Portraits position in main menu - 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: Portraits position in main menu (/thread-1616.html) Pages:
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Portraits position in main menu - madsiur - 04-30-2012 I've been spending many hours recently trying to find the portraits position in the main menu. My idea would be to shift them one tile to the left. I had also the idea to display the sprite instead of the portrait so I could save a lot of space (2x3 for the sprite vs 5x5 for the portrait). I would tweak the row command so the portrait/sprite wouldn't move again to the left and I would instead display "Back Row" under the portrait/sprite or next to the name. However to achieve any of these idea, I need to know how to move the portrait/sprite and how to reduce the format of the portrait from a 5x5 to a 2x3 if I want to display a sprite instead. I know how to display a sprite, but there is unnecessary tiles and they are not in the good order. I tried to do some tracing but the routines before and after the portrait loading doesn't seem to indicate any position or format. This is called when the main menu is loading: Code: C3/6AE9: 20136B JSR $6B13 (Function loads Fixed-Width Font Graphics Data) now the function at C3/6E82 load the good offset of the portrait and the portrait data function is called in this one: Code: C3/6E82: A600 LDX $00 Code: C3/7000: A09001 LDY #$0190 (size of a portrait ?) The above function ($6E82) pull data from these two table. One is for the offset to add to ED1D00 to get to the good portrait depending one the character and with some test I did, the other table seems to affect that offset but there is only 8 entries instead of 16. The second table doesn't modify the portrait position or format either... Code: C3/6F1B: 0000 Code: C3/6F51: 0026 The function after ($6C09) loads the good palette depending on the character and then there is a function ($6CE9) that loads the OAM data for the party selection screen I think. I might be wrong but I think this one is more sprite related than related to the portraits: Code: C3/6CE9: 7B TDC (from C3/6A7E, C3/6ACB, C3/6AFB) The above function pull data from here. I haven'T played with those value but I don't think they change the portraits position in any menu: Code: CF/F8DF: C0 03 So I believe that the portrait position should be somewhere in the code I posted, which is after the hand cursor loading and before the last sprite related function. Unless what is in $2118 (the portrait video data) is processed elsewhere that I'm not aware of, I have no clue where the portrait position and format would be determined. If anyone has any info on what I'm trying to find you are very welcome to post in this thread... RE: Portraits position in main menu - madsiur - 05-04-2012 After many, many hours spent in bank C3, I finally found the X and Y position of the portraits. Now the fun can begin! X position (same for all characters) Code: C3/0B01: A91A00 LDA #$001A (X position) Y positions Code: character slot 1 WIP
RE: Portraits position in main menu - Gi Nattak - 05-04-2012 Haha, right on, glad you got it! Atta boy. I also love to spend hours and hours on stuff, as you know. RE: Portraits position in main menu - SSJ Rick - 05-04-2012 awesome job madsiur RE: Portraits position in main menu - Zeemis - 05-04-2012 You guys could try this layout. RE: Portraits position in main menu - madsiur - 05-04-2012 (05-04-2012, 01:42 PM)Zeemis Wrote: You guys could try this layout. I'm aiming for somethimg similar but I'm not sure yet if I'll keep the portrait or display the character sprite in a certain pose. That would save a lot of space since a sprite is smaller than a portrait. I also found how to disable the left shift of the portrait when you perform row, but you still hear the sound and row works. I'm thinking displaying the back row state as an extra icon next to the status aliments. My goal is also to display the class names AND status at the same time. I will also have the place for an extra entry (maybe two!!) in the menu, which is already made, for special option(s). What comes to my mind is a music/SFX player and/or a bestiary. I'm also planning to restore the custom controls window and renaming window for Cyan's SwTech but the valuable SRAM used for this could be used for a 7th character name letter also. These last two feature were in FF6j but not ported to FF3us. I'll have to decide... I'm also thinking trying to transform the fixed width font into a variable width font, like in the dialogue. This would be a lot nicer and a lot of string could have more letters. This a really ambitious feature though.I will aslo apply most of the changes Angelo did in his Longer name patch and will expand the item names to 16 letter. RE: Portraits position in main menu - m06 - 05-04-2012 Some cool stuff you got there Madsiur! RE: Portraits position in main menu - Zeemis - 05-04-2012 (05-04-2012, 02:43 PM)Madsiur Wrote:(05-04-2012, 01:42 PM)Zeemis Wrote: You guys could try this layout. You know, you could just make a portrait of an enhanced character sprite. I mean, the portrait is the character itself and it's higher quality than a 12 color sprite. If that's done, you'll still have ample room because portraits do have transparency, so a 40x40 portrait can technically overlap each other because it'd be a character sprite. Just a thought. RE: Portraits position in main menu - madsiur - 05-05-2012 (05-04-2012, 11:09 PM)Zeemis Wrote: You know, you could just make a portrait of an enhanced character sprite. I mean, the portrait is the character itself and it's higher quality than a 12 color sprite. If that's done, you'll still have ample room because portraits do have transparency, so a 40x40 portrait can technically overlap each other because it'd be a character sprite. That is a good idea. I can already display a sprite instead of the portrait but it still display the portrait as 5x5 so there is unwanted sprite tiles and I haven't found where the format is set, so I can't change it to 2x3. But a sprite with a custom pose would be original and I could display the class at the bottom of the portrait. I could use a 1x5 stripe at the bottom for the class name. I could fit maybe 8-9 letters, assuming a 4 to 5 pixels width for each letter. If I ever find the portrait format setting spot I could also go to a 7x5 format and leave a 7x2 stripe for the class name, allowing more letters or a bigger font. In this case, I would use the 7x3 top stripe transparency to my advantage and make some text overlap the portrait. I could also do a bigger sprite (3x3 or 3x4) and make a separate graphic for the class name (1x5 to 2x6) I just need to find a spriter or make myself a new pose for each character... A similar implementation from RuneLancer RE: Portraits position in main menu - SSJ Rick - 05-05-2012 niiice |