ff3:ff3us:doc:asm:fmt:attack_animation_data

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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.

Description Value
Base Offset (SNES) $D07FB2
Block size $0E
Number of blocks $196
Total size $1634
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)

1)
A value of $FFFF means the layer is disabled
2)
A value of $00 means the palette is unused
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