Doom Official
- Christuserloeser
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I recommend nxDoom instead of the other ports. It's really much better.
Also BootDreams does create a dummy file for you, so it would be a good choice for creating your nxDoom compilation.
You can download the plain files for use with BootDreams here:
http://dreamcast.dcemu.co.uk/cgi-bin/cf ... 0,0,61,424
Also BootDreams does create a dummy file for you, so it would be a good choice for creating your nxDoom compilation.
You can download the plain files for use with BootDreams here:
http://dreamcast.dcemu.co.uk/cgi-bin/cf ... 0,0,61,424
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- Christuserloeser
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Hm, you could use the SBI from http://www.dchelp.net/sbi/
Link: http://dchelp.net/sbi/files/Games/NxDoom_2.2_bO.sbi
..or browse this website for the plain files and some goodies:
Link: http://files.frashii.com/~sp00nz/Doom/download.php
Link: http://dchelp.net/sbi/files/Games/NxDoom_2.2_bO.sbi
..or browse this website for the plain files and some goodies:
Link: http://files.frashii.com/~sp00nz/Doom/download.php
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Hate to be a pain in the arse. 1 last question, and I'll leave you alone..LOL
I just went with SBI. Now the wad files....do I just throw them in this main folder @ C:\SBInducer\Inducer or do I create the folder C:\SBInducer\Inducer\Doom and put them in a 'Doom' folder?
I ask because I just burned from this SBI with wads in the main 'Inducer' folder, and on the DC, I get the SBI screen, then blackness.....no drive sound....nada.
I just went with SBI. Now the wad files....do I just throw them in this main folder @ C:\SBInducer\Inducer or do I create the folder C:\SBInducer\Inducer\Doom and put them in a 'Doom' folder?
I ask because I just burned from this SBI with wads in the main 'Inducer' folder, and on the DC, I get the SBI screen, then blackness.....no drive sound....nada.
Last edited by TechnoWolf on Sat Jan 27, 2007 12:54 pm, edited 2 times in total.
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Nah, it's okay. Keep them coming.TechnoWolf wrote:Hate to be a pain in the arse. 1 last question, and I'll leave you alone..LOL
I'd recommend 'SBI2Boot' instead of single menu if nxDoom is the only thing you'd like to have on your disc.TechnoWolf wrote:I just went with SBI. The unaltered extraction (single menu) looks like screenshot below.
Yep.TechnoWolf wrote:...or do I create the folder C:\SBInducer\Inducer\Doom and put them in a 'Doom' folder?
You don't need to add Doom.wad, Doom1.wad, Doom2.wad, tnt.wad and plutonia.wad to your modlist. However, if you want to add more wads, you'll have to create a 'modlist.txt' file with notepad or wordpad. Here's an example:
modlist.txt wrote:WolfenDoom: Wolfenstein 3D,Doom2.wad,-file wolf.wad wolf_xm.wad wolf.deh -savename Wolf3D1,Faithful recreation of Episodes 1, 2, and 3 of Wolfenstein 3D#Author: Laz Rojas
WolfenDoom: The Nocturnal Missions,Doom2.wad,-file noct.wad wolf_xm.wad noct.deh -savename Wolf3D2,Faithful recreation of Episodes 4, 5, and 6 of Wolfenstein 3D#Author: Laz Rojas
WolfenDoom: Spear Of Destiny,Doom2.wad,-file sod.wad wolf_xm.wad sod.deh -savename Wolf3DSOD,Faithful recreation of Wolfenstein 3D: Spear of Destiny#Author: Laz Rojas
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- emptythought
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- Insane DCEmu
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3 More Things
***Is there a way to port the PSXDoom audio into NXDoom? Files are in .raw and .lcd formats...??? (there's a psxdoom.wad on the cd as well, is it as simple as throwing it all on a cd-r with a modlist.txt for psxdoom.wad alond with the .lcd files??)TechnoWolf wrote:
Hate to be a pain in the arse. 1 last question, and I'll leave you alone..LOL
Nah, it's okay. Keep them coming.
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Re: 3 More Things
TechnoWolf wrote:***Is there a way to port the PSXDoom audio into NXDoom? Files are in .raw and .lcd formats...??? (there's a psxdoom.wad on the cd as well, is it as simple as throwing it all on a cd-r with a modlist.txt for psxdoom.wad alond with the .lcd files??)TechnoWolf wrote:
Hate to be a pain in the arse. 1 last question, and I'll leave you alone..LOL
Nah, it's okay. Keep them coming.
- Christuserloeser
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Since you've PMed me that same question a while back I thought I just answer your entire PM here. Sorry it took me that long to get back to you.
Perhaps if you post the .deh file's content here (just open with notepad), BlackAura could exactly tell us which lines could be the reason nxDoom crashes.
Anyway, nxDoom allows XM music only so you would have to convert all the music to WAVs and then import them in a modtracker. I never did something like this myself, but I've read a tutorial here:
http://atari.vg-network.com/fenix/techinfo.html
A pretty detailed workaround on how to get the tracks to loop perfectly in the DC version was posted by BA in this thread:
Let me know if you got it to work and please dont't forget to share your music WADs with us
Yeah, I love it tooTechnoWolf wrote:Thanks again for all your help. Having Doom on DC especially with mods is just the bomb!
It's strange. I had the same prob but it seems random. Getting back to the Mod selection works with most games, but it seems that with a few it does not sometimes...TechnoWolf wrote:*** In a few of the versions, when you select 'End Game' to return to the main selection menu, everything freezes and does not respond.
(I got the plain files from: http://www.doomdc.tk/ and I used 'NXDoom_Beta2_R2'.) would version have anything to do with it? Is this the most current NXDoom version available?
You have to delete the atc2.deh file from your modlist, or it won't work. I assume that there are parts of the .deh file that nxDoom can't understand.TechnoWolf wrote:*** I've got all but 1 mod figured out. 'Aliens TC for Doom 2'. (also downloaded from http://www.doomdc.tk/ )
When I select it to load on the DC, it quickly returns the message:
"Fatal Error...Could not open atc2.deh"
All the files are in the Doom folder on the cd, along with atc2.deh, which by the way is only 11.8kb .
The command line in my modlist.txt reads as follows:
Aliens For Doom 2,DOOM2.WAD,-file atc2wad.wad atc2sf.wad atc2snd.wad atc2tex.wad atc2.deh,-savename aliensd2,Aliens Mod For Doom 2
I don't see a problem with the command line. Am I missing something? Should I just omit atc2.deh?
Perhaps if you post the .deh file's content here (just open with notepad), BlackAura could exactly tell us which lines could be the reason nxDoom crashes.
I never had Doom on PSX nor Saturn (it's illegal here, so I couldn't just buy it in shops when it was released). Would be interestng to see if the psxdoom.wad file itself would work with nxDoom if it would be renamed to 'doom.wad'...TechnoWolf wrote:*** I own the PSX Doom. Is there a way to get that music onto the NXDoomDC? The main title screens and save screens music are in .raw format, and the during game music is in .LCD format. (There is a psxdoom.wad file on the CD by the way @ 4.58mb).
Could it be as simple as throwing it all into the 'doom' folder on the NXdoom cd with the doom.wad and put all the .lcd files in the command line????
Anyway, nxDoom allows XM music only so you would have to convert all the music to WAVs and then import them in a modtracker. I never did something like this myself, but I've read a tutorial here:
http://atari.vg-network.com/fenix/techinfo.html
Just download the ModPlug Tracker and the music here. A WAD editor such as the Doom Builder is needed too. Open BlackAura's music files and examine the layout and file names. Copy their structure when rebuilding your custom XM music WADs.Converting WAVs to s3m format without a highly noticable loss of quality: You will need to use Modplug Tracker. Load the program and select "File->Open" and then search for your wave file. Once you got it click on "Song Properties" and select the "S3M" module type, click "ok" and again to the warning. Save your work as "nameyouwant.s3m" and then use that song (with load_song() and play_song() commands in Fenix) within your game. You will notice that you'll have bigger ram support for music (near 3 mb of file limit) and they will play without any choppiness. You can also convert IT, MOD, and XM formats in this way, although your mileage will vary depending on the samples used in the original format.
A pretty detailed workaround on how to get the tracks to loop perfectly in the DC version was posted by BA in this thread:
MethodGit wrote:I was using tools like XWE, Winamp and ModPlug Tracker to extract the music from all my mods, convert them to MIDI and then convert them to XM/IT. Now I notice that with the default XMs nxDoom auto-loops the music every time. But when I tried testing out Ultimate Simpsons Doom, while the new XM wad I made worked, it wouldn't restart the song again from the beginning, and I notice the following message in the console window:
Which kinda worries me as to whether this means the music won't even play on the Dreamcast port (was testing the Windows port).Code: Select all
Warning: End of song reached! This may not work on a DC!
Do me and BA do things a little differently round here? Much help appreciated, thanks?
BlackAura wrote:That's pretty much exactly how I made the original XMs. For some reason, the Dreamcast version of nxDoom crashes when it hits the end on a song instead of looping. So, I added a position jump command at the end of each XM file, which jumped back to the first note of the first pattern. I believe it was effect B00.
If you rip a song out of one of my XM WADs, you should see that effect right at the end of the song. Might have had a C00 effect (pattern jump) in there as well, to make sure it started at the right row.
MethodGit wrote:Ah, okaaaaaaaaaaay......... perhaps you could pretty please give me a step-by-step guide on how to add one of these "position jump command"s to any XM of my choice? I'm not very knowledgeable on those.... this is something to be done in ModPlug Tracker right????
BlackAura wrote:Yep. Go to the last pattern of the song (open the Patterns tab, and grab the last pattern), and then go down to the bottom of that pattern, after the last note finishes.
In the lower window, you should see a lot of columns, each representing a channel. The columns contain four sub-columns, the right-most one of which corresponds to effects. In the right-most sub-column of the first channel, write "B00" (that's B, zero, zero). In the right-most sub column of the second channel, put "C00".
Let me know if you got it to work and please dont't forget to share your music WADs with us
Last edited by Christuserloeser on Thu Feb 22, 2007 6:09 pm, edited 3 times in total.
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- Insane DCEmu
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Thanks for the info! Ironic you replied today, I just found this link for a PSXDOOM.WADLet me know if you got it to work and please dont't forget to share your music WADs with us
http://doomdepot.doom2.net/doommisc.html#mwads
The site claims it will only work with Zdoom 1.23 and higher, but we shall see???
(I'll test this weekend, and just do it myself per your instructions if no go the "easy" way.)
- Christuserloeser
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Re:
Extreme delayed reaction on this thread, but here it is:Christuserloeser wrote:You have to delete the atc2.deh file from your modlist, or it won't work. I assume that there are parts of the .deh file that nxDoom can't understand.
Perhaps if you post the .deh file's content here (just open with notepad), BlackAura could exactly tell us which lines could be the reason nxDoom crashes.
Code: Select all
Patch File for DeHackEd v3.0
# Note: Use the pound sign ('#') to start comment lines.
Doom version = 19
Patch format = 6
Thing 2 (Trooper)
Initial frame = 442
Hit points = 180
First moving frame = 444
Alert sound = 39
Attack sound = 0
Injury frame = 455
Pain chance = 180
Close attack frame = 452
Far attack frame = 0
Death frame = 457
Exploding frame = 462
Death sound = 62
Speed = 10
Width = 1048576
Mass = 20
Missile damage = 30
Action sound = 76
Thing 3 (Sargeant)
Initial frame = 475
Hit points = 130
First moving frame = 477
Alert sound = 0
Injury frame = 488
Pain chance = 180
Pain sound = 0
Close attack frame = 485
Far attack frame = 0
Death frame = 462
Exploding frame = 0
Death sound = 0
Speed = 10
Width = 1966080
Mass = 400
Action sound = 0
Thing 12 (Imp)
Death sound = 64
Missile damage = 30
Thing 13 (Demon)
Death sound = 67
Thing 14 (Spectre)
Hit points = 130
Death frame = 462
Bits = 4194310
Thing 15 (Cacodemon)
Hit points = 60
First moving frame = 507
Alert sound = 0
Injury frame = 0
Pain chance = 0
Pain sound = 0
Far attack frame = 507
Death frame = 194
Speed = 1
Width = 1048576
Height = 2359296
Mass = 60
Bits = 4
Thing 16 (Baron of Hell)
Hit points = 1500
Pain chance = 100
Height = 6815744
Mass = 1500
Thing 17 (Baron Fireball)
Alert sound = 0
Thing 19 (Lost Soul)
Hit points = 50
Death sound = 31
Speed = 10
Height = 1966080
Bits = 4194310
Thing 20 (Spiderdemon)
Initial frame = 527
Hit points = 1500
First moving frame = 529
Alert sound = 43
Attack sound = 0
Injury frame = 540
Pain chance = 150
Close attack frame = 537
Far attack frame = 0
Death frame = 542
Death sound = 67
Width = 2097152
Height = 6815744
Mass = 1500
Thing 31 (Barrel)
Death frame = 228
Speed = 1
Thing 32 (Imp Fireball)
Initial frame = 522
Death frame = 524
Thing 33 (Caco Fireball)
Initial frame = 585
Hit points = 50
First moving frame = 587
Alert sound = 0
Attack sound = 51
Injury frame = 593
Pain chance = 256
Pain sound = 26
Far attack frame = 589
Death frame = 595
Death sound = 31
Speed = 10
Width = 1048576
Height = 1638400
Mass = 50
Missile damage = 3
Action sound = 77
Bits = 4194310
Thing 34 (Rocket (in air))
Width = 589824
Thing 35 (Plasma Bullet)
Width = 262144
Height = 262144
Thing 40 (Teleport Flash)
Bits = 536
Thing 42 (Teleport Exit)
Height = 19660800
Bits = 798
Thing 45 (Blue Armor)
Bits = 9
Thing 84 (Short Gr. Pillar)
Hit points = 60
Death frame = 194
Death sound = 65
Height = 3145728
Bits = 6
Thing 85 (Tall Red Pillar)
Width = 524288
Height = 4718592
Thing 86 (Short Red Pillar)
Width = 524288
Height = 4718592
Thing 89 (Eye in Symbol)
Initial frame = 926
Width = 458752
Height = 4259840
Thing 90 (Flaming Skulls)
Initial frame = 899
Hit points = 60
Death frame = 194
Death sound = 65
Height = 2621440
Mass = 300
Bits = 6
Thing 91 (Grey Tree)
Hit points = 999999999
Width = 10158080
Height = 7864320
Mass = 999999999
Bits = 524294
Thing 92 (Tall Blue Torch)
Initial frame = 601
Width = 786432
Height = 12582912
Thing 93 (Tall Green Torch)
Initial frame = 905
Bits = 768
Thing 94 (Tall Red Torch)
Initial frame = 803
Bits = 768
Thing 95 (Small Blue Torch)
Width = 4980736
Height = 6815744
Bits = 0
Thing 96 (Small Gr. Torch)
Initial frame = 912
Hit points = 1
Death frame = 942
Exploding frame = 942
Width = 393216
Height = 4980736
Mass = 99999999
Bits = 524292
Thing 97 (Small Red Torch)
Width = 655360
Bits = 0
Thing 98 (Brown Stub)
Hit points = 999999999
Width = 9502720
Height = 6815744
Mass = 999999999
Bits = 524294
Thing 100 (Candle)
Initial frame = 887
Thing 101 (Candelabra)
Initial frame = 700
Hit points = 999999999
Width = 10813440
Height = 10092544
Mass = 999999999
Bits = 524294
Thing 102 (Swaying Body)
Initial frame = 442
Hit points = 1
First moving frame = 444
Alert sound = 9
Pain chance = 200
Speed = 1
Width = 1310720
Height = 3670016
Bits = 8
Thing 103 (Hanging Arms Out)
Initial frame = 442
Hit points = 1
First moving frame = 444
Alert sound = 15
Pain chance = 200
Speed = 1
Width = 1310720
Height = 3670016
Bits = 8
Thing 104 (One-legged Body)
Initial frame = 442
Hit points = 1
First moving frame = 444
Alert sound = 42
Pain chance = 200
Speed = 1
Width = 1310720
Height = 3670016
Bits = 8
Thing 105 (Hanging Torso)
Initial frame = 442
Hit points = 1
First moving frame = 444
Alert sound = 44
Pain chance = 200
Speed = 1
Width = 1310720
Height = 3670016
Bits = 8
Thing 106 (Hanging Leg)
Initial frame = 442
Hit points = 1
First moving frame = 444
Alert sound = 45
Pain chance = 200
Speed = 1
Width = 1310720
Height = 3670016
Bits = 8
Thing 107 (Hanging Arms Out2)
Initial frame = 442
Hit points = 1
First moving frame = 444
Alert sound = 68
Pain chance = 200
Speed = 1
Height = 3670016
Bits = 8
Thing 108 (Hanging Torso 2)
Initial frame = 442
Hit points = 1
First moving frame = 444
Alert sound = 69
Pain chance = 200
Speed = 1
Height = 3670016
Bits = 8
Thing 109 (One-legged Body 2)
Initial frame = 442
Hit points = 1
First moving frame = 444
Alert sound = 36
Pain chance = 200
Speed = 1
Height = 3670016
Bits = 8
Thing 110 (Hanging Leg 2)
Initial frame = 674
First moving frame = 676
Bits = 8
Thing 111 (Swaying Body 2)
Height = 6815744
Bits = 0
Thing 112 (Dead Cacodemon)
Initial frame = 442
Hit points = 1
First moving frame = 444
Alert sound = 36
Pain chance = 200
Speed = 1
Height = 3670016
Bits = 8
Thing 116 (Dead Lost Soul)
Initial frame = 698
Width = 2097152
Height = 6815744
Bits = 2
Thing 117 (Dead Imp)
Initial frame = 698
Width = 2097152
Height = 6815744
Bits = 2
Thing 119 (Guts and Bones)
Initial frame = 442
Hit points = 1
First moving frame = 444
Alert sound = 37
Pain chance = 200
Speed = 1
Height = 3670016
Bits = 8
Thing 120 (Guts and Bones 2)
Initial frame = 442
Hit points = 1
First moving frame = 444
Alert sound = 38
Pain chance = 200
Speed = 1
Height = 3670016
Bits = 8
Thing 121 (Skewered Heads)
Width = 786432
Height = 1966080
Bits = 768
Thing 123 (Pole with Skull)
Hit points = 100
Height = 6815744
Mass = 100000
Thing 124 (Pile of Skulls)
Initial frame = 601
First moving frame = 603
Bits = 8
Thing 125 (Impaled Body)
Initial frame = 442
Hit points = 1
First moving frame = 444
Alert sound = 85
Pain chance = 200
Speed = 1
Width = 1310720
Height = 3670016
Bits = 8
Thing 127 (Large Tree)
Hit points = 150
Death frame = 510
Width = 1048576
Height = 4980736
Mass = -99999999
Bits = 524294
Frame 67
Duration = 14
Frame 68
Duration = 14
Next frame = 89
Frame 69
Duration = 3
Frame 70
Duration = 3
Frame 71
Sprite number = 14
Sprite subnumber = 1
Duration = 6
Frame 72
Duration = 6
Frame 73
Sprite subnumber = 0
Duration = 6
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Frame 81
Sprite subnumber = 2
Duration = 60
Frame 82
Sprite number = 11
Sprite subnumber = 3
Duration = 10
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Frame 83
Sprite number = 11
Sprite subnumber = 1
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Frame 84
Sprite subnumber = 2
Duration = 0
Next frame = 81
Frame 86
Sprite number = 11
Sprite subnumber = 3
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Frame 88
Sprite number = 11
Sprite subnumber = 3
Duration = 14
Next frame = 67
Frame 89
Sprite number = 14
Sprite subnumber = 0
Duration = 14
Next frame = 88
Frame 184
Duration = 5
Frame 185
Duration = 5
Frame 186
Duration = 5
Next frame = 587
Frame 197
Duration = -1
Next frame = 0
Frame 200
Duration = -1
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Frame 218
Sprite subnumber = 5
Frame 463
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Frame 476
Sprite subnumber = 0
Frame 504
Duration = 6
Frame 505
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Frame 506
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Frame 507
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Frame 508
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Frame 510
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Frame 511
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Frame 512
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Frame 547
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Sprite subnumber = 2
Frame 847
Sprite subnumber = 1
Frame 848
Sprite subnumber = 0
Frame 849
Sprite subnumber = 1
Frame 850
Sprite subnumber = 2
Frame 851
Sprite subnumber = 3
Frame 852
Sprite subnumber = 0
Frame 853
Sprite subnumber = 0
Frame 854
Sprite subnumber = 1
Frame 855
Sprite subnumber = 2
Frame 856
Sprite subnumber = 3
Frame 861
Sprite subnumber = 0
Frame 862
Sprite subnumber = 0
Frame 863
Sprite subnumber = 1
Frame 864
Sprite subnumber = 2
Frame 865
Sprite subnumber = 3
Frame 866
Sprite subnumber = 2
Frame 867
Sprite subnumber = 1
Frame 888
Duration = 5
Frame 889
Duration = 5
Frame 890
Duration = 5
Next frame = 902
Frame 902
Duration = 5
Next frame = 903
Frame 903
Duration = 5
Next frame = 888
Frame 926
Duration = 13
Frame 928
Duration = 13
Frame 929
Duration = 13
#Frame 940
Next frame = 938