Animations
Basic Death/Corner Installation
Advanced Death/Corner Installation
Replacement Installation
Disclaimer
Type | Num | Name | Description |
Bomb | Rep | Lightning bombs (bomb/jelly) | The bomb and jelly bomb graphics based on the lightning bomb from Bomberman 64 2. This is part of the lightning bomb set. |
Bomb | Rep | Earth bombs (bomb/jelly) | The bomb and jelly bomb graphics based on the earth bomb from Bomberman 64 2. This is part of the earth bomb set. |
Conveyor | Rep | SBMAN Conveyor Belt | For nostalgic value, the conveyor belt animation from Super Bomberman for the SNES. |
Death | 25 | Oh no! | Just like little Lemmings being nuked, our hero gets out a brief "Oh no!" before popping into bomber-confetti. |
Death | 26 | Blown away | Bomberman is blown right out of the arena. Luckily, the screen stops him. |
Death | 27 | Knock 'em, Sock 'em | He's hit so his head pops up like a knock 'em, sock 'em robot. |
Death | 28 | Vaporized | Bombdude disappears with a bright flash. |
Duds | Rep | Lightning bombs (duds) | The dud bomb graphics based on the lightning bomb from Bomberman 64 2. This is part of the lightning bomb set. |
Duds | Rep | Earth bombs (duds) | The dud bomb graphics based on the earth bomb from Bomberman 64 2. This is part of the earth bomb set. |
Flame | Rep | Lightning bombs (flame) | The flame graphics based on the lightning bomb from Bomberman 64 2. This is part of the lightning bomb set. |
Flame | Rep | Earth bombs (flame) | The flame graphics based on the earth bomb from Bomberman 64 2. This is part of the earth bomb set. |
Power | Rep | Animated Power-ups | The Atomic Bomberman power-up set with animated borders and other surprises. |
Power | Rep | Traditional Triggers | The Atomic Bomberman power-up set with the traditional remote bomb icon and other enhancements. |
Power | Rep | Traditional Animated | The traditional triggers power-up set with animated borders and other surprises. |
Power | Rep | SBMAN Animated | The power-up set from Super Bomberman, animated. |
Power | Rep | SBMAN2 Animated | The power-up set from Super Bomberman 2 for the SNES, animated. |
Power | Rep | SBMAN Power-ups | The power-up set from Super Bomberman. |
Power | Rep | SBMAN2 Power-ups | The power-up set from Super Bomberman 2. |
Trigger | Rep | Lightning bombs (trigger) | The remote bomb graphics based on the lightning bomb from Bomberman 64 2. This is part of the lightning bomb set. |
Trigger | Rep | Earth bombs (trigger) | The remote bomb graphics based on the earth bomb from Bomberman 64 2. This is part of the earth bomb set. |
Trigger | Rep | SBMAN Remote Bombs | The remote bomb graphics from Super Bomberman for the SNES. |
First, decompress the ANI.ZIP file to the DATA/ANI subdirectory of your Bomberman installation.
In WordPad or another text editor, open DATA/ANI/MASTER.ALI in your Atomic Bomberman installation directory. Search the text for similarly named files. Death animations are named "xplode#.ani", cornered animations are named "corner#.ani". Add an entry for each new animation file.
Note: Multiple animations can be stored in a single ANI file. The number in the file name does not correspond to the animation number. Be sure to add the files exactly as they are named.
...
Save changes and open DATA/RES/VALUELST.RES. This file has comma-separated pairs of control values. The first number is the value number, the second is the data value. Increase the counter for the type of animation you are adding. Number of death animations is in value number 105. Number of cornered animations is in value 330.
-xplode18.ani
-xplode19.ani
-xplode20.ani
-xplode21.ani
...
...
Save changes to this file, and the animations should load and play the next time you play!
105,28 ; xplode death animations
...
330,13 ; corner panic animations
...
Note: If you play Bomberman over a network, the death and cornered animations should be configured identically on all participating computers.
First, unpack the ZIP files to be installed to a temporary directory. Change the names of the ANI files so that they are in sequence with the files already in your DATA/ANI directory. For example, if your last death animation is "xplode18.ani", rename new files to "xplode19.ani", "xplode20.ani", etc. Similarly, cornered animations are named "corner#.ani"
Next, use the frame editor "Fredit" from the TOOLS subdirectory of your Bomberman installation to renumber the animation sequences. See the documentation files in the TOOLS directory for complete instructions on how to use this program. Change the sequence names so that they start after your last sequence (i.e., the last number referenced in your DATA/RES/VALUELST.RES file, as detailed in the basic instructions above). For example, if your last death animation number is 26, then the next one must be "die green 27", then "die green 28", etc. Similary, cornered animations are named "cornerhead #".
Move the modified ANI files to the DATA/ANI subdirectory and alter DATA/ANI/MASTER.ALI and DATA/RES/VALUELST.RES to accomodate the numbering of the new files, as detailed in the basic instructions above.
Next, open DATA/ANI/MASTER.ALI in WordPad, disable the default animation, and add an entry for the animation to be used. The default animation for game elements are as follows:
Element | Default animation |
Bombs | bombs.ani |
Conveyor belt | conveyor.ani |
Dud bombs | duds.ani |
Flame | mflame.ani |
Jelly bombs | bombs.ani |
Power-ups | powers.ani |
Trigger bombs | triganim.ani |
For example, to change trigger bombs to Super Bomberman trigger bombs, unpack "trig_sbm.zip" to DATA/ANI. Then, in DATA/ANI/MASTER.ALI, change the line
-triganim.ani
to the following:
;-triganim.ani
Save changes to this file, and the animations should load and play the next time Atomic Bomberman is started!
-trig_sbm.ani