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Glitchy Characters on Overworld Chocobo - Printable Version +- FF6 Hacking (https://www.ff6hacking.com/forums) +-- Forum: Discussion Forums (https://www.ff6hacking.com/forums/forum-5.html) +--- Forum: Magitek Research Facility (https://www.ff6hacking.com/forums/forum-9.html) +--- Thread: Glitchy Characters on Overworld Chocobo (/thread-2456.html) |
Glitchy Characters on Overworld Chocobo - Gi Nattak - 01-04-2014 Hey guys, I have a question regarding characters like Banon and the Ghost for instance on Chocobo on the overworld. As it is, it seems any character past Leo shows up glitchy whilst riding a Chocobo on the overworld. Now I've already expanded the character's sheets I am using to include the riding pose, which fixes the issue for when riding vehicles around on normal maps, but does not help for this issue on the overworld. I would very much like for them to be shown right. Any ideas on what to do for a fix? My Banon char glitched out: ![]() RE: Glitchy Characters on Overworld Chocobo - Gi Nattak - 01-05-2014 I understand now (thanks to Madsiur) that the reason behind this glitch is because the code in EE is calculated to only allow characters with 100% complete sprite sheets to be assembled correctly on the overworld chocobo, but I assumed since I expanded Banon's that it would quite simply work without doing anything else lol -- however it is obviously still looking at/checking the old non-complete sheet code, or not acknowledging that I have expanded the sheet rather in order to recalculate it for Banon to work. So I guess now my question is, is how to get the game to look at/find these new complete sheet data, and calculate that in or whatever it takes to make Banon and the Ghost be able to ride the chocobo correctly on the overworld. =) RE: Glitchy Characters on Overworld Chocobo - madsiur - 01-05-2014 The low byte of the sprite address is in $6A, middle byte in $6B and high byte in $6C. The only solution I see is adding an exception before EE/8980 where you check the offset and change it in case it match the offset of your character riding sprite. Let's take Terra's example and assume she has a riding sprite at F0/6820. Her default riding sprite is at D5/0180. Code: 01) LDA $6A (load calculated low byte) That would only be good for one character though. You would have to do a check for each character that has a riding sprite in the extended data, unless there is some order there which would allow to develop a calculation logic. Edit: The other option would branch on the sprite ID and add a calculation logic for sprite IDs higher than 15. |