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The 15th Man Project: ASM Thread
(06-20-2013, 05:05 PM)Edrin Wrote: The main thing I need to hammer out is the palettes for save data, shop menus, and party selection menu.
Those palettes are set by the OAM data here:
Code:
sprite arrangement, 9 bytes each, 2 sets for each character
(standing still, facing left)
D8/EA5C: unknown
D8/EA5D: X position of head tile
D8/EA5E: Y position of head tile
D8/EA5F: head tile
D8/EA60: palette and other things; palette uses (0000 1110) bits
D8/EA61: X position of foot tile
D8/EA62: Y position of foot tile
D8/EA63: foot tile
D8/EA64: palette and other things; palette uses (0000 1110) bits
("fanfare" pose, both arms up, facing left)
D8/EA65: unknown
D8/EA66: X position of head tile
D8/EA67: Y position of head tile
D8/EA68: head tile
D8/EA69: palette and other things; palette uses (0000 1110) bits
D8/EA6A: X position of foot tile
D8/EA6B: Y position of foot tile
D8/EA6C: foot tile
D8/EA6D: palette and other things; palette uses (0000 1110) bits
sprite palettes for save/load (and possibly other screens): add 2 to palette
I think also according to bank C3 comment that there is a pointer table for that data starting at D8/E917. Check the loading menu loading routine at C3/1903 to see what I am talking about. You can also make a search for ''OAM'' in bank C3. There is 3 or 4 places where those specific pointers are loaded.
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