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ASM Tasks
12-19-2016, 01:48 AM
hey, I'm back
things are shaping up nicely in this thread, good work everybody.
I looked into the OAM a bit.
To answer HatZen's question about the OAM pointers not working above default characters, there is a separate loading routine for shop menus. The shops will only load the default characters, soldier and imp but additionally it will load the fanfare stance for the default characters.
For testing purposes I suggest the following hack to disable the fanfare animation:
With this hack along with HatZen's hack to enforce a certain sprite we can test the soldier and imp sprites. They load correctly but switch to the next sprite on the next animation tick, so soldier becomes imp on next animation tick and stays as imp. This does not happen with the default sprites so I want to understand what specific code is doing this.
The sprites are stored in VRAM $6000-$8000 they fill up all the allocated space for them so adding more sprites requires some reallocation. Once this is done expanding the OAM data should be fairly straight forward. (thanks to B-Run's excerpt)
I think there is a similar limited VRAM issue for the other menus; save, load, lineup and colosseum. But all these menus share sprite loading routines and only use the standing pose.
I will continue to look at this and report back later.
things are shaping up nicely in this thread, good work everybody.
I looked into the OAM a bit.
To answer HatZen's question about the OAM pointers not working above default characters, there is a separate loading routine for shop menus. The shops will only load the default characters, soldier and imp but additionally it will load the fanfare stance for the default characters.
For testing purposes I suggest the following hack to disable the fanfare animation:
Code:
>> No waving arms adjustment
@ C3C184: 69 00 00 # ADC #$0000 ; Adjust value
The sprites are stored in VRAM $6000-$8000 they fill up all the allocated space for them so adding more sprites requires some reallocation. Once this is done expanding the OAM data should be fairly straight forward. (thanks to B-Run's excerpt)
I think there is a similar limited VRAM issue for the other menus; save, load, lineup and colosseum. But all these menus share sprite loading routines and only use the standing pose.
I will continue to look at this and report back later.
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