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Multicolor Chocobos

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Glad you like it Tenkarider

(07-29-2015, 04:48 AM)Tenkarider Wrote: Very nice job! Kungfu! yet i'm not sure about what are all pros and cons, i mean... do this patch burns some resource already used in the game(like palettes) or it's free? i saw terra with a palette which looks like the one of chocobo, does that mean anything?

The added palettes are put into free space. The patch should not "burn" anything except free space and 3 interceptions into the EE bank. No data is changed only ASM.

Terra has wrong colors cause I assigned her the wrong palette in the new game event. I assigned palette $00 to actor $00 but she uses palette $02

(07-29-2015, 04:48 AM)Tenkarider Wrote: another thing: chocobo sprite should be composed of 16 colors, do each color use 2 bytes?

Yes, each color uses 15 bits (5 for each color, blue, green, red) and the colors are stored in two bytes (16-bits), the highest bit is unused

15-bit BGR format (from Jay's SNES Palette Format doc)
Code:
    0BBBBBGG GGGRRRRR

Your light blue palette would be very nice to have.

(07-29-2015, 04:48 AM)Tenkarider Wrote: ... could you describe what each block do exactly? i didn't understood everything, reading from comment lines...

The hack works in 3 parts:

MODE7: Chocobo Palette Hack
This part intercepts the loading routine for the world map in vehicle mode. It jumps right after all palettes have been loaded and reloads the chocobo palette based on the event bits $0E8 and $0E9 ($1E9D in RAM).

Improved Movement for different color chocobos
This part intercepts the vehicle movement routine and expands it to check also for the chocobo type from the event bits. For the new chocobos we check the airship shadow size from the tile properties because mountains will have large shadow and water will have a small one.

Improve Dismount
Normally the dismount routine allows the chocobo to dismount anywhere. This part makes a proper check to the tile properties so that chocobos can not dismount on areas marked impassable by chocobos.

Sorry if my comments are sloppy. Comments are tedious Hmm

(07-29-2015, 04:48 AM)Tenkarider Wrote: PS. since you did it in world map, i hoped you managed to do that even on submaps, but actually looks like Chocobo's color outside world map will still be unique Sad is it possible to apply the same method of changing palette even in submaps?

This doesn't work with the submaps atm. I want to look into that though, but it's in a different bank so I left it for later. I will update when I get it working.
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Messages In This Thread
Multicolor Chocobos - by m06 - 07-28-2015, 08:29 PM
RE: Multicolor Chocobos - by madsiur - 07-28-2015, 08:33 PM
RE: Multicolor Chocobos - by m06 - 07-28-2015, 08:49 PM
RE: Multicolor Chocobos - by Tenkarider - 07-29-2015, 04:48 AM
RE: Multicolor Chocobos - by m06 - 07-29-2015, 01:51 PM
RE: Multicolor Chocobos - by JWhiteLXXXIX - 07-29-2015, 05:11 PM
RE: Multicolor Chocobos - by Tenkarider - 07-29-2015, 07:37 PM
RE: Multicolor Chocobos - by Gi Nattak - 07-29-2015, 08:19 PM
RE: Multicolor Chocobos - by m06 - 07-30-2015, 06:08 AM
RE: Multicolor Chocobos - by madsiur - 07-30-2015, 04:38 PM
RE: Multicolor Chocobos - by Tenkarider - 07-30-2015, 08:38 PM
RE: Multicolor Chocobos - by madsiur - 07-30-2015, 08:51 PM

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