Users browsing this thread: 2 Guest(s)
Harp Weapon Tutorial
06-27-2020, 10:33 PM
I might be able to help. The metal knuckle graphics indeed only consists of two 8x8 tiles, but there are two blank tiles below them that you can use by modifying the two 16-bit values at $D20B74-$D20B77. Also note that the top two tiles (where the claw normally is) are specified by two 16-bit values at $D20B54-$D20B57. The format for these is
Hopefully that is clear. You should be able to make a 16x16 sprite from these four 8x8 tiles. You just need to find a place to insert the bottom two 8x8 tiles of your harp graphics.
I think you may also need to modify the animation script to make the harp look nice. I believe the metal knuckle uses the same script as an unarmed attack, which is at $D07EF9-$D07F17. You can look at the animation script dump on the wiki to see how the script actually works. If you modify this, it will also change how an unarmed attack looks, so it might be better if you can create a new script. There's a little bit of free space at $D0CF4A.
Code:
vhtttttt tttttttt
t: [$D30000 + t * $18] address of 3bpp tile graphics
h: flip tile horizontally
v: flip tile vertically
Hopefully that is clear. You should be able to make a 16x16 sprite from these four 8x8 tiles. You just need to find a place to insert the bottom two 8x8 tiles of your harp graphics.
I think you may also need to modify the animation script to make the harp look nice. I believe the metal knuckle uses the same script as an unarmed attack, which is at $D07EF9-$D07F17. You can look at the animation script dump on the wiki to see how the script actually works. If you modify this, it will also change how an unarmed attack looks, so it might be better if you can create a new script. There's a little bit of free space at $D0CF4A.
« Next Oldest | Next Newest »
|
||||
Users browsing this thread: 2 Guest(s)