Users browsing this thread: 1 Guest(s)
The 15th Man Project: ASM Thread
06-20-2013, 05:05 PM
This is where I'm at with the sprites:
I've got it functionally working and tested, I can add a new sprite into blank space in an expanded ROM and edit the various pointer lists and palette data to get them functioning in the overworld and battle. The main thing I need to hammer out is the palettes for save data, shop menus, and party selection menu. I see the data that's changing, but haven't quite tracked down what is which and what values to use... Also I will have to handle expanding and moving the data for this. But at the very least its functional...
my notes so far.
I've got it functionally working and tested, I can add a new sprite into blank space in an expanded ROM and edit the various pointer lists and palette data to get them functioning in the overworld and battle. The main thing I need to hammer out is the palettes for save data, shop menus, and party selection menu. I see the data that's changing, but haven't quite tracked down what is which and what values to use... Also I will have to handle expanding and moving the data for this. But at the very least its functional...
my notes so far.
Code:
PC Sprite Sheet Expansion
Map Pointers
C0/6992: BFF2D0C0 LDA $C0D0F2,X (Loads pointer to Map character graphics)
C0/6996: 852A STA $2A
C0/6998: 1A INC A
C0/6999: 852D STA $2D
C0/699B: 18 CLC
C0/699C: 690F ADC #$0F
C0/699E: 8530 STA $30
C0/69A0: 1A INC A
C0/69A1: 8533 STA $33
C0/69A3: BFF3D0C0 LDA $C0D0F3,X (Loads pointer to Map character graphcis)
C0/69A7: 852B STA $2B
C0/69A9: 852E STA $2E
C0/69AB: 8531 STA $31
C0/69AD: 8534 STA $34
C0/69AF: BF3CD2C0 LDA $C0D23C,X (Bank pointers and Number of Bytes to Copy per Tile for Map Char Gfx)
C0/69B3: 852C STA $2C
C0/69B5: 852F STA $2F
C0/69B7: 8532 STA $32
C0/69B9: 8535 STA $35
C0/69BB: A600 LDX $00
C0/69BD: 8620 STX $20
Bank pointers and Number of Bytes to Copy for Map Character Gfx (2 bytes each)
C0/D23C - C0/D385
Pointers to Map Character Graphics (2 bytes each)
C0/D0F2 - C0/D23A
Battle Pointers (needs to be moved in order to expand list!)
c2/ce43:
00 00 D5
A0 16 D5
40 2D D5
E0 43 D5
80 5A D5
20 71 D5
C0 87 D5
60 9E D5
00 B5 D5
A0 CB D5
40 E2 D5
E0 F8 D5
80 0F D6
20 26 D6
C0 3C D6
60 53 D6
00 6A D6
60 7F D6
C0 94 D6
20 AA D6
80 BF D6
E0 D4 D6
40 EA D6
C0 3C D6
C1/3D6E: BF43CEC2 LDA $C2CE43,X (Pointer to start of character battle graphics)
Battle Palette Table (If pointers are moved, this table doesn't, just expand the table over the old pointer list)
C2/CE2B: 02 01
C2/CE2D: 04 04
C2/CE2F: 00 00
C2/CE31: 00 03
C2/CE33: 03 04
C2/CE35: 05 03
C2/CE37: 03 05
C2/CE39: 01 00
C2/CE3B: 00 03
C2/CE3D: 06 01
C2/CE3F: 00 03
C2/CE41: 03 00
Let's Hack FF6 Stream: https://www.twitch.tv/b_run_
FFVI - Children of Vector: http://www.ff6hacking.com/forums/showthr...p?tid=2386
Monster AI Upgrade Patch: http://www.ff6hacking.com/forums/showthr...p?tid=2673
MMMMMagic 2.0: http://www.ff6hacking.com/forums/showthr...p?tid=3330
« Next Oldest | Next Newest »
Users browsing this thread: 1 Guest(s)