The sprite standard =================== M.U.G.E.N, (c) Elecbyte 2001 Documentation for version 2001.04.14 Beta-release documentation (incomplete) Updated 26 June 2000 ==================================================================== 0. Contents ==================================================================== I. Required Sprites II. Recommended group numbers ==================================================================== I. Required Sprites ==================================================================== Every character must have what is called "required sprites". These are sprites that you may not necessarily be using for your animations, but must always be included in the character's SFF. These sprites are necessary for your character to appear correctly when thrown. - Use only these standard frames when making a action in the .air file that characters beside yourself will execute. For example, getting thrown animation. - The horizontal component of "Axis" means around the center of the character, unless specified otherwise Standard getting hit -------------------- - You MUST follow the numbers exactly. - Axes labelled "where feet would be" should have the axis approximately between where both feet would be, if the character was made to stand with his center of gravity fixed in the same position as that required frame - Axes labelled "midsection" should have the axis around the waist area - Axes labelled "head" should have the axis in the middle of the character's head - Some numbers, such as 5000,1 to 5000,9 are for you to add intermediate frames if you choose to do so. - See spr.gif for an example of how the sprites should approximately look and where the axes should be placed. - Sprites labeled with an asterisk (*) are the new required sprites that were added since MUGEN version 2000.06.27. Frame Description Axis ------- ------------ ---- 5000,0 Hit high while standing, head back slightly Feet 5000,10 Hit high while standing, head back more Feet 5000,20 Hit high while standing, head back far Feet 5001,0 Frame 5000,0 Midsection 5001,10 Frame 5000,10 Midsection 5001,20 Frame 5000,20 Midsection 5002,0 Frame 5000,0 Head 5002,10 Frame 5000,10 Head 5002,20 Frame 5000,20 Head 5010,0 Hit low while standing, bent over slightly Feet 5010,10 Hit low while standing, bent over more Feet 5010,20 Hit low while standing, bent over far Feet 5011,0 Frame 5010,0 Midsection 5011,10 Frame 5010,10 Midsection 5011,20 Frame 5010,20 Midsection 5012,0 Frame 5010,0 Head 5012,10 Frame 5010,10 Head 5012,20 Frame 5010,20 Head 5020,0 Hit while crouching, head back slightly Feet 5020,10 Hit while crouching, head back more Feet 5020,20 Hit while crouching, head back far Feet 5030,0 Hit back, head back slightly Where feet would be if standing 5030,10 Hit back, head back far Where feet would be 5030,20 * Hit in stomach with body horizontal Where feet would be 5030,30 * Hit back, body horizontal Where feet would be 5030,40 * Falling, head down slightly Where feet would be 5030,50 * Falling, head down far Where feet would be 5031,0 Frame 5030,0 Midsection 5031,10 Frame 5030,10 Midsection 5031,20 * Frame 5030,20 Midsection 5031,30 * Frame 5030,30 Midsection 5031,40 * Frame 5030,40 Midsection 5031,50 * Frame 5030,50 Midsection 5032,0 Frame 5030,0 Head 5032,10 Frame 5030,10 Head 5032,20 * Frame 5030,20 Head 5032,30 * Frame 5030,30 Head 5032,40 * Frame 5030,40 Head 5032,50 * Frame 5030,50 Head 5040,0 Fall and hitting ground Ground-level (eg. back) 5040,10 Lying down on ground Ground-level 5040,20 * Hit while lying on ground Ground-level 5041,0 Frame 5040,0 Middle of body 5041,10 Frame 5040,10 Middle of body 5041,20 * Frame 5040,20 Middle of body 5042,0 Frame 5040,0 Head 5042,10 Frame 5040,10 Head 5042,20 * Frame 5040,20 Head 5060,0 * Hit up, head pointed up, body vertical Where feet would be if standing 5060,10 * Head pointed down, body vertical Where feet would be 5061,0 * Frame 5060,0 Midsection 5061,10 * Frame 5060,10 Midsection 5062,0 * Frame 5060,0 Head 5062,10 * Frame 5060,10 Head 5070,0 * Thrown, body tiled forwards slightly Where feet would be if standing 5070,10 * Thrown, body tiled forwards far Where feet would be 5070,20 * Thrown, body horizontal, head in front Where feet would be 5071,0 * Frame 5070,0 Midsection 5071,10 * Frame 5070,10 Midsection 5071,20 * Frame 5070,20 Midsection 5072,0 * Frame 5070,0 Head 5072,10 * Frame 5070,10 Head 5072,20 * Frame 5070,20 Head ==================================================================== II. Recommended group numbers ==================================================================== Group Description Comments ------- ------------ -------- 0 Standing 5 Turning 10 Stand to crouch 11 Crouching 12 Stand to crouch 20 Walking forwards 21 Walking backwards 40 Jump start (on ground) 41 Jump neutral (upwards) 42 Jump forwards (upwards) 43 Jump back (upwards) 44 Jump neutral (downwards) 45 Jump fwd (downwards) 46 Jump back (downwards) 47 Jump landing 100 Run fwd 105 Hop back 110 Dodge up 115 Dodge down 120 Start guarding (stand) 121 Start guarding (crouch) 122 Start guarding (air) 130 Guard (stand) 131 Guard (crouch) 132 Guard (air) 140 Stop guarding (stand) 141 Stop guarding (crouch) 142 Stop guarding (air) 150 Guarding a hit (stand) 151 Guarding a hit (crouch) 152 Guarding a hit (air)