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Animation Gallery

Every FRML animation-frame resource Vengeance of Excalibur ships — 52 in ANI32.RES (battle-scene sprites) and 3 in ANI32A.RES — decoded by src/assets/formats/frml.ts and rendered by tools/vengeance/build-assets.ts. All 55/55 decode successfully (see docs/vengeance/amiga/engine.md § “FRML Format” — the 3 ANI32.RES entries that once appeared to overflow their endOffset field turned out to be a codec mis-selection during export, not a real bug; closed with zero remaining failures).

Each sheet below also shows its frame-index segmentation — which contiguous frame ranges the entity-class bytecode VM (“FSME”, the same opcode VM Spirit of Excalibur uses) treats as one animation, derived purely from the VM’s own call/return structure rather than any semantic name. The VM’s instruction encoding and frame-select opcode are fully decoded and tested (tools/vengeance/fsme-vm.ts), but which segment is “idle” versus “walk” versus “attack” is still an open question — no caller in the executable assigns those names, so segments here are labeled generically (e.g. action) with a confidence level:

  • confirmed — cross-referenced against a real SCEN resource that actually uses this frame range
  • rendered — a plausible boundary the geometry/VM structure supports, not yet cross-checked
  • hypothesis — a structural guess with the weakest support

See docs/vengeance/amiga/engine.md § “Entity Animation Bytecode VM” and docs/vengeance/TODO.md (veng-anim-entrypoint-names, veng-entity-frml-mapping) in the main repo for exactly what’s open — in particular, which real entity/monster each FRML resource actually belongs to is not yet resolved (the roster’s +34/+38/+39 fields don’t resolve to known id ranges for most entities), so unlike WIME’s Characters & Mobs gallery, this page cannot yet attach named-character captions to these sheets.