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Spell Graphics Document
09-11-2015, 07:22 PM
(This post was last modified: 09-13-2015, 12:35 PM by sleepydude.)
I think the magic graphics data starting offset listed here (0x107F8F) is wrong. It seems to be 0x107FB2 (0x1081B2 in a headered rom). Might be a difference between the Japanese and English rom because all the other offsets are correct.
Okay, I'm working on dissecting the control code and starting to wrap my head around it, but running into a big roadblock with the 'eb' command (brand based on subsprite number). I get how it works, but I can't find any indication in the spell's data as to how many subsprites an effect has.
You can tell by looking for an 'eb' command in the code and reading along until it looks like you'v gotten to another command (fire has 3, pearl has 3, drain has 6, bio has 4), but that's not a useable way of doing things.
The good news is that for the most part though, this code seems pretty easy. I'll crack it, but if someone has any information about subsprite count that's help me out a lot.
Okay, I'm working on dissecting the control code and starting to wrap my head around it, but running into a big roadblock with the 'eb' command (brand based on subsprite number). I get how it works, but I can't find any indication in the spell's data as to how many subsprites an effect has.
You can tell by looking for an 'eb' command in the code and reading along until it looks like you'v gotten to another command (fire has 3, pearl has 3, drain has 6, bio has 4), but that's not a useable way of doing things.
The good news is that for the most part though, this code seems pretty easy. I'll crack it, but if someone has any information about subsprite count that's help me out a lot.
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