Static animation editor/patcher
by Belgar

Important:

this version is a VERY prerelease version. it will not have many of the normal safeties you are used to.
However, it does the job it is intended for.

the 8x8 square is where you can enter the animations for the location. the first one is usually '0' (this picture)
the other numbers are offsets from this location. so if you have the items: 0100 0101 0102 0103 and want to animate them
put this is slot 0100:

00 01 02 03

number of animation=4 (fill this in on the right at NUMBER)
start delay= time before start of anim (not tested)
interval=time between the various pictures
unknown=unknown, obviously

for the slot 0101

00 01 02 255

this needs some explaining. 255 = -1 in signed bytes. so the last anim is -1 from the current anim, which is correct

slot 0102

00 01 254 255 (254 = -2)

slot 0103

00 253 254 255 (253=-3)

having all 4 slots defined is ONLY necessary when the item is dynamic... fireballs, spell anims, etc etc. 
For static 'static anims' you only need to define the first tile.. this includes lava, water, torches, lamps. things you normally
leave alone.

to make the animation actually appear you will need to set the 'animation flag' of the tile. you could use Sensers, or my
tile editor for that. again: dynamic tiles: all animation flag. static tiles: only first needs animation flag.

'NEW ANIM' clears the field and resets everything to 0.
SAVE will save the current sequence to VERDATA at the tile number specified at 'save to'

hope this pre-release is somewhat useful

gr,

Belgar

