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[655] setting boomerang sprite

12 replies · 3,176 views · Started 21 November 2007

Setting the Boomerang's sprite in the Weapons/Misc. field to give it an animation doesn't infact give it an animation, and it still uses the old method of rotating the first tile or whatever it is.

If you have the Z3 Boomerang quest rule on, it will always default to using the specific boomerang sprite, ignore the animation frames, and rotate the first tile. Although, you can achieve the same thing without the rule; I'm guessing it's just a tile-saving rule, which really doesn't make sense given that you have 251 tile pages to use...

By the Z3 Boomerang quest rule, do you mean the 'True Boomerang/Hookshot' one?
And why should it do that?

Heh, I guess it is. I must've been thinking of the rule's name in 1.83. That rule needs to be separated in to different parts, then; like you just demonstrated, you want Z3-style grabbing, but Z1-style animation frames...

nono, I don't want Z1 animation frames, I want custom animation frames, I thought it was possible.
Well, Z1 animation frames would be fine I suppose, what you said would work for me, but I thought you could make it custom.

Actually, by Z1 animation, I mean that the boomerang follows the animation you set, no matter how many frames, instead of just rotating the sprite tile.

Like this...

Z1:a->b->c->d->...

Z3:a->a(v)->a(hv)->a(h)->a
(h for horizontal flip, v for vertical)

Z1 animation does that, without setting it to do so in the sprite editor?
How would it know where to end?

Looks like I've confused you, causing a bigger headache than before. Z1 animation will follow the set animation you want repeatedly until it returns to Link (or a Goriya in that respect). I believe there's a boomerang animation sprite in the latest BS update (16 frames, I think) that you can set up to test just what I said.

Ahhh, that makes a lot more sense now.

However, why can't we have Z3 style grabbing without Z3 animation?
Is this definately not a bug?

Actually, I believe it's controlled by the BS Animation Quest Rule, not the Z3 Boomerang/Hookshot rule. That one is just for item pickup.

So having the BS animation quest rule checked means that the boomerang animates by flipping instead of letting you have a custom animation?

With the quest rule off, the sequence of tiles (assuming that the boomerang starts on tile 0) is:
tile 0, no flip
tile 1, no flip
tile 2, no flip
tile 1, horizontal flip
tile 0, horizontal flip
tile 1, horizontal and vertical flip
tile 2, vertical flip
tile 1, vertical flip

The boomerang tiles for this are shaped like:


/
| |
\ \_ \_/

With the quest rule on, it takes the boomerang tile and applies the following flips, one per frame:
No flip
Vertical flip
Horizontal and vertical flip
Horizontal flip

The boomerang tile for this is shaped like:


_
|

Currently, there is no way to set up a custom animation. I may try to correct this soon.