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Opcode Group 2A

op_2A00 (screen_effect)

Used to create full screen effects like flashes on kunai slashes

Get operands by calling SEQ_RegCMD2 The lower two bytes of the first word after the SEQ_RegCMD2 operands have been decoded decide which effect is created

Example

2A003F00 00000000 26000000 000D0009 00000001 00000033 00000000 00000001 40000000 00000002

Above creates screen effect type 9 on hit

Types with one extra word
  • 0x08
  • 0x0A
  • 0x0E
  • 0x1B - One extra word - Aura ball in front of opponent
  • 0x1D -
  • 0x1E -
  • 0x23 - One extra word - Aura ball on opponent
  • 0x25 -
  • 0x26 - One extra word - Aura ball in front of opponent
  • 0x2C - One extra word - Summon asuma?
  • 0x31 - One extra word - Twinkle and sparkle
  • 0x32 - One extra word - Aura ball in front of opponent
  • 0x35 - One extra word - Aura beam
  • 0x3B -
  • 0x4A -
  • 0x4C - One extra word - Aura beam
  • 0x4E -
  • 0x50 -
  • 0x54 -
  • 0x68 - One extra word - Summon asuma?
  • 0x6A - One extra word
  • 0x76 - One extra word - Summon asuma?
  • 0x94 - One extra word - Summon asuma?
  • 0xC9 - One extra word - Aura beam
  • 0x144- One extra word - Crash the game?
Types with two extra words
  • 0x3A - Aura ball on self

op_2A01 (character_effect)

Used to create effects located on a character

Get operands by calling SEQ_RegCMD2, all versions seem to call with chr_p and seq_p_sp->field_0x24 The higher two bytes of the first word after the SEQ_RegCMD2 operands have been decoded decide which type of effect is created, the lower 2 should be either 0 or 1, 0 need different parameters, as of now all assumptions are for value 1

Loads data stored in the character's 0000.seq

Third last word seems to always be 0

Second to last word is number of frames before the effect shows up

Last word is number of frames the effect is active

Example

2A012621 00060001 00031340 00000000 00000006 0000000A

Above creates character effect type 6 with data stored at offset 0x31340 in the seq file, it starts showing 6 frames after the function is called, and stays for 10 frames.

Example data being loaded

02040085 00000002 0000000A 00000004 00000000 00000000 00000000 00000008 0000000A 00000000 0000000E 41100000 C2280000 3F800000 FFFF80FF 0000000E 41100000 C0C00000 3F800000 FFC00028

Type 2 Used in Naruto Activated 3-Man X #5

How to use:

2A012621 
0002 (This type, 2 bytes)
0001 
Data offset (4 bytes, offset in seq file)
00031480

Example data to load:

00000804
00000010 
00000001 
3F866666 
3F866666 
FFFFFFFF 
1414FF00 
00000050 
00000000 
00000000 
00000000 
00000000 
00000000 
00000000 
0000000A 
41200000 
00000000 
C1700000 
00000001 
42700000 
Type 5 glowing hands
Type 6 color trail

How to use:

2A012621
0006 (This type, 2 bytes)
0001
Data offset (4 bytes, offset in seq file)
00000000
Starting frame (4 bytes) 
Number of active frames (4 bytes)

Example data to load:

(Used to instantiate struct)
02040085 //Header
00000002 //Number of loops in init
0000000A //This multiplied with value below stored as i16
00000004 //This stored as i16
(Values written to struct)
00000000 
00000000 
00000000 
00000008 
0000000A 
00000000
(Split here)
0000000E
41100000 
C2280000 //Size
3F800000 
FFFF80FF //Color
(Second loop)
0000000E 
41100000 
C0C00000 //Size
3F800000 
FFC00028 //Color
Type 7 claws

How to use:

2A012621 
0007 (This type, 2 bytes)
0001 
Data offset (4 bytes, offset in seq file)
Bone to attach effect to (4 bytes)
00000000 (Unknown use, always 0)
Starting frame (4 bytes)
Number of active frames (4 bytes)

Example data to load;

(Header)
00020085
(Used to initiate struct)
00000003 //Num loops in instantiation
00000008 //This multiplied with value below is stored twice in the new struct as i16 once and i32 once
00000003
(Written into struct)
00000000 //Stored as i16
00000008 //Stored as i16
0000000A //Stored as i32
(Alignment)
00000000
(Float point numbers below, looped in batches of four)
41800000 
40C00000
00000000 
41C00000 

41900000 
00000000 
00000000 
41F00000 

41800000 
C0C00000 
00000000 
41C00000