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Character animation names

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Jul 24, 2014, 06:50 PM
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Character animation names

If you've used Jazz Sprite Dynamite much, you've probably noticed the animsets are sorted alphabetically. AMMO at the front, stuff like WITCH and XLIZARD and ZSPARK at the end. Unless you pay close attention to the pickup animations, though, it may not be as obvious that the animations within individual sets are also sorted alphabetically. And from there comes a challenge: can we figure out what the names were?

Usually this is an academic question at best, but it does start mattering with character animations, because they're numbered differently in 1.23 and 1.24. And that's annoying if you're writing AngelScript and want to reference a specific Jazz or Spaz animation. So we're going to have an enum to do that gruntwork for you (tentatively RABBIT::Anim), but we're not confident about all the names yet (and have other issues to resolve), so if any of you are feeling particularly inventive or insightful, by all means make some corrections.
Code:
const int AIRBOARD 		= ((jjIsTSF) ? 0 : 1); //skip 0=??? (something about being stoned)
const int AIRBOARDTURN 		= ((jjIsTSF) ? 1 : 2);
const int BUTTSTOMPLAND 	= ((jjIsTSF) ? 2 : 3);
const int CORPSE 		= ((jjIsTSF) ? 3 : 4);
const int DIE 			= ((jjIsTSF) ? 4 : 5);
const int DIVE 			= ((jjIsTSF) ? 5 : 6);
const int DIVEFIREQUIT 		= ((jjIsTSF) ? 6 : 7);
const int DIVEFIRERIGHT 	= ((jjIsTSF) ? 7 : 8);
const int DIVEUP 		= ((jjIsTSF) ? 8 : 9);
const int EARBRACHIATE 		= ((jjIsTSF) ? 9 : 11); //skip 10=DOOR
const int ENDOFLEVEL 		= ((jjIsTSF) ? 10 : 12);
const int FALL 			= ((jjIsTSF) ? 11 : 13);
const int FALLBUTTSTOMP 	= ((jjIsTSF) ? 12 : 14);
const int FALLLAND 		= ((jjIsTSF) ? 13 : 15);
const int FIRE 			= ((jjIsTSF) ? 14 : 16);
const int FIREUP 		= ((jjIsTSF) ? 15 : 17);
const int FIREUPQUIT 		= ((jjIsTSF) ? 16 : 18);
const int FROG 			= ((jjIsTSF) ? 17 : 19);
const int HANGFIREQUIT 		= ((jjIsTSF) ? 18 : 21); //skip 20=GRAB(LEDGE)
const int HANGFIREREST 		= ((jjIsTSF) ? 19 : 22);
const int HANGFIREUP 		= ((jjIsTSF) ? 20 : 23);
const int HANGIDLE1 		= ((jjIsTSF) ? 21 : 24);
const int HANGIDLE2 		= ((jjIsTSF) ? 22 : 25);
const int HANGINGFIREQUIT 	= ((jjIsTSF) ? 23 : 26);
const int HANGINGFIRERIGHT 	= ((jjIsTSF) ? 24 : 27);
const int HELICOPTER 		= ((jjIsTSF) ? 25 : 28);
const int HELICOPTERFIREQUIT 	= ((jjIsTSF) ? 26 : 29);
const int HELICOPTERFIRERIGHT 	= ((jjIsTSF) ? 27 : 30);
const int HPOLE 		= ((jjIsTSF) ? 28 : 31);
const int HURT 			= ((jjIsTSF) ? 29 : 32);
const int IDLE1 		= ((jjIsTSF) ? 30 : 33);
const int IDLE2 		= ((jjIsTSF) ? 31 : 34);
const int IDLE3 		= ((jjIsTSF) ? 32 : 35);
const int IDLE4 		= ((jjIsTSF) ? 33 : 36);
const int IDLE5 		= ((jjIsTSF) ? 34 : 37);
const int JUMPFIREQUIT 		= ((jjIsTSF) ? 35 : 38);
const int JUMPFIRERIGHT 	= ((jjIsTSF) ? 36 : 39);
const int JUMPING1 		= ((jjIsTSF) ? 37 : 40);
const int JUMPING2 		= ((jjIsTSF) ? 38 : 42);
const int JUMPING3 		= ((jjIsTSF) ? 39 : 43);
const int LEDGEWIGGLE 		= ((jjIsTSF) ? 40 : 44);
const int LIFT 			= ((jjIsTSF) ? 41 : 44);
const int LIFTJUMP 		= ((jjIsTSF) ? 42 : 45);
const int LIFTLAND 		= ((jjIsTSF) ? 43 : 46);
const int LOOKUP 		= ((jjIsTSF) ? 44 : 47);
const int LOOPY 		= ((jjIsTSF) ? 45 : 55); //skipped 48-54=LOOP#
const int PUSH 			= ((jjIsTSF) ? 46 : 56);
const int QUIT 			= ((jjIsTSF) ? 47 : 57);
const int REV1 			= ((jjIsTSF) ? 48 : 58);
const int REV2 			= ((jjIsTSF) ? 49 : 59);
const int REV3 			= ((jjIsTSF) ? 50 : 60);
const int RIGHTFALL 		= ((jjIsTSF) ? 51 : 61);
const int RIGHTJUMP 		= ((jjIsTSF) ? 52 : 63); //skipped 62=???
const int ROLLING 		= ((jjIsTSF) ? 53 : 67); //skipped 64-66=??? (something to do with ledges)
const int RUN1 			= ((jjIsTSF) ? 54 : 68);
const int RUN2 			= ((jjIsTSF) ? 55 : 70); //skipped 70=RUN1D (walking while shooting diagonally)
const int RUN3 			= ((jjIsTSF) ? 56 : 71);
const int SKID1 		= ((jjIsTSF) ? 57 : 72);
const int SKID2 		= ((jjIsTSF) ? 58 : 73);
const int SKID3 		= ((jjIsTSF) ? 59 : 74);
const int SPRING 		= ((jjIsTSF) ? 60 : 75);
const int STAND 		= ((jjIsTSF) ? 61 : 76);
const int STATIONARYJUMP 	= ((jjIsTSF) ? 62 : 77);
const int STATIONARYJUMPEND 	= ((jjIsTSF) ? 63 : 78);
const int STATIONARYJUMPSTART 	= ((jjIsTSF) ? 64 : 79);
const int STONED 		= ((jjIsTSF) ? 65 : 80);
const int SWIMDOWN 		= ((jjIsTSF) ? 66 : 81);
const int SWIMRIGHT 		= ((jjIsTSF) ? 67 : 82);
const int SWIMTURN1 		= ((jjIsTSF) ? 68 : 83);
const int SWIMTURN2 		= ((jjIsTSF) ? 69 : 84);
const int SWIMUP 		= ((jjIsTSF) ? 70 : 85);
const int SWINGINGVINE 		= ((jjIsTSF) ? 71 : 86);
const int TELEPORT 		= ((jjIsTSF) ? 72 : 87);
const int TELEPORTFALL 		= ((jjIsTSF) ? 73 : 88);
const int TELEPORTFALLING 	= ((jjIsTSF) ? 74 : 89);
const int TELEPORTFALLTELEPORT 	= ((jjIsTSF) ? 75 : 90);
const int TELEPORTSTAND 	= ((jjIsTSF) ? 76 : 91);
const int VPOLE 		= ((jjIsTSF) ? 77 : 92); //last animation in TSF; there are quite a few after it in 1.23, all gunless
(Some of the names, such as "DIVE" and LEDGEWIGGLE" and "REV," are borrowed from the sound list and the like. A lot of the rest we're just making up as we go along.)
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Slaz Slaz's Avatar

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Jul 26, 2014, 03:00 AM
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I can't help with such technical mumbo, but the anim name you guys dubbed STONED gave me a smile.

(Well, of course the rabbits ARE getting stoned in Psych. I just love the choice of STONED over DIZZY)
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cooba cooba's Avatar

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Jul 26, 2014, 04:05 AM
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It couldn't be dizzy because they go alphabetically...
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