Users browsing this thread: 1 Guest(s)
Fuse Spell Pool Submissions

#7
Posts: 3,971
Threads: 279
Thanks Received: 236
Thanks Given: 58
Joined: Oct 2011
Reputation: 65
Status
Tissue-aware
I have a suggestion. Iris abilities are not spells, they are commands right? If we alter spells animation data, we are modifying vanilla spells so we don't want that...

How about we create brand new animations with the animation scripting language? Most spell call 1 or 2 scripts, as an example Fire has only 00C1 as Idx 0, which mean he only call script $C1 for its sprite. Details are here.

The $D1EAD8 scripts pointer table could be moved to allow more scripts.

As for commands they get an ID stored in $1E in bank $C1 and a two bytes pointers is taken with this ID from the $C2B4BE table. From the code I've checked it seems this pointer is the offset of the command animation data, if we add $D07FB2 to the pointer (beginning of animation data). This table could be expanded and moved as well.

To have more place for scripts we could move some of the following data, which would free some place in $D0:

Code:
D0D000     D0D1FF     Pointers to Long Battle Dialog (+$D00000)
D0D200     D0FCFF     Long Battle Dialog (256 items, variable length)
D0FD00     D0FFFF     Character AI Data (32 items, 24 bytes each)

Code:
C2/B4BE:    7A 0F
C2/B4C0:    C0 0F
C2/B4C2:    CE 0F
C2/B4C4:    DC 0F
C2/B4C6:    EA 0F
C2/B4C8:    F8 0F
C2/B4CA:    06 10
C2/B4CC:    1C 07
C2/B4CE:    30 10
C2/B4D0:    3E 10
C2/B4D2:    4C 10
C2/B4D4:    5A 10
C2/B4D6:    C8 14
C2/B4D8:    D6 14
C2/B4DA:    1C 15
C2/B4DC:    2A 15
C2/B4DE:    38 15
C2/B4E0:    F2 06
C2/B4E2:    0E 07
C2/B4E4:    E4 0D
C2/B4E6:    10 11
C2/B4E8:    1E 11
C2/B4EA:    2C 11
C2/B4EC:    3A 11
C2/B4EE:    48 11
C2/B4F0:    56 11
C2/B4F2:    64 11
C2/B4F4:    72 11
C2/B4F6:    80 11
C2/B4F8:    8E 11
C2/B4FA:    9C 11
C2/B4FC:    AA 11
C2/B4FE:    B8 11
C2/B500:    C6 11
C2/B502:    D4 11
C2/B504:    E2 11
C2/B506:    30 10
C2/B508:    68 10
C2/B50A:    76 10
C2/B50C:    84 10
C2/B50E:    B2 0F
C2/B510:    92 10
C2/B512:    00 0E
C2/B514:    A0 0F
C2/B516:    AE 10
C2/B518:    BC 10
C2/B51A:    CA 10
C2/B51C:    D8 10
C2/B51E:    E6 10
C2/B520:    F4 10
C2/B524:    02 11
C2/B526:    34 0F
C2/B528:    26 0F
C2/B52A:    18 0F
C2/B52C:    0A 0F
C2/B52E:    BA 14
C2/B530:    18 16
  Find
Quote  



Messages In This Thread
Fuse Spell Pool Submissions - by B-Run - 10-08-2016, 08:50 AM
RE: Fuse Spell Pool Submissions - by Lockirby2 - 10-10-2016, 06:08 PM
RE: Fuse Spell Pool Submissions - by Kugawattan - 10-11-2016, 11:22 AM
RE: Fuse Spell Pool Submissions - by Lockirby2 - 10-11-2016, 03:06 PM
RE: Fuse Spell Pool Submissions - by FF6Fanatic - 10-11-2016, 09:49 PM
RE: Fuse Spell Pool Submissions - by Lockirby2 - 10-12-2016, 02:02 PM
RE: Fuse Spell Pool Submissions - by madsiur - 10-20-2016, 05:25 AM
RE: Fuse Spell Pool Submissions - by Lockirby2 - 10-20-2016, 11:40 AM
RE: Fuse Spell Pool Submissions - by madsiur - 10-20-2016, 12:41 PM
RE: Fuse Spell Pool Submissions - by B-Run - 10-20-2016, 04:42 PM
RE: Fuse Spell Pool Submissions - by madsiur - 10-20-2016, 05:56 PM
RE: Fuse Spell Pool Submissions - by madsiur - 10-21-2016, 03:27 AM
RE: Fuse Spell Pool Submissions - by madsiur - 10-25-2016, 10:33 PM
RE: Fuse Spell Pool Submissions - by SSJ Rick - 10-30-2016, 09:29 PM

Forum Jump:

Users browsing this thread: 1 Guest(s)


Theme by Madsiur2017Custom Graphics by JamesWhite