Users browsing this thread: 2 Guest(s)
Item Auto Status, & etc
04-25-2022, 06:36 PM
About editing icons, another option is also to manually edit the text icons by assembly.
The font for the fixed text, including all item icons, begins at $c47fc0. It is $10 bytes by letter/icon.
The structure is a sequence of two bytes. Each bit in the same position in both bytes represent the pixel color.The first bits of the first and second byte form the color of the first pixel, the second bits of the first and second byte form the color of the second pixel, etc.
There are four colors by pixel. The normal pallete used by the text has the following colors, from the bits in the order from the first to second byte:
%00 nothing/transparent/background. Uses the windows colors, giving the impression of a no-existent pixel.
%01 grey color, normally used to complement the foreground color.
%10 black, normally used to simulate a shadow for the foreground color with the objective to fake a 3D letter/icon.
%11 white, the foreground color for many texts.
For whatever reason, the font index that can be used begins at $80. Any index lower than it isn't used. I don't know why.
You can use ff3usme to check the text/icons graphically. Select any item and choose the "rename" button. Remember that they begin at index $80 in the font data. Also, ff3usme doesn't update the font changes unless you close and reopen the editor. Only load the same rom won't update the fonte changes.
As an example, the following code in Asar changes the letter 'A' (index $80) for an aim-like icon:
Remove the 'header' directive in the code if the rom doesn 't has a header.
There are other icons that aren't in the $c47fc0 table. As example, the icons for elements like fire, ice, bolt, etc. I don't know where they are or if they have a similar structure.
I know that it is easier to use an utility to edit the icons but it doesn't hurt to have more technical information about them.
The font for the fixed text, including all item icons, begins at $c47fc0. It is $10 bytes by letter/icon.
The structure is a sequence of two bytes. Each bit in the same position in both bytes represent the pixel color.The first bits of the first and second byte form the color of the first pixel, the second bits of the first and second byte form the color of the second pixel, etc.
There are four colors by pixel. The normal pallete used by the text has the following colors, from the bits in the order from the first to second byte:
%00 nothing/transparent/background. Uses the windows colors, giving the impression of a no-existent pixel.
%01 grey color, normally used to complement the foreground color.
%10 black, normally used to simulate a shadow for the foreground color with the objective to fake a 3D letter/icon.
%11 white, the foreground color for many texts.
For whatever reason, the font index that can be used begins at $80. Any index lower than it isn't used. I don't know why.
You can use ff3usme to check the text/icons graphically. Select any item and choose the "rename" button. Remember that they begin at index $80 in the font data. Also, ff3usme doesn't update the font changes unless you close and reopen the editor. Only load the same rom won't update the fonte changes.
As an example, the following code in Asar changes the letter 'A' (index $80) for an aim-like icon:
Code:
header
hirom
org $c47fc0+($10*$80)
db %11101110, %11101110
db %10000010, %10000010
db %10111010, %10111010
db %00111000, %00111000
db %10111010, %10111010
db %10000010, %10000010
db %11101110, %11101110
db %00000000, %00000000
Remove the 'header' directive in the code if the rom doesn 't has a header.
There are other icons that aren't in the $c47fc0 table. As example, the icons for elements like fire, ice, bolt, etc. I don't know where they are or if they have a similar structure.
I know that it is easier to use an utility to edit the icons but it doesn't hurt to have more technical information about them.
« Next Oldest | Next Newest »
|
||||
Users browsing this thread: 2 Guest(s)