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Data Changing Toturial EmptyTue Mar 02, 2010 2:00 pm by Guest

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Data Changing Toturial EmptyWed Jan 13, 2010 9:22 am by Ranwell

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Data Changing Toturial

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Data Changing Toturial Empty Data Changing Toturial

Post  Raychard Wed Jan 13, 2010 9:34 am

PART I
DATA.TXT

REQUIRED: LF2 Data Changer
Contents:
I. Data.txt - Structure
II. ID, Type, and File explanation
III. How to insert or change a character


Guides
I. Data.txt - Structure
The Data.txt is stored in your LF2 folder/data/data.txt
This is the content of data.txt
Spoiler:

So there are:
1. Characters
2. Weapons
3. Projectiles / balls
4. Backgrounds
all stored in the data.txt, making the data file the most important to data changing in LF2.

II. ID, Type, and File explanation

at the 2nd line we can see:
id: 0 type: 0 file: data\template.dat

The components:
ID. ID is the identifier of all objects. The identifier is used on stage mode, and the CPU player intelligence.
There should be no object with the same ID, or at least, you cannot input the objects with the same ID both into the stage mode, only one of them.

Type. The type tells the game what the object is:
0 = Fighters
1 = Weapons
2 = Heavy Weapons (Rock, Wooden box, Louis Armor)
3 = Projectile (Balls like Deep's blast, Freeze/Firen ball, etc)
4 = Baseball
5 = Others (Broken Weapons, etc)
6 = Drinks (Milk & Beer)

File. The file tells the game where the data file of the object is. "data\template.dat" means it is stored in yourLF2Directory\data\template.dat .

III. How to insert or change a character.
Once again, see the Characters in the data.txt.
Spoiler:

You can insert another character below davis.
For example you want to insert 'Hero' in the game.
Add it to the list:
Spoiler:
Why will we use id: 401? You can avoid using same ID as the other objects by choosing a number greater than 400. (If the ID is the same as the ID of a background, it is not a problem)
type: 0 because it is a fighter/character

Next you must make the Hero.dat, the file where you tell the CPU what character you want it to be.


TO BE CONTINUED

Waiting for replies about the guide because if it is bad I need to improve it


Next Part:
How To Make Characters - Basic Profile, Sprites, Movement Speed
With these you will be able to: Change name, face, sprites, movement speed, jump & dash heights & distance
Raychard
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Data Changing Toturial Empty Re: Data Changing Toturial

Post  Raychard Wed Jan 13, 2010 9:42 am

PART 2
HOW TO MAKE CHARACTERS

REQUIRED: LF2 DATA CHANGER
Contents:
I. Basic Profile
II. Sprites
III. Movement Speed

Guides
I. Basic Profile
Character's data is stored in YourLF2Directory\data
Open someone - for example Woody - 's data with the data changer.
This is what you can see on the top:
Spoiler:

This is pretty simple.
The basic profiles are:
name: Woody
head: sprite\sys\woody_f.bmp
small: sprite\sys\woody_s.bmp

1. Name. In game-play, the name will be shown when selecting character. The name has no other function.
2. Head. In game-play, the head/face will also be shown when selecting character. "sprite\sys\woody_f.bmp" is the image's directory. So you can find the image from YourLF2Directory\sprite\sys\woody_f.bmp .
3. Small. In game-play, this is the small icon shown on the left of the HP/MP bar. This also used when selecting character in battle mode or championship.

For example we want to change the character into Hero.
First, make the images. The face and the small icon.
Let's say we have made it in LF2Directory\sprite\sys\Hero_f.bmp and the small icon in LF2Directory\sprite\sys\Hero_s.bmp

Then, we should fill the basic profile with:
name: Hero
head: sprite\sys\Hero_f.bmp
small: sprite\sys\Hero_s.bmp

II. Sprites
Let's see again Woody's profile.
Spoiler:

After the basic profile you can find the sprites:

file(0-69): sprite\sys\woody_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\sys\woody_1.bmp w: 79 h: 79 row: 10 col: 7
file(140-209): sprite\sys\woody_2.bmp w: 79 h: 79 row: 10 col: 7

1. File. File is a number that indicates 1 pose of a character's sprite. As we know, each character got more than 100 poses. You can find this in the LF2Directory\sprite\sys\ .
The number is an ID to each pose. The woody_0.bmp have 10 rows and 7 columns of poses, so there are 70 in total. File(0-69) means pic number 0 is row 1 col 1. See the diagram below
Pic 0 Pic 1 Pic 2 Pic 3 Pic 4 Pic 5 Pic 6 Pic 7 Pic 8 Pic 9

Pic 10 Pic 11 Pic 12 Pic 13 Pic 14 Pic 15 Pic 16 Pic 17 Pic 18 Pic 19

Pic 20 so on

The numbers will be used in the frames which I will explain later.

2. Address. The directory of the sprite: "sprite\sys\woody_0.bmp

3. Width, Height, Row, and Column. "w: 79" means each picture is 79 pixels wide. "h: 79" means each picture is 79 pixels height. "row: 10" means in each row there are 10 pictures. "col: 7" means in each column there are 7 pictures. Each picture have 1 pixel distance, so each picture takes 80x80 pixels.

III. Movement Speed
Let's see Woody's profile once again ^^.
Spoiler:

Below the sprites, there are the character's movement speeds.
Walking: hold any direction button
Running: Push Left or Right twice quickly
Heavy: Carrying wooden box or rock
Jump: Press jump
Dash: Press jump while running
Rowing: There are 2 moves named rowing: 1. Press defend while running. 2. Press jump when falling (after being hit). This is what the movement speed controls.

After understanding these things, you can adjust the movement speed by simply change the numbers.

Jump and Dash heights are negative and must be negative, because they jumps to the top.
If you set dvy/jump height/dash height into positive the character will fall down instead of up.


TO BE CONTINUED

Waiting for replies about the guide because if it is bad I need to improve it


Next Part:
How To Make Characters - Frame: Basic control : pic, state, wait, next, dvx, dvy, dvz, centerx, centery, hit_button, mp

With these you will be able to: Modify a move/special move.


I hope people can learn data changing from start to good with my guides xD
Raychard
Raychard
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Points : 26127
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Data Changing Toturial Empty The tutorial is mine!

Post  Kevin Tue Mar 02, 2010 2:00 pm

wait wait... isn't this mine? You should give me a credit if you want to take (copy) it, or at least ask for my permission oO .

It cannot be you just copy it to your forums oO . You must write 'by Kevin' or something like that. Otherwise I will report also.

Kevin
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