ani2.res LMRF #61
Idle → attack combat clip
idle [0-3] · attack [4-11]
All 162 LMRF animation-frame resources (res32/ani2.res, res32/ani3.res,
one in extra.res) decode cleanly, but the container has no in-file grouping
of frames into named animations — it’s just a flat list of
{x, y, width, height} rectangles per frame. Recovering which frames make
up “idle”, “walk” and “attack” had to be done from frame geometry alone:
wofl.exe has no symbol table and a direct byte-pattern search of the
executable for every LMRF resource id found only chance-level hits, so this
was a purely structural recovery, cross-checked by actually rendering and
looking at each candidate.
Two signals turned out to mark real segment boundaries reliably: a sustained width jump (frame width changes by more than 60% and stays changed for 4+ consecutive frames — not a single-frame outlier, which ordinary in-place motion like a sword swing also produces), and an exact cross-resource frame-dimension prefix (one resource’s entire frame sequence matches another’s first N frames exactly — a boundary two independently-addressed resources agree on, not a guess).
// Hand-picked subset for this page – not all 162 (see the corpus-wide // breakdown below). Descriptions are transcribed from actually looking at // the rendered sheet at 4-6x scale (docs/legend/plan.md § “LMRF animation // segments”), not invented.
// Display order: the render/structurally-confirmed multi-segment set, // then the render-confirmed single-segment walk cycles, then a few // explicitly hypothesis-level examples for honesty about the corpus’s // overall state.
Across all 162 resources: 153 single-segment, 8 two-segment, 1
three-segment (the snail creature below). By confidence, across all 172
segments: 22 render-confirmed, 4 structurally-confirmed (an exact
cross-resource frame-dimension prefix match, but the pose itself wasn’t
individually inspected), and 146 hypothesis (no boundary signal fired at
all — mostly the small 2–8-frame “series” family, defaulted to a single
generic action label). The badges below each entry’s title show exactly
which confidence level applies to which frame range — nothing here claims
more certainty than that.
There’s no executable-derived ground truth for which creature owns which
resource id — only the segment structure within one resource was
recovered, not a creature → resource-id mapping. That’s also why there are
no character names on this page the way WIME’s Characters &
Mobs gallery has them: Legend has no equivalent
of WIME’s entities.json linking a race/sprite-set to a named character.
Idle → attack combat clip
idle [0-3] · attack [4-11]
Idle → attack combat clip (extended idle loop, shares #1065's idle)
idle [0-7] · attack [8-11]
Walk cycle (bare-id sibling of #1066, same creature)
walk [0-11]
Idle-shaped clip — truncated bare-id sibling of #1069
action [0-11]
Idle-shaped clip — truncated bare-id sibling of #1076
action [0-11]
Winged demon with an axe — narrow idle stance → wide crouched attack swing
idle [0-7] · attack [8-15]
Orc with shield and axe — alternating-leg walk cycle → attack swing
walk [0-11] · attack [12-15]
Combat clip — idle → attack (boundary structurally confirmed via cross-resource prefix match; this specific pose wasn’t individually inspected)
idle [0-11] · attack [12-15]
Combat clip — idle → attack (boundary structurally confirmed via cross-resource prefix match; this specific pose wasn’t individually inspected)
idle [0-11] · attack [12-15]
Snail/shell creature — the corpus’s only 3-segment resource: gliding approach → coiled idle (clean ABAB height alternation) → uncurling spin
approach [0-3] · idle [4-11] · attack [12-16]
Combat clip — idle → attack
idle [0-1] · attack [2-4]
Combat clip — idle → single attack frame
idle [0-1] · attack [2-2]
Bipedal walk cycle, constant bounding box (gait cycles in place)
walk [0-13]
Bipedal walk cycle, constant bounding box
walk [0-13]
Bipedal walk cycle, constant bounding box
walk [0-13]
Bipedal walk cycle, constant bounding box
walk [0-13]
Small robed figure, ambiguous gesture — glanced at but never conclusively classified as idle or attack
action [0-4]
Repeating tree/plant-like object — not identified as a creature at all
action [0-2]