sm64/data/Anime/Noused/slipaccele.c
2022-12-04 22:27:02 -05:00

125 lines
4.6 KiB
C

/********************************************************************************
Ultra 64 MARIO Brothers
mario chase accele animation data
Copyright 1995 Nintendo co., ltd. All rights reserved
Swptember 04, 1995
********************************************************************************/
#include "../headers.h"
static short mario_slip_accel_prm[]={
0, 54,16383, -118, -594,-1823,-3504,-5335,
-7015,-8244,-8721,-1664,-1865,-2384,-3093,-3865,
-4574,-5093,-5294,-3985,-3853,-3513,-3048,-2541,
-2076,-1735,-1604,-10742,-11611,-12815,-12251,-6354,
0, 0, 0,-24240,-28189,-37050,-46348,-56183,
-67390,-76592,-80409,-13163,-14529,-17595,-20812,-24215,
-28093,-31276,-32597,19238,22201,28850,35827,43208,
51618,58523,61387, 0, 324, 1163, 2309, 3557,
4703, 5541, 5866, 0, 309, 1107, 2197, 3386,
4477, 5274, 5584,-4724,-4662,-4501,-4281,-4041,
-3821,-3660,-3597,-9282,-9068,-8517,-7763,-6942,
-6188,-5637,-5423,12583,11221, 9624,11531,19818,
31674,42304,46913,12698,12748,12651,12045,10518,
8437, 6602, 5812, 6305, 3635, -742,-1375, 4884,
14685,23722,27691, 27, 603,-13531, 1600, -59,
2, 162, 381, 620, 839, 999, 1061, -335,
-307, -234, -134, -26, 72, 145, 173,-25567,
-25766,-26277,-26977,-27739,-28439,-28950,-29149, 149,
-247,-13246, 2503, 0, -84, -301, -599, -923,
-1220,-1437,-1522, 108, 99, 76, 45, 11,
-19, -42, -50,-24265,-24569,-25353,-26426,-27594,
-28666,-29450,-29754,32767,32767,16753,-16545,32767,
32767,16753,-16545, 0, -67, -219, -383, -487,
-471, -389, -340, 834, 803, 735, 665, 626,
657, 724, 761, 6165, 5208, 3040, 715, -712,
-346, 988, 1772, 0, -22, -79, -157, -242,
-321, -378, -400, -834, -828, -814, -794, -772,
-752, -737, -732, 5100, 5390, 6137, 7158, 8271,
9292,10039,10329, 7786, 7986, 8443, 9052, 9709,
10308,10744,10913
};
static short mario_slip_accel_tbl[]={
1, 0, /* chn14translate x */
1, 1, /* chn14 translate y */
1, 0, /* chn14 translate z */
1, 0, /* chn14 rotate x */
1, 2, /* chn14 rotate y */
1, 0, /* chn14 rotate z */
1, 0, /* <m_waist>1_3 rotate x */
1, 0, /* <m_waist>1_3 rotate y */
8, 227, /* <m_waist>1_3 rotate z */
8, 203, /* <m_body>1 rotate x */
8, 211, /* <m_body>1 rotate y */
8, 219, /* <m_body>1 rotate z */
8, 179, /* <m_head>2 rotate x */
8, 187, /* <m_head>2 rotate y */
8, 195, /* <m_head>2 rotate z */
1, 175, /* chn6 rotate x */
1, 176, /* chn6 rotate y */
1, 177, /* chn6 rotate z */
8, 35, /* <m_larmA>1 rotate x */
8, 43, /* <m_larmA>1 rotate y */
8, 51, /* <m_larmA>1 rotate z */
1, 0, /* <m_larmB>1 rotate x */
1, 0, /* <m_larmB>1 rotate y */
8, 27, /* <m_larmB>1 rotate z */
8, 3, /* <m_lhand>1 rotate x */
8, 11, /* <m_lhand>1 rotate y */
8, 19, /* <m_lhand>1 rotate z */
1, 171, /* chn10 rotate x */
1, 172, /* chn10 rotate y */
1, 173, /* chn10 rotate z */
8, 91, /* <m_rarmA>1 rotate x */
8, 99, /* <m_rarmA>1 rotate y */
8, 107, /* <m_rarmA>1 rotate z */
1, 0, /* <m_rarmB>1 rotate x */
1, 0, /* <m_rarmB>1 rotate y */
8, 83, /* <m_rarmB>1 rotate z */
8, 59, /* <m_rhand>1 rotate x */
8, 67, /* <m_rhand>1 rotate y */
8, 75, /* <m_rhand>1 rotate z */
1, 0, /* chn15 rotate x */
1, 0, /* chn15 rotate y */
1, 174, /* chn15 rotate z */
8, 147, /* <m_llegA>1 rotate x */
8, 155, /* <m_llegA>1 rotate y */
8, 163, /* <m_llegA>1 rotate z */
1, 0, /* <m_llegB>1 rotate x */
1, 0, /* <m_llegB>1 rotate y */
1, 146, /* <m_llegB>1 rotate z */
1, 143, /* <m_ltoot>1 rotate x */
1, 144, /* <m_ltoot>1 rotate y */
1, 145, /* <m_ltoot>1 rotate z */
1, 0, /* chn17 rotate x */
1, 0, /* chn17 rotate y */
1, 178, /* chn17 rotate z */
8, 119, /* <m_rlegA>1 rotate x */
8, 127, /* <m_rlegA>1 rotate y */
8, 135, /* <m_rlegA>1 rotate z */
1, 0, /* <m_rlegB>1 rotate x */
1, 0, /* <m_rlegB>1 rotate y */
1, 118, /* <m_rlegB>1 rotate z */
1, 115, /* <m_rfoot>1 rotate x */
1, 116, /* <m_rfoot>1 rotate y */
1, 117, /* <m_rfoot>1 rotate z */
};
AnimeRecord animMarioSlipAccele = {
MAP_ANIM_ONETIME, /* attribute */
0, /* syncro */
0, /* start frame */
0, /* loop frame */
8, /* number of frames */
20, /* number of joints */
mario_slip_accel_prm,
mario_slip_accel_tbl
};