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Imp's Mapping (in development) - 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: Imp's Mapping (in development) (/thread-4072.html) |
Imp's Mapping (in development) - C-Dude - 01-10-2021 Serity was helping me work out a graphical mechanics problem... that is, the desire to have Imp status show on the map for the character. ![]() ![]() Here's what I've got so far: *Works on World Map *Correctly reverts when Imp status is removed. *Area Maps will display the wrong palette I'm personally fine with the last one, but I know others might not be. As such, I thought I'd share the code here so others could work on it if they so desire. The world map part is really straight-forward, in the EE bank we simply add a check for Imp status and then change the graphics of the 'map display character' in the RAM accordingly. The field map part is more complicated. I've taken parts of the code that sets character graphics on a load, and injected them at a part of the C0 bank that runs more frequently. I've only done some cursory testing on this, so I'm unsure what its underlying complications might be. Code: ================================== RE: Imp's Mapping (in development) - Gi Nattak - 01-10-2021 Good stuff! I do hope the area map palette issue can get figured out, I am one of those people who could not live with that lol. It's great to see it in all its glory on the overworld for now at least. One tiny tiny thing, I see in your posted code for the EE/AF01 part has the Imp palette as $05, and I'm fairly sure it means to be $00 which is the correct Imp palette. The actual patch seems fine though. RE: Imp's Mapping (in development) - C-Dude - 01-10-2021 Oop, you're right, that's the moogle palette! My bad. EDIT: I'm stumped on the palettes. The Field Sprites don't set actor palettes in the way you'd think, it's three bits of data in the upper and lower portions of their sprites. $0880 and $0881 in the Field RAM. Character palettes are saved in $1F70-$1F7F, so I think the 'restore' function would need to call from there indexed based on the character, but every time I try the camera flies away and then the screen scrambles. RE: Imp's Mapping (in development) - PowerPanda - 01-15-2021 So if you're using FF3usME to set the palettes, there's actually an oversight in the way it does so in sprites above Umaro. If my memory serves me corectly, it affects the overworld as well. In the "Save Screen/Shop Palette Indexes" section, it shows 4 palette fields. However, because none of these sprites ever appear in the shop, there should actually only be 2 fields per sprite. That means that the palettes map like this: 1. Soldier's Top/Bottom Frame 1: Soldier Sprite (default 1) 2. Soldier's Top/Bottom Frame 2: Imp Sprite (default 0) 3. Imp's Top/Bottom Frame 1: Leo Sprite (default 0) 4. Imp's Top/Bottom Frame 2: Banon Sprite (default 3) 5. Leo's Top/Bottom Frame 1: Esper Terra Sprite (default 2) 6. Leo's Top/Bottom Frame 2: Merchant Sprite (default 1) 7. Banon's Top/Bottom Frame 1: Ghost Sprite (default 0) 8. Banon's Top/Bottom Frame 2: Kefka Sprite (default 2) Under NO circumstances should you use the checkbox for "use the same indexes as the battle one" on any sprite above Umaro. |