ff3:ff3us:doc:asm:fmt:attack_animation_data

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ff3:ff3us:doc:asm:fmt:attack_animation_data [2016/08/18 18:48]
everything created
ff3:ff3us:doc:asm:fmt:attack_animation_data [2021/09/15 06:56] (current)
c-dude Listed attack animation offsets for Tools and Items, since indexing starts with spells and it is not immediately clear with editors where these other data blocks begin.
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 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.). 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 [[ff3:ff3us:doc:asm:battle_animation_script | animation script]] (pointer at $D1EAD8, data at $D00000) and the [[ff3:ff3us:doc:asm:fmt:attack_graphics_data | graphics data]] (at $D4D000) for the layer. Each palette index specifies a palette at $D26000.+The script/graphics index for each layer specifies the [[ff3:ff3us:doc:asm:codes:battle_animation_script| animation script]] (pointer at $D1EAD8, data at $D00000) and the [[ff3:ff3us:doc:asm:fmt:attack_graphics_data | 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. 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.
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 ^  Description        ^  Value    ^ ^  Description        ^  Value    ^
-| Base Offset (SNES)  |  $D07FB2 +| Base Offset (SNES)     |  $D07FB2 
-| Block size          |  $0E      | +| Block size             |  $0E      | 
-| Number of blocks    |  $196     | +| Number of blocks       |  $196     | 
-| Total size          |  $1634    |+| Total size             |  $1634    | 
 +| Tools Offset (SNES)    |  $D091A2 
 +| Items Offset (SNES)    |  $D09220 
  
 ===== Data ===== ===== Data =====
  
 ^  Byte  ^  Description                       ^^ ^  Byte  ^  Description                       ^^
-|  $00-$01   | [[ff3:ff3us:doc:asm:battle_animation_script | Animation Script]] and [[ff3:ff3us:doc:asm:fmt:attack_graphics_data | Graphics]] (Sprite layer) ((A value of $FFFF means the layer is disabled))         ||+|  $00-$01   | [[ff3:ff3us:doc:asm:codes:battle_animation_script| Animation Script]] and [[ff3:ff3us:doc:asm:fmt:attack_graphics_data | Graphics]] (Sprite layer) ((A value of $FFFF means the layer is disabled))         ||
 |  :::   | $8000 | Load graphics only (no script)         | |  :::   | $8000 | Load graphics only (no script)         |
 |  :::   | $7FFF | Script/Graphics index         | |  :::   | $7FFF | Script/Graphics index         |
-|  $02-$03   | [[ff3:ff3us:doc:asm:battle_animation_script | Animation Script]] and [[ff3:ff3us:doc:asm:fmt:attack_graphics_data | Graphics]] (BG1 layer)         ||+|  $02-$03   | [[ff3:ff3us:doc:asm:codes:battle_animation_script| Animation Script]] and [[ff3:ff3us:doc:asm:fmt:attack_graphics_data | Graphics]] (BG1 layer)         ||
 |  :::   | $8000 | Load graphics only (no script)         | |  :::   | $8000 | Load graphics only (no script)         |
 |  :::   | $7FFF | Script/Graphics index         | |  :::   | $7FFF | Script/Graphics index         |
-|  $04-$05   | [[ff3:ff3us:doc:asm:battle_animation_script | Animation Script]] and [[ff3:ff3us:doc:asm:fmt:attack_graphics_data | Graphics]] (BG3 layer)         ||+|  $04-$05   | [[ff3:ff3us:doc:asm:codes:battle_animation_script| Animation Script]] and [[ff3:ff3us:doc:asm:fmt:attack_graphics_data | Graphics]] (BG3 layer)         ||
 |  :::   | $8000 | Load graphics only (no script)         | |  :::   | $8000 | Load graphics only (no script)         |
 |  :::   | $7FFF | Script/Graphics index         | |  :::   | $7FFF | Script/Graphics index         |
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 |  $0A   | $80 | Copy the target's graphics to BG1 (no BG1 animation graphics)          | |  $0A   | $80 | Copy the target's graphics to BG1 (no BG1 animation graphics)          |
 |  :::   | $7F | Animation initialization function (at C2/E8D0)         | |  :::   | $7F | Animation initialization function (at C2/E8D0)         |
-|  $0B-$0C   | [[ff3:ff3us:doc:asm:battle_animation_script | Animation Script]] and [[ff3:ff3us:doc:asm:fmt:attack_graphics_data | Graphics]] (Extra layer, used for espers, et. al.)         ||+|  $0B-$0C   | [[ff3:ff3us:doc:asm:codes:battle_animation_script| Animation Script]] and [[ff3:ff3us:doc:asm:fmt:attack_graphics_data | Graphics]] (Extra layer, used for espers, et. al.)         ||
 |  :::   | $8000 | Load graphics only (no script)         | |  :::   | $8000 | Load graphics only (no script)         |
 |  :::   | $7FFF | Script/Graphics index         | |  :::   | $7FFF | Script/Graphics index         |
 |  $0D   | Multi-Target Delay (adjusted for animation speed)      || |  $0D   | Multi-Target Delay (adjusted for animation speed)      ||
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