Character WAD tutorial

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A Character WAD is a WAD file used in Sonic Robo Blast 2 that contains playable characters. These can be loaded up, and usually, they will be selectable in the Character Select screen to be played as through the levels. Examples include those that are part of SRB2, such as Sonic, Tails, and Knuckles. Examples in the conventional sense are custom characters, such as Amy, Shadow, and Metal Sonic.

As of v2.0, 275 frames in total can be dedicated to a character. A character WAD can be considered complete with only up to 173 frames though, made possible due to the abridged system of handling sprites. The sheer number of sprites alone contributes to the history of completed Character WADs, notorious for having few results being yielded. Nonetheless, several completed Character WADs do exist; the majority of those are edited from the official sprites, while ones made — to some degree — from scratch, also exist.

To edit and create Character WADs, one uses lump editors such as SLADE or XWE. The creator draws the amount of sprites their Character WAD requires, and then they add them to the WAD File using such aforementioned lump editors.

Contents

Requirements

You need the following things to create your own character WAD:

  1. A lump editor like SLADE or XWE.
  2. A basic outline for your character (ex. what s/he is, what s/he can do, what s/he looks like, etc.).
  3. A couple of frames of what your character looks like.
  4. A basic knowledge of what a WAD file is and how to use your editor.

Format

A Character WAD, collectively, consists of a series of lumps. The lumps seen in a Character WAD are the following:

  • S_SKIN - The defining lump of a playable character. This is a SOC lump containing attributes which are tweaked to the character's intended properties. The name for this is partially flexible - it can be called "S_SKIN", "S_SKIN1", "S_SKIN2", etc. provided the name at least starts with "S_SKIN".
  • Player Sprites - The entire series of sprites that make up the character. There may be 275 in total; 173 sprites alone may be made for a complete character WAD using the "abridged" sprite naming scheme. See Frame List below.
  • OBJCTCFG - Essentially a SOC which defines how the playable character is displayed on the Single Player Character Select screen. This is optional, though it's needed if the character is to be used in Single Player.

S_SKIN

Constructing the S_SKIN lump may possibly be the easiest place to start. If you already know how fast you want your character to run, what ability it has, how high it can jump, etc., you can start by making an S_SKIN lump to set the appropriate attributes.

As with level headers and other SOCs, the attribute names themselves of S_SKIN are not case-sensitive. That means "facename" can be identified as "facename", "FACENAME", "FaceName", or even "FaCeNaMe", and it will still mean the same.

The format for an S_SKIN lump is as follows:

name = 
flags = 
realname = 
hudname = 
charsel = 
face = 
superface = 
startcolor = 
prefcolor = 
ability = 
ability2 = 
actionspd = 
mindash = 
maxdash = 
normalspeed = 
runspeed = 
thrustfactor = 
accelstart = 
acceleration = 
jumpfactor = 
thokitem = 
spinitem = 
revitem = 
highresscale = 

Attributes for S_SKIN

name

The unique name of the skin, for identification purposes. It is only used with the SKIN command in the console and will always be used and displayed in all lowercase. Spaces are not allowed; use underscores instead. If another skin of the same name is added to the game, one will wind up with a number tacked onto the end -- ensure your skin name is completely unique to avoid this, possibly tagging it with your own handle.

Example: name = metalsonic

flags

Skin flags determine some graphical behaviors of the skin.

Flag Purpose
SF_SUPER Cannot be set in S_SKIN, determines if the character can turn Super in singleplayer. Only used by Sonic.
SF_SUPERANIMS Defines whether to use the designated Special Ability frames (animations U-Z) for the character's Super form, much like Sonic is set to. This does not include the super transformation, which has been separated and no longer requires this flag. If this flag is not set, the normal character animations are used while super.

If set, then frames U and V are used for Super standing, frames W and X are used for Super running, frame Y is used for tipping on an edge, and frame is used for Z is for getting hurt while Super; the last effect is possible through use of A_SuperFireShot or A_SuperTurretFire.

SF_SUPERSPIN Defines whether the Super character goes into their spinning animation when they jump/spindash or not. Super Sonic used to not show the spin animation when performing these actions, but rather his standing animation.
SF_HIRES This sprite will be rendered at half-size. See highresscale for precise control over this feature.
SF_NOSKID This character does not display skid particles and sounds when making sharp turns.
SF_NOSPEEDADJUST Skin-specific version of disablespeedadjust
Example: flags = SF_SUPERSPIN|SF_HIRES|SF_NOSKID


hudname

The name of the character displayed next to the life icon. This is no longer a lumpname. It is recommended to keep this name length low to fit with the standard five letter lives icons.

Example: hudname = METAL

realname

The name of the character displayed on intermission screens, the Multiplayer Character Select screen, etc. This allows you to set the unique skin name to something other than you want to be displayed, and removes the automatically added trailing number in case of skin conflicts.

Example: realname = Metal_Sonic

charsel

The lumpname to the character select screen portrait used for the character. This image must be exactly 128 x 128 pixels in size, or 256 x 256 for high resolution. This is included in S_SKIN now for use in Record Attack mode. XWE automatically gives this offsets, but this lump should not have any.

face

The lumpname to the life icon used for the character. The life icon is a 32x32 picture shown at the bottom-left of the screen as part of the HUD. Although the value is not case-sensitive (values "STLIFE", "stlife", and "StLiFe" all point to the lump "STLIFE"), it's very highly recommended to input the value in all caps, to match that the lumpname is presumably all caps as well. It's more elegant and accepted this way. XWE automatically gives this offsets, but this lump should not have any.

Example: face = METALIFE

superface

The lumpname of the character's lives icon when they turn super. When left blank, it defaults to the character's normal lives icon.

Example: superface = METALSUP

ability

The character's special ability, such as Sonic's thok, or Tails's flying ability. Only one may be selected. The values possible are as follows:

Value Ability
CA_NONE No ability.
CA_THOK Sonic Speed Thok
CA_FLY Tails Fly (Frames U and V are used for flying, Frames W-Z are used when the character can't fly anymore)
CA_GLIDEANDCLIMB Knuckles Glide/Climb (Frames U and V are used for gliding, Frame W is used for the climbing "standing", and X-Z are used for the actual climbing movement animation)
CA_HOMINGTHOK Homing Attack
CA_SWIM Swim (basically the flying action only allowed underwater)
CA_DOUBLEJUMP Double Jump
CA_FLOAT Super Sonic Float
CA_SLOWFALL Float with Slow Descent (similar to E-102 Gamma's booster powerup in Sonic Adventure)
CA_TELEKINESIS Added in 2.1. Push enemies away with jump in the air, or pull them closer with spin
CA_FALLSWITCH Added in 2.1. Reverses Z momentum
CA_JUMPBOOST Added in 2.1. Jump higher the faster you run
CA_AIRDRILL Added in 2.1. Slower thok that climbs vertically, holding spin descends swiftly.
Example: ability = CA_THOK

ability2

The character's secondary ability. This can be the ability to spin, both while jumping and as a spindash, or "multiability" - an option to use the special ability more than one time per jump. Some abilities like Slow Fall get a higher jump height instead. If spinning is set the player will jump with the frames L-O; all other values will instead have the player jump with the springing frames (P, `, and lowercase a). Only one of these may be selected; the level header rule of adding numbers to combine properties does not apply here. The values possible are as follows:

Value Ability
CA2_NONE No Spin
CA2_SPINDASH Spin
CA2_MULTIABILITY Multiability + No Spin
Example: ability2 = CA2_SPINDASH

actionspd

Defines the speed value of the character's special ability, or how fast the character can move when performing their special ability. This only applies for Thokking (both regular and homing), Flying, Gliding, and Swimming. A negative value can also be given to actionspd to make any of the abilities do reverse actions. The thok becomes reversed and sends the user backwards, flight and swim become unable to rise and are turned into a slow fall that gradually becomes faster and can't hurt enemies, and glide becomes a backwards glide that cannot climb walls. Default is 30.

Example: actionspd = 20
Defaults:
  • Sonic - 60
  • Tails - 100
  • Knuckles - 25

mindash

Defines the minimum speed that the character can spin off after charging a spindash. Default is 15.

Example: mindash = 15

maxdash

Defines the maximum speed that the character can spin off after charging a spindash. Set to "0" to give the character a mêlée attack. Default is 90.

Example: maxdash = 90

normalspeed

The character's normal top running speed, without powerups. Default is 36.

Example: normalspeed = 32
Defaults:
  • Sonic - 36
  • Tails - 32
  • Knuckles - 34

runspeed

Defines at which speed the character starts going into their running animation. This does not have to be within the confines of the character's normalspeed. An example would be Tails from SRB2 versions 1.09.4 and older, where he could only reach his runspeed by use of Super Sneakers. Default is 28.

Example: runspeed = 30

thrustfactor

Has to do with the character's speed. Literally, as found in the SRB2 source, "Thrust = thrustfactor * acceleration".

In other words, the character's other speed values are multiplied by whatever value thrustfactor is to give a complete picture of the character's speed. The higher the thrustfactor, the more speedy the character is. Think "thrust factor"; the character thrusts themselves forward by a factor of this much (whatever the value for this attribute is). Default is 5.

Example: thrustfactor = 3
Defaults:
  • Sonic - 5
  • Tails - 3
  • Knuckles - 4

accelstart

The rate that the character starts to accelerate at from when they first stand still. Once one first presses the key, the character's speed will increase by this much until they gain enough speed. Default is 96.

Example: accelstart = 128
Defaults:
  • Sonic - 96
  • Tails - 192
  • Knuckles - 128

acceleration

The rate the character accelerates once they are already moving. When moving, their speed will increase by this much per certain amount of time until it reaches the normalspeed. Default is 40.

Example: acceleration = 40
Defaults:
  • Sonic - 40
  • Tails - 50
  • Knuckles - 45

startcolor

Specifies the range of colors of the palette on the character's sprites that can change in Multiplayer mode. By default, this is a range of 16, starting from the specified startcolor. See About the Palette below.

Example: startcolor = 192

prefcolor

The default color for the character. This is especially useful (and practically required) in Single Player mode, where the color cannot be changed by the player. The possible values are as follows.

White Silver Grey Black Cyan Teal Steel_Blue Blue Peach Tan Pink Lavender Purple Orange Rosewood Beige Brown Red Dark_Red Neon_Green Green Zim Olive Yellow Gold
Example: prefcolor = Blue

jumpfactor

Sets the jump speed, measured as a factor of the default jump height. The usual setting (and the default) for this would be 1.0 (1.0x of the default height), although Knuckles has it set to 0.85.

Example: jumpfactor = 1.0

highresscale

If the skin flag SF_HIRES is set, highresscale is used to set exactly what relative size to draw this skin's sprites at. It defaults to 0.5, for double-resolution sprites to be drawn at half-scale. This setting does NOT affect the character's hitbox, however.

Example: highresscale = 0.5

thokitem

Replaces the default translucent speed trail left behind by thokking with the specified SOC Object entry. The default is -1, which results in MT_THOK.

Example: thokitem = MT_THOK

spinitem

Replaces the default translucent speed trail left behind by spindashing and spinning on the ground with the specified SOC Object entry. The default is -1, which results in MT_THOK.

Example: spinitem = MT_THOK

revitem

Replaces the default translucent circles created by charging a spindash with the specified SOC Object entry. The default is -1, which results in MT_THOK.

Example: revitem = MT_THOK

Implementing S_SKIN

One can directly make S_SKIN by making a new lump in a lump editor and typing the details out. Another way is to write it with an external text editor such as Notepad and then import it into the WAD file. This can be done by saving the text file, and then, using a lump editor, importing it into the Character WAD with the name S_SKIN.

S_SKIN's placement is very important. S_SKIN must be placed right before the first frame of the Character WAD. The reason for this is that once SRB2 reads an S_SKIN lump, it automatically tries to look for all of the character's frames — in order — directly after that lump. If they're not directly after S_SKIN, and another lump is there (say, S_START is the lump after S_SKIN rather than PLAYA1) the game crashes. Note that if your sprites appear between lump markers S_START and S_END, it's okay to put S_SKIN inbetween those lump markers. Just so long as S_SKIN appears directly before the first frame, SRB2 will understand it.

This is a typical example of what an S_SKIN lump may look like:

name = Idreia
face = IDRALIFE
ability = CA_DOUBLEJUMP
ability2 = CA2_NONE
normalspeed = 36
thrustfactor = 3
accelstart = 112
acceleration = 42
startcolor = 200
prefcolor = Steel_Blue
jumpfactor = 1

Note that you don't have to supply all attributes available for S_SKIN, or even anything at all (this is not recommended though). Whatever is left out will fall on a set of default stats (these do not match Sonic's anymore, unlike in previous versions).

OBJCTCFG

OBJCTCFG is required if you'd like to have your character selectable — and essentially playable — in Single Player, in the Character Select screen. Just like S_SKIN, it is a text lump, or more accurately, a SOC lump. Because it's an SOC lump, the "Character" block can also be put into a MAINCFG instead of making an OBJCTCFG, and the character addon it applies to then depends on the "Character" and "SkinName" attributes below.

You'd go about making and importing OBJCTCFG in the same way as for S_SKIN, but compared to that, it only has a small amount of variables. The variables are:

SRB2 version = 

Character
Status = 
SkinName = 
PicName = 
PlayerText = 

In some Character WADs, you might see the attribute "MenuPosition = " or "PlayerName = " in the OBJCTCFG. These are obsolete values.

Attributes of OBJCTCFG

SRB2 version

Determines which SRB2 version that the Character WAD is designed for. Presumably, your character is designed for v2.1, so you'd want to fill this attribute with "210". You see this same variable in the MAINCFG lump, so if you're placing the Character block there, this attribute may already be on the MAINCFG lump.

Example: SRB2 version = 210

Character

Starts a "Character" block. Determines what slot your character will appear in when loaded in SRB2 in the multiplayer select screen. This should not be set to a number, unlike previous versions of SRB2.

Example: Character

Status

Do not include this value unless you know what you're doing.

This can be used to disable the display of another character's entry in the Character Select screen. "0" stands for don't display the character's entry, anything else stands for display the character's entry.

To disable hardcoded characters like Sonic, for example, an entry in the SOC can be added which defines Character 0 only "Status = 0", and nothing else.

Example: Status = 1

SkinName

Tells SRB2 the name of the character you made. Use the same variable you used for "Name" in S_SKIN. This will get the character select pic out of that character's S_SKIN.

Example: SkinName = metalsonic

PicName

Do not include this value unless you know what you're doing.

This is the name of the image lump that is displayed when the character option is highlighted in the Single Player Character Select screen. This should ONLY be used if this picture is different from the one specified in S_SKIN. This image must be exactly 128 x 128 pixels in size, or 256 x 256 for high resolution. This value is case-sensitive; presumably, one would type this value in all capitals, since lumpnames are typically in all capitals.

Example: PicName = EGGMPICS

PlayerText

The description that the character will have in the Single Player Character Select screen. The text will automatically wrap and a large space is available. This attribute string is ended by the # character. Colors can be used with the ^ symbol followed by numbers from one to seven.

Example:
PlayerText = ^2Sonic^0 is the fastest of the three, but also the hardest to control. Beginners beware, but experts will find Sonic very powerful.

^2Ability:^0 Speed Thok
Double jump to zoom forward with a huge burst of speed.

^2Tip:^0 Simply letting go of forward does not slow down in SRB2. To slow down, hold the opposite direction.
#

Usable colors include:

  • ^0 -- White
  • ^1 -- Purple
  • ^2 -- Yellow
  • ^3 -- Green
  • ^4 -- Blue
  • ^5 -- Red
  • ^6 -- Grey
  • ^7 -- Orange

Implementing OBJCTCFG

Like S_SKIN, OBJCTCFG is a text lump. Its attributes can directly be put into a new lump in a lump editor, or it can be written in an external editor program such as Notepad. Using an external editor program, save the OBJCTCFG as a text file, and then import it into the WAD file using a lump editor.

This is a typical example of what an OBJCTCFG lump may look like:

SRB2 version = 210

Character
SkinName = Amy
PlayerText = The girlfriend of Sonic The Hedgehog, doing anything to get him to love her, is now in SRB2.
#

Frames

A Character WAD consists of a series of frames that make up the visual design of the character that's implemented into the game. At least 173 frames are needed to make a complete character WAD. 275 frames may be made in total.

Naming

Frames are defined in a Character WAD by a certain name format: "NAMEAx", where:

  • "NAME" is a four-letter prefix that's unique to your character
  • "A" is the animation that the frame consists of; see Frame List below.
  • "x" is the rotation number that defines which rotation the frame consists of.

A Character WAD sprite is depicted in eight rotations. The rotation number defines which rotation the specific frame depicts. There are nine rotations; A1-A8 cover individual frames ("A" being the name of the frame), while A0 will render the sprite no matter what angle it's facing. One would think that, since there are 33 different animations in 8 different rotations, as well as 9 Super Transform frames, 273 sprites would have to be made to make a complete character WAD. Actually, one would not have to make nearly this many to make a complete product.

The naming system and rotations

For starters, SRB2's method of handling sprites allows for a condensed (or abridged) structure of sprites to be used in character WADs. There are eight rotations for a sprite, so one would deduct that there would be eight sprites. However, the way sprites are handled allows two rotations to be compacted into one sprite. The one sprite, which is drawn to depict only one rotation by itself, is merely flipped to serve as a depiction for the second rotation. It's very common — almost universal — practice to take advantage of this rule. If you take a look at a typical character WAD, you'll see listings that consist of lumpnames like these:

PLAYA1
PLAYA2A8
PLAYA3A7
PLAYA4A6
PLAYA5

Note how some of the frames define two rotations: PLAYA2A8, for example, defines that it can be used for rotations "A2" and "A8". The first rotation that's defined tells that the specific rotation is the one drawn in the sprite. The second rotation that's defined tells the game to flip the sprite to make that rotation. This animated GIF shows exactly how this works:

Adopting this condensed structure allows one to make a character WAD with only 170 sprites, rather than the 275 that the game supports total. It's a very good time-saver.

Note, however, that because the game flips the one sprite using this naming scheme, asymmetrical features would be flipped as well. For example, if the character carried a weapon on their right hand, it would also appear on their left hand by error when the game flips the sprite, as if they were "switching hands". This can be seen as problematic. Contrary to popular belief, however, it's actually possible to make a character with asymmetrical features by falling back onto the uncondensed naming structure of sprites, like so:

PLAYA1
PLAYA2
PLAYA3
PLAYA4
PLAYA5
PLAYA6
PLAYA7
PLAYA8

This way, different sprites can be drawn for all the rotations. PLAYA2 would show the character holding their weapon on their right hand — the one away from the camera, while PLAYA8 could still show the character holding their weapon on their right hand — in this case, the one towards the camera.

Yet, there is a method to display the same sprite for all angles, as shown.

PLAYA0

It is not recomended to use this for anything other than the transformation, death, signpost and life-box though, as no one wants to see your character always walking towards you when you are facing him from the back.

You can also flip the sprite for use in other frames, like this.

PLAYF1J1

This will enable you to save some time on importing, and lower the file size at the same time.

Frame list

A Standing TAILA2A8.PNG
B Boredom frame 1 TAILB2B8.PNG
C Boredom frame 2 TAILC2C8.PNG
D Walking frame 1 TAILD2D8.PNG
E Walking frame 2 TAILE2E8.PNG
F Walking frame 3 TAILF2F8.PNG
G Walking frame 4 TAILG2G8.PNG
H Walking frame 5 TAILH2H8.PNG
I Walking frame 6 TAILI2I8.PNG
J Walking frame 7 TAILJ2J8.PNG
K Walking frame 8 TAILK2K8.PNG
L Spinning frame 1 TAILL2L8.png
M Spinning frame 2 TAILM2M8.png
N Spinning frame 3 TAILN2N8.png
O Spinning frame 4 TAILO2O8.png
P Spring falling up TAILP2P8.png
Q Running frame 1 TAILQ2Q8.png
R Running frame 2 TAILR2R8.png
S Running frame 3 TAILS2S8.png
T Running frame 4 TAILT2T8.png
U Spec. Ability 1 TAILU2U8.png
V Spec. Ability 2 TAILV2V8.png
W Spec. Ability 3 TAILW2W8.png
X Spec. Ability 4 TAILX2X8.png
Y Spec. Ability 5 TAILY2Y8.png
Z Spec. Ability 6 TAILZ2Z8.png
[ Grab a bubble TAIL-2-8 leftsquarebracket.png
\ Hurt TAIL-2-8 backslash.png
] Dead TAIL-2-8 rightsquarebracket.png
^ On the edge 1 TAIL^2^8.png
_ On the edge 2 TAIL 2 8.png
` Falling 1 TAIL`2`8.png
a Falling 2 TAILa2a8 lowercase.png
b Rope Hang/Tails Pickup TAILb2b8 lowercase.png
c Level End face TAILc0 Lowercase.png
d Life Monitor face TAILd0.png
e Super Transform Frame PLAYg0 lowercase.png
f Super Transform Frame PLAYh0 lowercase.png
g Super Transform Frame PLAYi0 lowercase.png
h Super Transform Frame PLAYj0 lowercase.png
i Super Transform Frame PLAYk0 lowercase.png
j Super Transform Frame PLAYl0 lowercase.png
k Super Transform Frame PLAYm0 lowercase.png
l Super Transform Frame PLAYn0 lowercase.png
m Super Transform Frame PLAYo0 lowercase.png

Lowercase lump names

The last thirteen frames in that list all have lowercase letters in them. That means that it's going to have to look like this:

PLAYa1
PLAYa2a8
PLAYa3a7
PLAYa4a6
PLAYa5

Most WAD editors now support lowercase lump letters, though the feature may be turned off by default. Both XWE and SLumpEd, two very popular WAD editors, support this in newer versions. If you would like to know how to turn this feature on, check the XWE tutorial or SLumpEd tutorial to adjust the settings. Also, it is worth noting that this applies to the last 13 frames, the "Falling 2", "Tails Pickup" frames, "Life Monitor" frames, "End Sign" frames, and "Super Transform" frames. The first thirteen frames, "Standing", "Boredom Frame 1", "Boredom 2", "Walking", and "Jumping" are all supposed to use capital letters. The character will not work correctly if these lumps do not use lowercase letters.

About the palette

In SRB2, the STARTCOLOR determines what colors can change in multiplayer mode. The value for the value correspond to the colors in the palette. The STARTCOLOR value is what determines which color along the palette is the startpoint for the color change and automatically ends 16 colors ahead of it. So, if a character is green (such as Sonic, Tails and Knuckles are in player.dta), and the green color is what is meant to change, then the STARTCOLOR value would be 160. So, using the example above, green colors, if STARTCOLOR is 160, the end value can not be more than 175.

It is not required that STARTCOLOR use a line of colors. Two sets of colors can be used, as long as they are within 16 values of STARTCOLOR. For example, with a blue character, having STARTCOLOR with a value of 232, and end with 247, the color cyan, 247, will change as well. However, SRB2 will treat them as if they are all along the same line of color, so making a character use green in a multiplayer game will cause both the blue and cyan colors to turn green.

Refer to the below table for the exact color values each of the 16 colors determined by STARTCOLOR will be changed to, depending on the character's current skin color:

Charskincolorreftable-vanilla.PNG

Custom sounds

Lastly, characters are capable of having extra sounds. These sounds are either played when the character does something (such as jumping), or when the player activates a sound (such as taunts). The following is a list of sounds that SRB2 has for its regular characters, Sonic, Tails, and Knuckles:

Lump name Sound
dsspin Sound when Sonic goes into a spin while moving
dsputput Tails flying
dspudpud Tails tired from flying
dsthok Sound effect used for Sonic's Thok
dsspndsh Spindash rev
dszoom Spindash release
dsradio Little "ding" when you message a player
dsgasp Grabbing a bubble
dsjump Jumping
dsskid The sound of changing direction quickly
dsaltow1 Ouch #1
dsaltow2 Ouch #2
dsaltow3 Ouch #3
dsaltow4 Ouch #4
dsvictr1 Victory #1
dsvictr2 Victory #2
dsvictr3 Victory #3
dsvictr4 Victory #4
dsaltdi1 Death #1
dsaltdi2 Death #2
dsaltdi3 Death #3
dsaltdi4 Death #4

However, adding any sounds to the character WAD with those names would overwrite the ones SRB2 has by default. But there is a way to add custom sounds without replacing the ones SRB2 has. If the sounds in the character WAD are given a different name, then they can be used, but they must be directed to do so in the S_SKIN. Here is an example from the old Zim.dta, a nicktoon character that was remade for SRB2, but has since been removed:

dsspin = dszspin
dsputput = dszput
dspudpud = dszpud
dsspndsh = dszdash
dszoom = dszzoom
dsradio = dsztalk
dsgasp = dszgasp
dsjump = dszjump
dsaltow1 = dsizim01
dsaltow2 = dsizim02
dsaltow3 = dsizim03
dsaltow4 = dsizim04
dsvictr1 = dsizim05
dsvictr2 = dsizim06
dsvictr3 = dsizim07
dsvictr4 = dsizim08
dsaltdi1 = dsizim09
dsaltdi2 = dsizim10
dsaltdi3 = dsizim11
dsaltdi4 = dsizim12

Notice how not all the available names have been used. This is because SRB2 does not require all the options filled, only the ones that have been added.

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