Hey, so I’m like programming or something and I’m trying to animate my player sprite so it looks like it’s walking. I’ve got something like this:
DEF P_ANIM SX,SY’SX and SY are circle pad coordinates IF SX>0 && (SPCHK(0)!=#CHKI || P[4]<0) THEN’P[4] represents the player’s x-velocity component SPANIM 0,”I”,”@P_RIGHT_WALK” ELSEIF SX<0 && (SPCHK(0)!=#CHKI || P[4]>0) THEN SPANIM 0,”I”,”@P_LEFT_WALK” ELSEIF SX==0 && SPCHK(0)==#CHKI THEN SPSTOP 0’!!! ENDIF END @P_RIGHT_WALK ‘Unimportant animation stuff :)The big problem I see is with SPSTOP. It seems to put the sprite in a state of not being animated at all until SPSTART is called, even if I call SPANIM in order to start the animation again. The question is, is there a way to stop an animation without changing the sprite’s ability to be animated? And as I just figured out, there is, and tbh it’s kind of not very intuitive, at least the way I see it. But it is possible and makes sense.
SPSTOP 0 -> SPCHR 0,496Instead of calling SPSTOP, I just had to use a different sprite function to set that specific trait of the sprite to a resting state. In this case, since I was animating the sprite’s definition number, I just reset that to the “not walking” sprite. And now it works how I want it to. My last question is what are some practical applications of SPSTOP? I can think of maybe a few situations where it might be useful, such as in an interactive cutscene where you want to stop everything until the player presses a button or something, but other than that I can’t think of anything.