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Pokemon Mystery Dungeon Full Animation Rip 2017-05-26

This is a download to sprite data ripped from PMD EoS, with animation data. This rip is more complete than pokemon sheets found in Spriter's Resource, etc due to being extracted directly from the game. If parsed correctly, will yield animated PMD sprites completely identical to those of PMD EoS. The downside is that the sprite order and XML format is not immediately human-readable due to coming straight out-of-rom.
Each AnimGroup in the XML points to a specific kind of animation. They're in the following order:

Code:
None
Idle
Walk
Sleep
Hurt
Attack -- shortened
Charge
Shoot
Strike -- shortened
Chop -- shortened
Scratch -- shortened
Punch -- shortened
Slap -- shortened
Slice -- shortened
MultiScratch -- shortened
MultiStrike -- shortened
Uppercut -- shortened
Ricochet -- shortened
Bite -- shortened
Shake
Jab -- shortened
Kick -- shortened
Lick -- shortened
Slam -- shortened
Stomp -- shortened
Appeal
Dance
Twirl
TailWhip
Sing
Sound
Rumble
FlapAround
Gas -- shortened
Shock
Emit
Special
Withdraw
RearUp
Swell
Swing
Double
Rotate
Spin
Jump
HighJump

"shortened" animations depend on the game itself to move the pokemon forward as they attack.
Each animation group has 8 AnimSequenceIndex entries, which point to the AnimSequenceTable entries that is found below the AnimGroupTable. There's 8 of them for the 8 directions a pokemon can be oriented in.
Each AnimSequence has a list of frames, and points in the animation that designate when the Pokemon lunges forward, hits, and retreats back (walking and idle animations, etc don't need to worry about this). All duration values are in frames (1/60 a sec).

These animations are currently verified working and used by several PMD-related projects already out in the wild, such as Pokemon Mystery Universe and PMDO
Credits
Extracted and formatted by Audino, using PPMD GfxCrunch by psy_commando.
No credits or attributions required from either. They are only appreciated.
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audino
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It has all the sprites from EoS and I managed to parse them as I needed. The XML files sure are long, still unsure what 'RushPoint', 'HitPoint', and 'ReturnPoint' do. The others are pretty much self-explanatory.
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