monster sprite is jumbled in ff3usme
#4
It's not only a matter of free bytes in the monster graphics data.

The game use graphic composition data and they are 128 for small monsters and 48 for big monsters (including espers). I'm pretty sure the editor can create new composition data in terms of tiles occupied by the sprite you import. Now each composition data is 8 bytes for small sprites and 32 bytes for big sprites. There is only 220 free bytes after that data so I can imagine if you create 7 new composition data of 32 bytes, you would exceed the free space and Terii Shenshi most likely programmed some kind of safeguard to not overwrite the data after.

Code:
12AA24    12AE23    DATA    No    "Monster 8-High Composition Data (128 elements, 8 bytes each)"    
12AE24    12B423    DATA    No    "Monster 16-High Composition Data, Espers towards end (48 elements, 32 bytes each)"    
12B424    12B4FF    ---    No    UNUSED SPACE (220 bytes)
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Messages In This Thread
monster sprite is jumbled in ff3usme - by Snap006 - 11-06-2013, 01:02 PM
RE: monster sprite is jumbled in ff3usme - by madsiur - 11-07-2013, 02:18 AM

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