10-07-2015, 07:58 AM
It's in the OAM data at least, not sure where it's handled in overworld or battle, but there's likely a similar setup somewhere else as well.
Essentially, the there are only a few sprite sizes: 2x3, 3x4, and i *think* 4x6 (magitek cranes might be the only one to utilize this size). The first byte in the OAM tells the loader which it is with $02 for 2-wide sprites, and $03 and 3-wide sprites. Once it knows the sprite size, everything else follows a pattern.
Here's an example from the OAM:
Again, there's probably another place this is handled for the overworld and battle sprites, but this should hopefully help point you in the right direction.
Essentially, the there are only a few sprite sizes: 2x3, 3x4, and i *think* 4x6 (magitek cranes might be the only one to utilize this size). The first byte in the OAM tells the loader which it is with $02 for 2-wide sprites, and $03 and 3-wide sprites. Once it knows the sprite size, everything else follows a pattern.
Here's an example from the OAM:
Code:
Terra
D8/EA5C - Standing
02 80 01 00 39 80 11 02 39
D8/EA65 - Fanfare
02 80 00 04 39 80 10 06 39
(standing still, facing left)
D8/EA5C: tiles wide (2 for normal sprites, 3 for large [odin, tritoch, etc...])
D8/EA5D: X position of head tile
D8/EA5E: Y position of head tile
D8/EA5F: head tile ID (start of 4-byte block)
D8/EA60: palette and other things; palette uses (0000 1110) bits
D8/EA61: X position of foot tile
D8/EA62: Y position of foot tile
D8/EA63: foot tile ID (start of 4-byte block)
D8/EA64: palette and other things; palette uses (0000 1110) bits
("fanfare" pose, both arms up, facing left)
D8/EA65: tiles wide (2 for normal sprites, 3 for large [odin, tritoch, etc...])
D8/EA66: X position of head tile
D8/EA67: Y position of head tile
D8/EA68: head tile ID (start of 4-byte block)
D8/EA69: palette and other things; palette uses (0000 1110) bits
D8/EA6A: X position of foot tile
D8/EA6B: Y position of foot tile
D8/EA6C: foot tile ID (start of 4-byte block)
D8/EA6D: palette and other things; palette uses (0000 1110) bits
Again, there's probably another place this is handled for the overworld and battle sprites, but this should hopefully help point you in the right direction.