Users browsing this thread: 1 Guest(s)
Imp's Mapping (in development)
01-15-2021, 11:26 AM
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.
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.
Projects:
FFVI: Divergent Paths (Completed) - a complete storyline and gameplay hack of FF6 that adds Leo as a playable character
« Next Oldest | Next Newest »
|
||||
Users browsing this thread: 1 Guest(s)