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Attack Animation Data
This data (14 bytes) gets copied to 7E/6273 when loading the graphics for an animation (see C1/9CB3). Graphics and animation scripts can be loaded for up to 4 different layers: Sprite, BG1, BG3, and the extra layer (for espers, et. al.).
The script/graphics index for each layer specifies the animation script (pointer at $D1EAD8, data at $D00000) and the graphics data (at $D4D000) for the layer. Each palette index specifies a palette at $D26000.
The animation initialization function (C2/E8D0) loads esper graphics and specifies how many threads will be used for an animation (i.e. Fire uses 3 threads, one for each of the flames that appear on the target, whereas Ice only uses 1 and Drain uses 6). It also specifies the shape of the screen mask (Ultima, Bio Blast, etc.) and the color addition/subtraction settings for the animation.
Offsets
Description | Value |
---|---|
Base Offset (SNES) | $D07FB2 |
Block size | $0E |
Number of blocks | $196 |
Total size | $1634 |
Data
Byte | Description | |
---|---|---|
$00-$01 | Animation Script and Graphics (Sprite layer) 1) | |
$8000 | Load graphics only (no script) | |
$7FFF | Script/Graphics index | |
$02-$03 | Animation Script and Graphics (BG1 layer) | |
$8000 | Load graphics only (no script) | |
$7FFF | Script/Graphics index | |
$04-$05 | Animation Script and Graphics (BG3 layer) | |
$8000 | Load graphics only (no script) | |
$7FFF | Script/Graphics index | |
$06 | Palette Index (Sprite layer) 2) | |
$07 | Palette Index (BG1 layer) | |
$08 | Palette Index (BG3 layer) | |
$09 | Default Sound Effect | |
$0A | $80 | Copy the target's graphics to BG1 (no BG1 animation graphics) |
$7F | Animation initialization function (at C2/E8D0) | |
$0B-$0C | Animation Script and Graphics (Extra layer, used for espers, et. al.) | |
$8000 | Load graphics only (no script) | |
$7FFF | Script/Graphics index | |
$0D | Multi-Target Delay (adjusted for animation speed) |