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Shock Ability
With the help of the animation disassembly and FF6MDE, you could maybe find it with trial and error. It seems the monster special 8-byte animation data reference same scripts as 14-bytes animation data. You can change the byte in FF6MDE and you'll have descriptions, you can try $00 to $FF. You can also try manual searches in the disassembly, there are a bunch of things in there, monster animation, weapons, spells, items, etc. To reference a disassembly script in your animation data, use the offset without the bank (1234 for $D01234 as an example). Like I said I think sprite animations should be in correct of 4 slots, same for BG1 and BG2 animations.
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