som finally managed to finish the new reference.txt, here is samus's as an example.
;___________________________________________________
; Normal Attacks 200 - 990
a +10
b +20
c +30
x +40
y +50
z +60
standing close standing far crouch jumping
200 300 400 600
240 Standing close weak punch - blair's far
210 Standing close weak kick - low kick
250 Standing close strong punch - make up
220 Standing close strong kick - knee hit
340 Standing Far weak punch - side chop, based of blair's
310 Standing Far weak kick - use blair's but slower
350 Standing Far strong punch - second hit from chain
320 Standing Far strong kick - make up
440 Crouching weak punch - side chop
410 Crouching weak kick - blair's df+A
450 Crouching strong punch - upper
420 Crouching strong kick - circular kick
640 Jumping weak punch - make it up
610 Jumping weak kick - aerial backflip
650 Jumping strong punch - inverted whip slash fixanimation
620 Jumping strong kick - double kick
;___________________________________________________
; extra stuff 700 - 900
700 Power Up
710 combo restarter
720 defensive art
730 taunt
740 Roll Forward
750 Roll Back
760 P grab
770 K grab
780 air grab
790 grab clash
;___________________________________________________
800+ dir + button stuff
800 fwd +x - 3 hits combo finisher back handed elbow attack
810 down +a - dive kick (based of maki's)
820 downforward crawl - blair's crouch D flipped
830 dwnfwd+a - launcher flip kick
840 fwd+a - run kick
;___________________________________________________
1000+ = special attacks
1000 shoot stand - samus
1010 shoot stand - fx
1020 shoot stand - projectile
1030 shoot crouch - samus
1040 shoot crouch - fx
1050 shoot crouch - projectile
1060 upwards whip slash - weak
1070 upwards whip slash - strong
1080 big whip slash - weak
1090 big whip slash - strong
1100 ground shoot - samus
1110 ground shoot - fx
1120 ground shoot - projectile
1130 ground shoot - samus
1140 ground shoot - fx
1150 ground shoot - projectile
1160 flip jump - weak
1165 kick follow up
1167 slash follow up
1170 flip jump - strong
1175 kick follow up
1177 slash follow up
1180 distance whip grab - weak, looks exactly the same as strong
1182 knee follow up
1185 whip stab
1187 rollover strong kick
1190 distance whip grab - strong, looks exactly the same as weak
1192 knee follow up
1195 split overhead follow up
1197 launcher - (flash kick, reverse flip kick)
1200 sonic boom - samus
1210 sonic boom - fx
1220 sonic boom - projectile
1230 sonic boom - samus
1240 sonic boom - fx
1250 sonic boom - projectile
1260 flash kick - weak
1270 flash kick - strong
;___________________________________________________
3000+ = super attacks
3000 run dm
3010 multi shot
;___________________________________________________
9100+ Intros
9100 kneeling
9110 grab breasts
9120 look away
9130 bent getups
9140 henshin
;___________________________________________________
9300+ Winposes
9300 bend side
9310 point
9320 point shorts
9330 arm on hip
9340 arm on hip nurse
9350 arm in hip pose
9360 bent ass
9370 back shower
;___________________________________________________
9800+ Lose poses
9800 sitdown time over
9810 grab breasts
;___________________________________________________
Standard Get Hit Anims 0- 200
0 Standing
5 opt Turning - Must have finite looptime
5 opt Crouch Turning - Must have finite looptime
10 Stand to crouch - Finite looptime
11 Crouching
12 Crouch to stand - Finite looptime
20 Walking forwards
21 Walking backwards
40 Jump start (on ground) - Shown just before player leaves ground
41 Jump neutral (upwards) - Shown when player is going up
42 Jump forwards (upwards) - Shown when player is going up-towards
43 Jump back (upwards) - Shown when player is going up-back
44 opt Short Jump neutral
45 opt Short Jump fwd (downwards) - Same as above
46 opt Short Jump back (downwards) - Same as above
47 Jump landing - Shown as player lands on ground
100 Run fwd/hop forward
105 Hop back
120 Start guarding (stand) - Finite looptime
121 Start guarding (crouch) - Finite looptime
122 Start guarding (air) - Finite looptime
130 Guard (stand)
131 Guard (crouch)
132 Guard (air)
140 Stop guarding (stand) - Finite looptime
141 Stop guarding (crouch) - Finite looptime
142 Stop guarding (air) - Finite looptime
150 Guarding a hit (stand) - Finite looptime
151 Guarding a hit (crouch) - Finite looptime
152 Guarding a hit (air) - No loop
170 opt Lose + just the state, use the 9000+ group instead
-175 opt Time Over + just the state, use the 9000+ group instead
180 opt Win + just the state, use the 9000+ group instead
190 opt Intro + just the state, use the 9000+ group instead
195 opt Taunt
;___________________________________________________
5000 group = get hits
5000 Stand/Air Hit high (light) -Looptime around 10-20
5001 Stand/Air Hit high (medium) - "
5002 Stand/Air Hit high (hard) - "
5005 Stand Recover high (light) - No loop
5006 Stand Recover high (medium) - "
5007 Stand Recover high (hard) - "
5010 Stand/Air Hit low (light) - Looptime around 10-20
5011 Stand/Air Hit low (medium) - "
5012 Stand/Air Hit low (hard) - "
5015 Stand Recover low (light) -No loop
5016 Stand Recover low (medium) - "
5017 Stand Recover low (hard) - "
5020 Crouch Hit (light) - Looptime around 10-20
5021 Crouch Hit (medium) - "
5022 Crouch Hit (hard) - "
5025 Crouch Recover (light) - No loop
5026 Crouch Recover (medium) - "
5027 Crouch Recover (hard) - "
5050 Air Fall - No loop
5060 opt Air Fall (coming down) - No loop
5080 LieDown Hit (stay down)
5100 Hitting ground from fall - Looptime around 3
5160 Bounce into air
5170 Hit ground from bounce - Looptime around 3 or 4
5110 LieDown
5120 Get up from LieDown
5140 opt LieDead (first rounds)
5150 opt LieDead (final round)
Optional Hit Up animations (see Note 5):
5051 opt Air fall -- hit up
5061 opt Coming down from hit up
5081 opt LieDown Hit (stay down)
5101 opt Bounce from ground into air - Looptime around 3
5161 opt Bounce into air
5171 opt Hit ground from bounce - Looptime around 3 or 4
5111 opt LieDown
5121 opt Get up from LieDown
5141 opt LieDead (first rounds)
5151 opt LieDead (final round) - [E]: seems to be wrong
Optional Hit Up-Diagonal animations (see Note 6):
5052 opt Air fall -- hit up
5062 opt Coming down from hit up
5082 opt LieDown Hit (stay down)
5102 opt Bounce from ground into air - Looptime around 3
5162 opt Bounce into air
5172 opt Hit ground from bounce - Looptime around 3 or 4
5112 opt LieDown
5122 opt Get up from LieDown
5142 opt LieDead (first rounds)
5152 opt LieDead (final round) - [E]: seems to be wrong
;___________________________________________________
Special Get Hit Anims Animations
5030 Stand/Air Hit back -Looptime around 10-20
5035 Stand/Air Hit transition -Looptime around 5-15
5040 Air Recover
5053 knock out sexy front - like art of fighting, character falls and lies dead showing her front, some clothing rips off. *2
5054 knock out sexy back - like art of fighting, character falls and lies dead showing her back, some clothing rips off. *2
5070 Tripped
5090 LieDown Hit (hit up into air)
5200 Fall-recovery near ground
5210 Fall-recovery
5220 arm broken - blue mary breaks your arm, animation is split into a few parts, i will update the way it works later.
5230 leg broken - blue mary breaks your leg, animation is split into a few parts, i will update the way it works later.
5250 Guard Crash stand - the character's guard is broken, normally pulls arms back.
5260 Guard Crash air - the character's guard is broken, normally pulls arms back.
5270 Guard Crash crouching - the character's guard is broken, normally pulls arms back.
5280 Break off a throw - the character does a pushing move/ attack, as if he is breaking from a grab.
5290 Throw has been broken - the character reacts as if it's grab has been broken.
5300 Dizzy stand - dizzy while standing, loop animation
5320 Vertical spinning - character is hit up in the air, spins vertically: the char is thrown to the air, spining in it's sides, *2
5330 falling foward - character falls to it's face, like in kof after being hit by kyo's rpd + kick.
5390 Midnight Bliss - the character turns into a female/sexy form, then gets it's blood/spirit drained
5500 opt "Continue?" screen - If omitted, plays dizzy anim
5510 opt "Yes" to "Continue" - If omitted, plays first win anim (not yet implemented)
5520 opt "No" to "Continue" - (not yet implemented)
5530 Collapse - like in svc, the char fall to it's knees
5540 Collapse sexy - like in svc, the char fall to it's knees, some clothing rips off
;____________________________________________________________________________________
Vars
fvar(0) damage multiplier 1
fvar(1) damage multiplier 2
fvar(2) defense multiplier
fvar(3) hitpause multiplier
fvar(4) hittime multiplier
fvar(5) get power on hit multiplier
fvar(7) get power while performing specials multiplier
fvar(8) hitvel multiplier for basics
var(0) morph state
var(1) points
var(2) ai indicator
var(3) ai agresiveness
var(4) ai difficulty
var(5) ai randomizer
var(6) groove indicator
var(7) guard break
var(8) dizzy
var(9) just defense holding back
var(10) parry holding forward
var(11) trf style chains tracker
var(12) kill indicator
var(13) unused
var(14) var random for intros and winposes
var(15) counter hit indicator
var(16) juggle indicator
var(17) var for holding button
var(18) striker indicator (which)
var(19) powered up, and count down
var(20) cmd optimization
var(21) cmd optimization 2
var(22) instant jump attack fix
var(23) unused
var(24) unused
var(25) unused
var(26) unused
var(27) unused
var(28) unused
var(29) unused
var(30) unused
var(31) unused
var(32) unused
var(33) unused
var(34) unused
var(35) unused
var(36) unused
var(37) unused
unused range ...
var(58) = unused
var(57) = unused
var(56) = unused
;____________________________________________________________________________________
TODO
* use parents etc.. for commonvgm.cns
* use parents, etc for advanced.st
* use parents, etc for specials
* check crawl
* code run and hit dm
* get sounds
* code sounds
* code kick grab
* code punch grab
* code super defensive art
* code sonic boom
* code flash kick
* make readme
* fine tune hitsparks
* code intros and winposes
* edit hitvels projectile dm
* projectile super should knock down
* move up the y axis on the runing animation
* add poweradd for projectiles hitting in st-1
* check introswp
* animate (winpose) back
* create (winpose) brawl leg up
* create(winpose) caramal dansen
* create winpose kick
* check var(11) to fix trf style combos
;____________________________________________________________________________________
Done
;____________________________________________________________________________________
Random notes
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Walter Fast dice (03:57 p.m.):
Standing LK requiere o una trancisión, o un pequeño y simple retoque
igual St. HK
igual St. HP
Sprite 340.20 y 340.30 deberían animar alreves - primero el alargado y luego el corto. Es el efecto whiplash que todos los golpes deben tener (Ver animaciones de Shen Woo)
todas las anims tienen el mismo error, es MUY sencillo de arreglar
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it's based off blair
jump animation like mai's
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.:22·07·56:. «Machinaweapon» For crouching punches, I'm thinking lp be a short chop, sp be like Whip's SP where she rises with the baton
.:22·09·20:. «Machinaweapon» Roll could be a like a suit-less Spider Ball thing.
.:22·09·43:. «SatouSei» the roll sounds similar to what I had in mind
.:22·09·51:. «SatouSei» I really like the idea of the crouch lp
.:22·09·58:. «SatouSei» yeah
.:22·10·40:. «Machinaweapon» Maybe allow her blaster to use lesser versions of her arm cannon beams.
.:22·11·05:. «SatouSei» sp...I can't completely picture it as whip's
.:22·11·50:. «Machinaweapon» As for supers, suitless screw attack+aerial combo,
.:22·13·04:. «Machinaweapon» and the speed boot jump dash.
.:22·13·30:. «SatouSei» humh.. with zero suit....
.:22·14·27:. «SatouSei» what does the screw attack usually do ?
.:22·14·33:. «Machinaweapon» You know how Blue Mary has that one DM with the dashes? Have Samus built up speed in the same manner, stop, glow and do the dash thing.
.:22·14·42:. «SatouSei» and what would the speed boot jump dash do...
.:22·14·45:. «SatouSei» ah, that sounds cool
.:22·16·17:. «Machinaweapon» In the metroid games, Screw Attack is mostly invincible spinning jump that does tons of damage. It's Power Suit Samus' up special in Smash Bros.
.:22·18·01:. «SatouSei» ok, now I remember which one it is
.:22·19·57:. «SatouSei» that would be too similar to blair's level 2, though
.:22·22·34:. «Machinaweapon» Don't worry, I'll have a thousand more by Sunday. I do my best thinking at work. :)
.:22·23·04:. «Machinaweapon» OH! Walljump.
.:22·23·10:. «Machinaweapon» Almost forgot about that.
.:22·23·27:. «SatouSei» ah
.:3·24·52:. «Machinaweapon» Hey, how about, step behind, the whip smash for the throw?
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