The sprite standard
===================
M.U.G.E.N, Elecbyte (c)1999

Beta-release documentation (incomplete)
Updated 18 Oct 99


I. Introduction
---------------
Every character must have what is called "required sprites". These are
sprites that you may not necessarily be using for your animations, but
must always be included in the character's SFF. These sprites are
necessary for your character to appear correctly when thrown.

- Use only these standard frames when making a AIR-action that the other
  player will execute (eg. throws)
- The horizontal component of "Axis" means around the center of the
  character, unless specified otherwise

Standard getting hit
--------------------
- You MUST follow the numbers exactly.
- Axes labelled "head" should have both X and Y-axes in the middle of the
  player's head
- Some numbers, such as 5000,1 to 5000,9 are for you to add intermediate
  frames if you choose to do so.
- See spr.gif for an example of how the sprites should approximately look
  and where the axes should be placed.

Frame     Description                                  Axis
-------   ------------                                 ----
5000,0    Hit high while standing, head back slightly  Feet
5000,10   Hit high while standing, head back more      Feet
5000,20   Hit high while standing, head back far       Feet
5001,0    Frame 5000,0                                 Midsection
5001,10   Frame 5000,10                                Midsection
5001,20   Frame 5000,20                                Midsection
5002,0    Frame 5000,0                                 Head
5002,10   Frame 5000,10                                Head
5002,20   Frame 5000,20                                Head
5010,0    Hit low while standing, bent over slightly   Feet
5010,10   Hit low while standing, bent over more       Feet
5010,20   Hit low while standing, bent over far        Feet
5011,0    Frame 5010,0                                 Midsection
5011,10   Frame 5010,10                                Midsection
5011,20   Frame 5010,20                                Midsection
5012,0    Frame 5010,0                                 Head
5012,10   Frame 5010,10                                Head
5012,20   Frame 5010,20                                Head
5020,0    Hit while crouching, head back slightly      Feet
5020,10   Hit while crouching, head back more          Feet
5020,20   Hit while crouching, head back far           Feet
5030,0    Hit back, head back/fwd slightly             Where feet would be if standing
5030,10   Hit back, head back far                      Where feet would be
5031,0    Frame 5030,0                                 Midsection
5031,10   Frame 5030,10                                Midsection
5032,0    Frame 5030,0                                 Head
5032,10   Frame 5030,10                                Head
5040,0    Fall and hitting ground                      Ground-level (eg. back)
5040,10   Lying down on ground                         Ground-level
5041,0    Frame 5040,0                                 Middle of body
5041,10   Frame 5040,10                                Middle of body
5042,0    Frame 5040,0                                 Head
5042,10   Frame 5040,10                                Head

-----------------------------------------------------------------------
Recommended group numbers

Group     Description                  Comments
-------   ------------                 --------
0         Standing
5         Turning
10        Stand to crouch
11        Crouching
12        Stand to crouch
20        Walking forwards
21        Walking backwards
40        Jump start (on ground)
41        Jump neutral (upwards)
42        Jump forwards (upwards)
43        Jump back (upwards)
44        Jump neutral (downwards)
45        Jump fwd (downwards)
46        Jump back (downwards)
47        Jump landing
100       Run fwd
105       Hop back
110       Dodge up                     
115       Dodge down
120       Start guarding (stand)
121       Start guarding (crouch)
122       Start guarding (air)
130       Guard (stand)
131       Guard (crouch)
132       Guard (air)
140       Stop guarding (stand)
141       Stop guarding (crouch)
142       Stop guarding (air)
150       Guarding a hit (stand)
151       Guarding a hit (crouch)
152       Guarding a hit (air)

