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Pony Fantasy VI Remake
04-14-2016, 09:19 AM
(04-14-2016, 07:43 AM)DrakeyC Wrote: So in other words, these sprites with the attachments at the top of the Air Force sprite just won't work?
Welll yes and no. they won't work like this but if you get creative you can probably make them work. Pessimism won't help.
My tests where quick and I only used the first two slots so I just wrote a rough analogy of what I saw. You should play around with the slots and X/Y locations to see what happens. I don't know how this works but it looks like your issue.
I think the developers must have realised this problem so there should be some solution, finding a monster formation where attachments to something are at the top would help.
But I need to leave soon so I'm just gonna go ahead and guess there is something in the Battle Animation Script that affects layering: https://www.ff6hacking.com/wiki/doku.php...ion_script
Here are some commands that looked phishy:
Code:
$D1 xx $E73D Validate/Invalidate Character/Monster Order Priority (0 = validate, 1 = invalidate)
$EC xx $DC55 Change Thread Layer (0 = sprite, 1 = bg1, 2 = bg3)
$ED $DB8F
$EE --oo---- $E5C5 Set Target's Sprite Tile Priority
$F4 -------t $F30F Set Sprite Layer Priority
But I have no clue about this really, never used it.
Looking again at the layout I don't understand why Laser Gun is on top, especially when Dinky is not, they have the same slot and relation to the blue box. Perhaps you have a modified Battle Event?
Other solutions might be to stretch the bounding-boxes with empty tiles. Fooling the layering engine.
If that's all to adamant you can simply have one big monster sprite and have Dinky and Button contain a transparent sprite. You won't see them die, but they will be targetable (and you'll hear them die).
Give it a little thought and test some stuff. Let us know what happens. Happy hacking!
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