/// - Mode 1 #Melee Animation
C03 #Start attack animation; should be followed by 0x07
C07 #Start attack animation; should be preceeded by 0x03
1 p-
4 p-
C43 #Play weapon stance SFE (Clicking noise)
2 p-
2 p-
10 p-
4 p-
4 p-
5 p-
C24 #Play sword slashing air SFE
C04 #Prepare HP depletion routine; needed to animate return to standing frame after hit; Magic only.
2 p-
C1A #Normal hit
C1F #Play hit SFE (sounds like Eliwood with sword's hit)
2 p-
3 p-
3 p-
C01 #NOP
3 p-
2 p-
2 p-
2 p-
C06 #Begin opponent's turn after hit.next code 0D.
2 p-
2 p-
C34 #Play heavy stepping SFE
2 p-
1 p-
C0D #End of dodge animation. preceeded by 0x06
~~~
/// - Mode 3 #Melee Critical Animation
C03 #Start attack animation; should be followed by 0x07
C07 #Start attack animation; should be preceeded by 0x03
1 p-
2 p-
2 p-
C34 #Play heavy stepping SFE
3 p-
5 p-
4 p-
3 p-
10 p-
3 p-
C1B #Play quick "heavy step" SFE
3 p-
3 p-
C43 #Play weapon stance SFE (Clicking noise)
2 p-
3 p-
8 p-
2 p-
2 p-
2 p-
C24 #Play sword slashing air SFE
C04 #Prepare HP depletion routine; needed to animate return to standing frame after hit; Magic only.
2 p-
C09 #Critical hit
C1F #Play hit SFE (sounds like Eliwood with sword's hit)
2 p-
3 p-
3 p-
C01 #NOP
3 p-
2 p-
2 p-
2 p-
C06 #Begin opponent's turn after hit.next code 0D.
2 p-
2 p-
C34 #Play heavy stepping SFE
2 p-
1 p-
C0D #End of dodge animation. preceeded by 0x06
~~~
/// - Mode 5 #Ranged Animation
C03 #Start attack animation; should be followed by 0x07
C07 #Start attack animation; should be preceeded by 0x03
1 p-
2 p-
2 p-
C05 #Call spell associated with equipped weapon
2 p-
C01 #NOP
C06 #Begin opponent's turn after hit.next code 0D.
2 p-
1 p-
C0D #End of dodge animation. preceeded by 0x06
~~~
/// - Mode 6 #Ranged Critical Animation
C03 #Start attack animation; should be followed by 0x07
C07 #Start attack animation; should be preceeded by 0x03
1 p-
2 p-
2 p-
2 p-
2 p-
2 p-
2 p-
2 p-
2 p-
2 p-
2 p-
2 p-
C05 #Call spell associated with equipped weapon
1 p-
C01 #NOP
C06 #Begin opponent's turn after hit.next code 0D.
2 p-
1 p-
C0D #End of dodge animation. preceeded by 0x06
~~~
/// - Mode 7 #Dodge Melee Attack
C02 #Start of dodge
1 p-
C0E #Start of dodging frames (should go after standing frame and before dodging animation)
2 p-
2 p-
1 p-
C01 #NOP
2 p-
C0D #End of dodge animation. preceeded by 0x06
~~~
/// - Mode 8 #Dodge Ranged Attack
C02 #Start of dodge
1 p-
C0E #Start of dodging frames (should go after standing frame and before dodging animation)
2 p-
2 p-
1 p-
C01 #NOP
2 p-
C0D #End of dodge animation. preceeded by 0x06
~~~
/// - Mode 9 #Equiped with Melee Weapon
1 p-
C01 #NOP
~~~
/// - Mode 10 #Standing
1 p-
C01 #NOP
~~~
/// - Mode 11 #Equiped with Ranged weapon
1 p-
C01 #NOP
~~~
/// - Mode 12 #Attack Missed Animation
C03 #Start attack animation; should be followed by 0x07
C07 #Start attack animation; should be preceeded by 0x03
1 p-
4 p-
C43 #Play weapon stance SFE (Clicking noise)
2 p-
2 p-
10 p-
4 p-
4 p-
5 p-
C24 #Play sword slashing air SFE
C04 #Prepare HP depletion routine; needed to animate return to standing frame after hit; Magic only.
2 p-
2 p-
3 p-
3 p-
C01 #NOP
3 p-
2 p-
2 p-
2 p-
C06 #Begin opponent's turn after hit.next code 0D.
2 p-
2 p-
C34 #Play heavy stepping SFE
2 p-
1 p-
C0D #End of dodge animation. preceeded by 0x06
~~~
/// - End of animation