/// - Mode 1 #Melee Animation C03 #Start attack animation; need 07 right after this. C07 #Start attack animation; need 03 right before this. C04 #Prepare HP depletion routine; needed to animate return to standing frame after hit C1A #Normal hit C1F #Play hit SFE (sounds like Eliwood with sword's hit) C01 #NOP C06 #Begin opponent's turn after hit.next code 0D. C0D #End of dodge animation. preceeded by 0x06 ~~~ /// - Mode 3 #Melee Critical Animation C03 #Start attack animation; need 07 right after this. C07 #Start attack animation; need 03 right before this. C04 #Prepare HP depletion routine; needed to animate return to standing frame after hit C0A #Critical hit C1F #Play hit SFE (sounds like Eliwood with sword's hit) C01 #NOP C06 #Begin opponent's turn after hit.next code 0D. C0D #End of dodge animation. preceeded by 0x06 ~~~ /// - Mode 5 #Ranged Animation C03 #Start attack animation; need 07 right after this. C07 #Start attack animation; need 03 right before this. C05 #Call spell associated with equipped weapon C01 #NOP C06 #Begin opponent's turn after hit.next code 0D. C0D #End of dodge animation. preceeded by 0x06 ~~~ /// - Mode 6 #Ranged Critical Animation C03 #Start attack animation; need 07 right after this. C07 #Start attack animation; need 03 right before this. C05 #Call spell associated with equipped weapon C01 #NOP C06 #Begin opponent's turn after hit.next code 0D. C0D #End of dodge animation. preceeded by 0x06 ~~~ /// - Mode 7 #Dodge Melee Attack C02 #Start of dodge C0E #Start of dodging frames (should go after standing frame and before dodging animation) C01 #NOP C0D #End of dodge animation. preceeded by 0x06 ~~~ /// - Mode 8 #Dodge Ranged Attack C02 #Start of dodge C0E #Start of dodging frames (should go after standing frame and before dodging animation) C01 #NOP C0D #End of dodge animation. preceeded by 0x06 ~~~ /// - Mode 9 #Equiped with Melee Weapon C01 #NOP ~~~ /// - Mode 10 #Standing motions C01 #NOP ~~~ /// - Mode 11 #Equiped with Ranged weapon C01 #NOP ~~~ /// - Mode 12 #Attack Missed Animation C03 #Start attack animation; need 07 right after this. C07 #Start attack animation; need 03 right before this. C04 #Prepare HP depletion routine; needed to animate return to standing frame after hit C01 #NOP C06 #Begin opponent's turn after hit.next code 0D. C0D #End of dodge animation. preceeded by 0x06 ~~~ /// - End of animation