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Animation Reverse Engineering #7

@phase

Description

@phase

Glimmer found the attack offsets and here's everything we've found.

00053370 - Sonic Attack One
000533E8 - Sonic Attack Two
00053460 - Sonic Attack Three
000534E4 - Sonic Heavy
000535D8 - Sonic Upper
00053860 - Sonic Eagle Kick Thing
000538D0 - Aerial Kick Thing
00053940 - Sonic Ground Special Ball Thing
00053A58 - Sonic Air Special Shockwave Ball Thing
00053CCC - Sonic Ball Special Part 1
00053DA0 - Sonic Ball Special Part 2
00053DE8 - Sonic Ball Special Part 3

Here's a reference image for the values we're modifying.

reference in HxD


Original: 05 00 27 00 01 00 25 00 02 00 26 00 42 00 00 10 04 00 F0 FF 43

5337x Default Value Description
00 05 Damage
01 00 doesn't affect anything
02 27
03 00
04 01 Attack Type
05 00
06 25 see table below
07 00 Nulls attack if it is anything other than 00
08 02 Hitstun
09 00
0A 26 If set to 02, it plays a landing animation
0B 00
0C 42 Frame index. 42 plays the second frame of the animation, 44 plays the fourth frame, etc.
0D 00
0E 00
0F 10 Position of animation? See table
10 04 Length of the animation
11 00 If set to anything other than 00, it freezes in the middle of the animation
12 F0
13 FF
14 43 Frame index. 42 plays the second frame of the animation, 44 plays the fourth frame, etc.
53376 value Description Gif
25 Normal?
anything else? Sets the attack type of the move to the attack type you last used. 53376 set to 26
5337F value Description Gif
10 Normal
01 Flickering? 0f_01
11 Shifted forward 0f_11
12 Shifted downward 0f_12

Attack Type

Value at 0x53374 Description Gif
01 Weak Hit gif
02 Heavy Hit gif
03 Heavy Hit Up gif
04 Weak Hit Up gif
05 Nothing (for projectile attacks?) gif
06 Weak Hit gif
07 Heavy Hit Down gif
08 Light Launch gif
09 Stun gif
0A Hit Up gif
0B Heavy Launch gif
0C Some glitchy thing gif
0D Hit Up gif
0E Launch gif
0F Hit Up gif

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