 0D21

In segment: 1E

In segment: 1F

In segment: 20

In segment: 21

In segment: 22

In segment: 23

In segment: 24

In segment: 25

In segment: 26

In segment: 27

In segment: 28

In segment: 29 0D22

In segment: 2A 0D1C

In segment: 2B 0D1D

In segment: 2C 0D1E

In segment: 2D

In segment: 2E

In segment: 2F

In segment: 30

In segment: 31

In segment: 32

In segment: 33

In segment: 34

In segment: 35 0D26

In segment: 36

In segment: 37

In segment: 38

In segment: 39

In segment: 3A

In segment: 3B

In segment: 3C

In segment: 3D

In segment: 3E

Getting dynamic rotations...

In segment: 00 0001

In segment: 01 00BB

In segment: 02

In segment: 03

In segment: 04

In segment: 05

In segment: 06

In segment: 07 0F57

In segment: 08

In segment: 09

In segment: 0A 0E9C

In segment: 0B

In segment: 0C 0D27

In segment: 0D 0DE1

In segment: 0E

In segment: 0F

In segment: 10

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In segment: 1A

In segment: 1B

In segment: 1C

In segment: 1D

In segment: 1E 0464

In segment: 1F 051E

In segment: 20 05D8

In segment: 21

In segment: 22

In segment: 23 03AA

In segment: 24 017C

In segment: 25 0236

In segment: 26 02F0

In segment: 27

In segment: 28

In segment: 29

In segment: 2A

In segment: 2B

In segment: 2C

In segment: 2D

In segment: 2E

In segment: 2F 0C62

In segment: 30

In segment: 31

In segment: 32 0BA8

In segment: 33

In segment: 34

In segment: 35

In segment: 36 097A

In segment: 37 0A34

In segment: 38 0AEE

In segment: 39

In segment: 3A

In segment: 3B 08C0

In segment: 3C 0692

In segment: 3D 074C

In segment: 3E 0806

Building rotation index...

Building header...

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