Icon

Furcadia Technical Resources

Back | Frame Arrangement | Frame Groups | Home Area | Data Dump | Furcadia
Icon2

Frame Numbers

Frames are the graphics, stored in all those FSH and FS2 files, marked by frame numbers and used just about everywhere. Out of all the graphical frames there are in Furcadia, we will be focusing on the ones that are responsible for our character - the little 3D-looking guy that walks on the map. Just for these characters, there are 12 FSH files (Approximately 800 frames in total) that present these characters in positions that they can be in.

Since the Squirrel Update, there are two more player FSH files with approximately 220 frames and optionally, you can also add up to 4 "local species" files, 20 frames each (only 1 if you aren't Guild Package owner!)

Frame Arrangement for Each Group

All those 800 frames, as we know them, are arranged in groups of 20 frames and each of these groups is properly ordered. Here is a table, showing this particular order of each frame group:

Offset Direction Position
0 South-West Sitting
1 South-West Right Step
2 South-West Standing
3 South-West Left Step
Offset Direction Position
4 South-East Sitting
5 South-East Right Step
6 South-East Standing
7 South-East Left Step
Offset Direction Position
8 North-West Sitting
9 North-West Right Step
10 North-West Standing
11 North-West Left Step
Offset Direction Position
12 North-East Sitting
13 North-East Right Step
14 North-East Standing
15 North-East Left Step
Offset Direction Position
16 North-West Laying
17 North-East Laying
18 South-East Laying
19 South-West Laying

Note: The fields marked in green indicate the frames that are used in the walking sequence of that specific character, depending on the direction it is facing. The sequence goes in a "bouncing" manner (e.g: 1 2 3 2 1 2 3 ...). Not only the server is responsible for making your character walk, but also the client. The client loops through these frames as it moves the character from one position to another. The intensivity of such loops probably depend on your animation setting (F11).

Character Frame Groups

Now that we have familiarized ourselves with the structure of each frame group, time to look at the big picture of it all. Here I will list all the frame groups known to me along with the FSH files these groups can be found in:

Normal Form
Start End Description Offset St.Frame En.Frame Filename
0 Nothing 0 + 0 - PLAYER.FSH
1  -  20 Rodent 0 + 1 - 20 - - -
21  -  40 Equine 0 + 21 - 40 - - -
41  -  60 Feline 0 + 41 - 60 - - -
61  -  80 Canine 0 + 61 - 80 - - -
81  -  100 Musteline 0 + 81 - 100 - - -
101  -  120 Lapine 101 + 0 - 19 PLAYER5.FSH
Butterfly Wings
Start End Description Offset St.Frame En.Frame Filename
660 Nothing 660 + 0 - PLAYER9.FSH
661  -  680 Rodent 660 + 1 - 20 - - -
681  -  700 Equine 660 + 21 - 40 - - -
701  -  720 Feline 660 + 41 - 60 - - -
721  -  740 Canine 660 + 61 - 80 - - -
741  -  760 Musteline 660 + 81 - 100 - - -
761  -  780 Lapine 761 + 0 - 19 PLAYER10.FSH
Classic Wings
Start End Description Offset St.Frame En.Frame Filename
121  -  140 Rodent 121 + 0 - 19 PLAYER2.FSH
141  -  160 Equine 121 + 20 - 39 - - -
161  -  180 Feline 121 + 40 - 59 - - -
181  -  200 Canine 121 + 60 - 79 - - -
201  -  220 Musteline 121 + 80 - 99 - - -
221  -  240 Kiwi 121 + 100 - 119 - - -
241  -  260 Lapine 241 + 0 - 19 PLAYER6.FSH
Special Forms
Start End Description Offset St.Frame En.Frame Filename
781  -  800 Gryffe 781 + 0 - 19 PLAYER11.FSH
801  -  820 Eagle 801 + 0 - 19 PLAYER12.FSH
Special Forms
Start End Description Offset St.Frame En.Frame Filename
261  -  280 Dragon 261 + 0 - 19 PLAYER3.FSH
281  -  300 Phoenix 281 + 0 - 19 PLAYER4.FSH
Bat Wings
Start End Description Offset St.Frame En.Frame Filename
821  -  840 Rodent 821 + 0 - 19 PLAYER13.FSH
841  -  860 Equine 821 + 21 - 39 - - -
861  -  880 Feline 821 + 41 - 59 - - -
881  -  900 Canine 821 + 61 - 79 - - -
901  -  920 Musteline 821 + 81 - 99 - - -
921  -  940 Lapine 821 + 101 - 119 - - -
Unknown Ranges
Start End Description Offset St.Frame En.Frame Filename
301  -  499 (Unknown) 0 + 0 - 499 - - -
Squirrel/Skunk
Start End Description Offset St.Frame En.Frame Filename
941  -  960 Normal Form 941 + 0 - 19 PLAYER14.FSH
961  -  980 Classic Wings 941 + 20 - 39 - - -
981  -  1000 Triwings 941 + 40 - 59 - - -
1001  -  1020 Butterfly Wings 941 + 60 - 79 - - -
1021  -  1040 Bat Wings 941 + 80 - 99 - - -
Tri-coored Wings
Start End Description Offset St.Frame En.Frame Filename
500 Nothing 500 + 0 - PLAYER7.FSH
501  -  520 Rodent 500 + 1 - 20 - - -
521  -  540 Equine 500 + 21 - 40 - - -
541  -  560 Feline 500 + 41 - 60 - - -
561  -  580 Canine 500 + 61 - 80 - - -
581  -  600 Musteline 500 + 81 - 100 - - -
601  -  620 Lapine 601 + 0 - 19 PLAYER8.FSH
Local Species
Start End Description Offset St.Frame En.Frame Filename
6981  -  7000 Species #0 (Bug) 6981 + 0 - 19 - - -
7001  -  7020 Species #1 7001 + 0 - 19 local1.fsh
7021  -  7040 Species #2 7021 + 0 - 19 local2.fsh
7041  -  7060 Species #3 7041 + 0 - 19 local3.fsh
7061  -  7080 Species #4 7061 + 0 - 19 local4.fsh
Unknown Ranges
Start End Description Offset St.Frame En.Frame Filename
621  -  659 (Unknown) 0 + 0 - 659 - - -

  • The red entries represent new addition since the Squirrel Update!
  • The unknown ranges in the middle are most likely unused and are blank. I've got no idea why are they there, but knowing the history of Furc, these tables were probably mangled well enough in the past.

    Well, that's all to it. From this point, it's very simple to figure out the frame number of any character you wish in any position you prefer. For example, if we want to display a frame number of a sitting, in a South-Eastern direction, dragon we take the starting frame number for a dragon form (261) and adding the offset for that specific sitting form (4). The result is 265, which is the frame number we are looking for!

    Copyright © 2004-2005 by IceDragon - All rights reserved