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Author Topic:   hex editing the animadat file.........................
darkwhispers
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posted 19 April 2002 00:51     Click Here to See the Profile for darkwhispers   Click Here to Email darkwhispers        Reply w/Quote   
I need to edit the animadat file to change the offsets of the zombie. can some one tell me what i need to type in the hex edit to change it? for instance ZMTRLITA1HTH.dcc is the file name for attack 1. how do i find it in the file. what exactly do i look for? as always any help would be appreciated. please keep in mind ive never used hex before.thanks for your time and effort

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Apocalypse Demon
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From: Mississauga, Ontario
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posted 19 April 2002 01:04     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
You look for the cof file name. So, it would be ZMA1HTH.

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darkwhispers
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posted 19 April 2002 21:53     Click Here to See the Profile for darkwhispers   Click Here to Email darkwhispers        Reply w/Quote   
ok i opened my hex editor and found the adress of ZMA1HTH which is 5A 4D 41 31 48 54 48 and then its followed by:
00 10 00 00 00 00 01. i believe its the 10 that needs to be changed but not sure what im to put there. what do i need to do? im changing the offsets for my graphics.

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Apocalypse Demon
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posted 19 April 2002 21:58     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
No no, animdata is only for frame counts, not offsets. Offsets all you do is resave the file with Cv5 and change the offsets(a popup will appear with boxes you can insert numbers in for offsets).

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Sir_General
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posted 19 April 2002 22:35     Click Here to See the Profile for Sir_General   Click Here to Email Sir_General        Reply w/Quote   Visit Sir_General's Homepage!
Something tells me this might belong in the Graphics/Animation Forum.

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Baz
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posted 19 April 2002 23:56     Click Here to See the Profile for Baz   Click Here to Email Baz        Reply w/Quote   
I just looked at other files with the frame count number I wanted, so that I knew what I had to write. Then I just replaced the thing I wanted to change... and it worked!

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darkwhispers
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posted 20 April 2002 00:15     Click Here to See the Profile for darkwhispers   Click Here to Email darkwhispers        Reply w/Quote   
oops let me clarify this. I already changed the offsets for the graphics using cv5. but when im in the game and my new monster hits me it crashes. i was told to modify the animadat to correct this. thats what im trying to do. my ZMTRLITA1HTH has 128 frames so do i go into ZMLITA1HTH which is:
5A 4D 41 31 48 54 48 00 10 00 00 00 00 01
I believe i have to change the frame count to match my new monsters frame correct? but heres another question then. i modified the new monsters frame to match exactly that of the monster its replacing thus the old and the new have 128 frames each and same as the rest of the .dccs any thoughts on this?

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Apocalypse Demon
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posted 20 April 2002 00:18     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
"5A 4D 41 31 48 54 48 00 10 00 00 00 00 01
I believe i have to change the frame count to match my new monsters frame correct? but heres another question then. i modified the new monsters frame to match exactly that of the monster its replacing thus the old and the new have 128 frames each and same as the rest of the .dccs any thoughts on this?"

Okay, the '5A 4D 41 31 48 54 48' is not important, it's just the hex values for the string 'ZMA1HTH'. What you need to modify is the hex value after the string(about the second byte after the string) which is in this case, 10. Now, find out the frame count for your whole animation, then divide by the number of directions. Then, convert that number to hexadecimal value, then replace the '10' with the new value.

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darkwhispers
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posted 20 April 2002 00:53     Click Here to See the Profile for darkwhispers   Click Here to Email darkwhispers        Reply w/Quote   
just to clear up a few more things. when you say count your frames for the whole animation and divide by # of directions..
do you mean all of the .ddc files(A1,A2,ddhth,dthth,nuhth,wlhth ect.)you add all of these frames up and divide by 8 (directions)or do you mean each file (in this case ZMA1HTH)you add the frames up
(128) and divide by 8 = 16 turn into hex which is 10 and replace the current frame # with this. then i open ZMA2HTH and do it again right? until all of the frame counts have been modified. ok seems simple emough but one small problem. I said i replaced all of the old monsters frames with same # of new monster frames. in other words:
old: 00 10 00 00 00 00 01
new: 00 10 00 00 00 00 01
they have the same amount of frames so the numbers wont change so why does it crash as soon as the monster hits me?
SORRY if i seem confusing.

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Apocalypse Demon
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posted 20 April 2002 01:00     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
"do you mean all of the .ddc files(A1,A2,ddhth,dthth,nuhth,wlhth ect.)you add all of these frames up and divide by 8 (directions)"

NOOOOO. You do it for each file. See, if you look for the 'attack1 cof', then you calculate the frames and such only for the attack1 cof. Then you do the same for all the other cofs.

"then i open ZMA2HTH and do it again right? until all of the frame counts have been modified. ok seems simple emough but one small problem. I said i replaced all of the old monsters frames with same # of new monster frames. in other words:
old: 00 10 00 00 00 00 01
new: 00 10 00 00 00 00 01
they have the same amount of frames so the numbers wont change so why does it crash as soon as the monster hits me?"

That means that a different 'state' is crashing you. Meaning, it may be the attack1 state that is crashing you, or the gethit state, etc. It seems that whatever the change you made above(where both were 10 hex frames), it did not cause the crash, another file did.

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Countdown to Apocalypse mod coming soon. Featuring totally remade skills, totally new animations, all new itemtypes and much much more. For more info, head over to the Mod Releases forum and read my thread. :)

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darkwhispers
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posted 20 April 2002 02:45     Click Here to See the Profile for darkwhispers   Click Here to Email darkwhispers        Reply w/Quote   
ok i did check everything in AnimData.D2
a1 frames 128 divided by 8 =16 hex 10
a2 frames 128 divided by 8 =16 hex 10
dd frames 8 divided by 8 =1 hex 01
dt frames 152 divided bt 8 = 19 hex 13
gh frames 40 divided by 8 = 5 hex 05
nu frames 64 divided by 8 = 8 hex 08
rn frames 64 divided by 8 = 8 hex 08
wl frames 96 divided by 8 = 12 hex 0C
s1 frames 128 divided by 8 =16 hex 10
well thats what i change them to however all of them were the same except for dt. but i still get game crash when monster dies. I havent modified any items or armor or anything like that.

[This message has been edited by darkwhispers (edited 20 April 2002).]

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FoxBat
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Registered: Feb 2001

posted 20 April 2002 07:20     Click Here to See the Profile for FoxBat   Click Here to Email FoxBat        Reply w/Quote   
If any of your animations are longer than the original zombie ones, you will need a different COF as well. Remember if your monster tries to use more frames then are in the COF, CRASH. Try the Pinhead's dying animation for passive things (walk, gethit, neutral, dying, etc.) Something else that's long enough for the attack animation (heck pinheads attack might work here)

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