User:Shimatora/FrameTools

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Read First

If modding EFZ, always start with a fresh install of EFZ or risk ruining your main install. The frame tools are still currently in development and any changes you make are done at your own risk.
While development is still underway, please expect some strange issues, bugs, and general user unfriendliness.
To enable the use of flag modification and the EFZ Randomiser, add this to the end of your EFZFrameTools.ini:
[Modding]
ModdingEnabled = true
FunStuffEnabled = true
If you run into any issues, try adding these lines to your EfzFrameTools.ini:
[Renderer]
RenderDriver = "opengl"
TextureScalingFilter = "nearest"
Some further options are also hidden in debug, to access them add the following line under [Viewer]:
DrawDebugStuff = true

Download

Alpha build Fri Mar 15 23:05:04 2020:
Download

Installation Instructions

Extract the zip directly to the folder that contains EFZ.exe. This should add a new folder within the EFZ install location called EfzFrameTools. A correct install would look something like:
C:\Users\Michiru\Games\EFZ\EfzFrameTools

Frame Data Notes

All data is pulled directly from EFZ’s frame tables. Tasogare Frontier have made a lot of hardcoded changes that do not appear in the frame viewer. Don’t take anything you see as correct, and always double check in-game if uncertain.
A prominent example is recovery frames for aerial moves. There seems to be a hardcoded point where if the player reaches the ground, it will skip directly to the landing animation. Because of this, Frame Viewer lists more recovery frames than there actually is in game.

Controls

Basic Usage

  • Up/Down Arrow Key - Cycle animation ID
  • Left/Right Arrow Key - Cycle current animation frame
  • Page Up/Page Down - Cycle characters
  • F1 - Character list, move with up/down arrow keys, Enter key to select
  • F2 - Change language between English and 日本語
  • F3 - Flag viewing mode, the default mode.
  • F4 - Flag modding mode, potential to ruin your install of EFZ. Use with caution.
  • F5 - Sprite only viewing mode.
  • F6 - EFZ Randomiser, has the potential to ruin your install of EFZ. Use with caution.
  • F7 - Canvas mode
  • F8 - Miscellaneous sprites - includes win quotes, backgrounds, loading screens and more.
  • Q/W/E - Toggle the hitbox/hurtbox/collision box viewer.
  • Numpad +- and Mouse scroll wheel - Zoom in and out of the sprite.
  • A - Toggle the coordinate lines.
  • S - Toggle the sprite buffer borders.
  • G - Draw a grid above or below the sprite, or disable it.
  • F - Flip the sprite.
  • Home/End - Cycle palettes.
  • P - Toggle between base palette or custom palette.
  • O - Export the sprite as .bmp. Will be in the character’s folder.
  • Ctrl+O - Export animation as gif. Will be in the character’s folder.
  • Enter key - Play the current animation.
  • Numpad * - Add to canvas.

Modding Usage

  • F4 Mode
  • F4 - Enter edit mode.
  • Page Up / Page Down - Change character.
  • Numpad 2 and 8 - Controls the Field value. (F#)
  • Numpad 4 and 6 - Controls the Bit value. (B0)
  • Numpad 1 - Toggles Flags for Flag1.
  • Numpad 0 - Toggles Flags for Flag2.
  • Numpad 7 and 9 - Controls for decreasing and increasing a certain field, which currently isn’t indicated by anything yet. You can see the numbers changing for the fields, however.
  • R - Discard unsaved changes.
  • CTRL+R - Restore backup.
  • CTRL+C - Copy selected field’s value to the clipboard.
  • CTRL+V - Paste.
  • CTRL+M - Copy seed to clipboard.
  • U,H,J,K - Move the box cursor.
  • Y and I - Rotate the box cursor.
  • Tab/Shift Tab - Change between boxes.
  • Delete - Quickly sets a box to 0,0,0,0.
  • Shift+C - Copy current box dimensions.
  • Shift+V - Paste box dimensions to current animation frame.
  • F9 - Save.
  • Shift+Insert - Add a new frame in the current animation.
  • Shift+Delete - Remove a frame in the current animation.
  • Sprite Importing in F5 mode
  • Drag and drop an image - Imports the image as a sprite. Strict palette requirements.
  • Insert - Adds a new empty sprite slot.
  • Shift+Insert - Adds a new empty sprite slot after the currently selected sprite.
  • Delete - Removes a sprite slot.
  • F10 - Save changes.

In F8 Mode

  • Drag and drop an image - Will replace the current selected image. Extremely strict image requirements.
  • Ctrl+F9 - Save imported image.

Canvas

  • G - Grid display off/below/above.
  • D - Toggle helper lines.
  • Mouse - Select and move.
  • Hold left+right click - Flip selected sprite.
  • Del - Delete sprites from the canvas.
  • O - Export to .bmp
  • Select with mouse + arrow keys - Change animation frame/offset.
  • Enter - Return to the original frame copied to canvas.
  • Shift+Enter - Stop animation but don’t recover old state.
  • Page Up/Page Down - Change draw order of the selected sprite.
  • T - Change between additive and normal blending for the selected sprite (for transparent effects)

EFZ Randomiser

  • Arrow keys - Move the cursor.
  • Ctrl+M - Randomise
  • Space Bar - Toggles number fields On/Off and toggles Flags1 and Flags2 flags.
  • Z,A,Q / X,S,W - Decrease by 1,10,100 / Increase by 1,10,100

Useful Stuff

You can be more specific with flags by pasting in something similar to [0,0,0,48,56,23,70-80] without the square brackets. This will give the randomiser a chance to roll each number listed, with 0 having 3x more of a chance than other numbers. The final 70-80 indicates you want to include everything in that range.

On Sprite Importing

It is recommended to use an exported sprite of your chosen character as a base for sprite editing, this way the palette is consistent. To do this, you’ll need to add this line to your EFZFrameTools.ini:
[Export]
Transparency = false
Palettes have a minimum size of 40 and a maximum of 256. Preferably use the same size palette as the original sprites unless you plan on changing the palette entirely.

Cheat Sheet

  • F = Field
  • B = Bit
Fields you change with 7 and 9 on the numpad:
(Bit# can be used to increase numbers faster here up until B15)

Field

  • F0 Duration
  • F1 Sprite
  • F2 Width
  • F3 Height
  • F4 Offset X
  • F5 Offset Y
  • F6 Damage
  • F7 Flags
  • F8 Air hit force move
  • F9 Flags2
  • F10 Juggle
  • F11 Chip damage
  • F12 Super Meter Gain on Hit
  • F13 Super Meter Gain on Block
  • F14 Air hit velocity
  • F14B16 Ground hit velocity
  • F15 Sound effect on hit
  • F15B16 Visual effect on hit
  • F16 Player Hitstop
  • F17 Opponent Hitstop
  • F18 Pushback Modifier
  • F19 Ground hit force move
  • F20 Move Rank
  • F21 Cancellable Rank
Bits you can change with 1 and 0 on the numpad:
(1 changes Flag1’s bits, 0 changes Flag2.)

Bit 1

  • B0 Blockable High
  • B1 Blockable Low
  • B2 Blockable Air
  • B3 Hit class 1
  • B4 Hit class 2
  • B5 Hit class 4
  • B6 Throw type hitbox behaviour
  • B7 Unblockable
  • B8 Armour breaking
  • B9 Unknown Flag
  • B10 Untechable
  • B11 Ground bounce
  • B12 Unknown Flag
  • B13 Can counterhit

Bit 0

  • B0 Stance standing
  • B1 Stance crouching
  • B2 Super armour
  • B3 Cancelable / ICable based on other flags
  • B4 Can block
  • B5 Invulnerable
  • B6 Throw invulnerable
  • B7 Unknown Flag
  • B8 Unknown Flag
  • B9 Guard Point
  • B10 Projectile interaction(?)
  • B11 Counter low
  • B12 Counter high
  • B13 Can be counterhit

Useful on hit flags

  • 59 - Short launch thing?
  • 60 - High launch
  • 61 - Small launch
  • 62 - Same as 61?
  • 63 - Same as 62????
  • 64 - Passive wallbounce
  • 65 - Passive wallbounce?
  • 66 - Another wallbounce, passive with slightly bigger launch?
  • 67 - Weird, slightly floaty launch
  • 68 - Velocity affected forced wallbounce
  • 69 - Infinite(?) launch
  • 70 - Wallbounce anywhere?
  • 71 - Tiny launch
  • 72 - Long hitstun thing, no matter whether in air or ground

Less useful on hit flags

  • 1 - Looks like first frame of walk forward
  • 2 - First frame of walk back
  • 3 - Crouch
  • 4 - Jump
  • 5 - Jump Forward
  • 6 - Jump Back
  • 7 - Another crouch
  • 8 - Another crouch
  • 9 - First frame of air animation?
  • 10 - Gets stuck in jump animation
  • 11 - Gets stuck in jump animation
  • 12 - Gets stuck in jump animation
  • 13 - Crouches
  • 14 - First anim frame from air
  • 15 - First anim
  • 16 - First anim

Randomiser Flags

Flags1

  • 1 - Can Counterhit
  • 2 - Unknown
  • 3 - Ground Bounce
  • 4 - Untechable
  • 5 - Unknown
  • 6 - Armour Breaking
  • 7 - Unblockable
  • 8 - Throw-type hitbox behavior
  • 9 - Hit Class 4
  • 10 - Hit Class 2
  • 11 - Hit Class 1
  • 12 - Blockable: A
  • 13 - Blockable: L
  • 14 - Blockable: H

Flags2

  • 1 - Can be counterhit
  • 2 - Counter: H
  • 3 - Counter: L
  • 4 - Projectile Interaction (?)
  • 5 - Guard Point
  • 6 - Unknown
  • 7 - Unknown
  • 8 - Throw Invulnerable
  • 9 - Invulnerable
  • 10 - Can Block
  • 11 - Cancellable/ICable (based on other flags)
  • 12 - Super Armour
  • 13 - Stance
  • 14 - Stance

Important Notes

Modding

It is currently impossible to add new hitbox frames to moves - this is due to hitboxes being turned off after a hit, with the exact point of reactivation being hardcoded.