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monster sprite is jumbled in ff3usme
11-07-2013, 02:18 AM
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.
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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