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>> No.2465675 [View]
File: 70 KB, 631x587, graviton_sprite_debug.jpg [View same] [iqdb] [saucenao] [google]
2465675

>>2463962
I think we can make the deaths nasty.

>>2464324
Ok, so I've finished up the sprite definitions and the scripts. For debugging purposes I have scripted all unique animation frames to be in a single script, with a numeric label over the sprite to identify as described below:

00: idle.0
01: idle.1
02: idle.2
03: walk.0
04: walk.1
05: walk.2
06: walk.3
07: walk.4
08: walk.5
09: jump.0
0A: punch.0
0B: punch.1
0C: uppercut.0
0D: uppercut.1
0E: uppercut.2

Since I program, indexes are in hex and start at 0. You asked about punch.2. In my table it's labeled punch.1 and is frame 0A, so look for 0A when running the ROM. You can press start to pause or just stop the emulator.

I've updated the repo with a new graviton.smc. After we sort out the sprites, I'll start making him move.

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