Difference between revisions of "SHP & Graphic info page"
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Line 32: | Line 32: | ||
0x02: x shift | 0x02: x shift | ||
0x03: y shift | 0x03: y shift | ||
− | 0x04 - 0x05 | + | 0x04 - 0x05 (values are when loaded as a half word) |
− | + | - 0x001f - load location of top-left corner in x tiles | |
− | + | - 0x03e0 - load location of top-left corner in y tiles | |
− | + | - 0x3f00 - reference to pre-existing x/y size (in tiles) | |
+ | - 0xc000 - vertical/horizontal flip flags | ||
0x02 - 0x05 are repeated depending on how many graphics are loaded. | 0x02 - 0x05 are repeated depending on how many graphics are loaded. |
Revision as of 12:57, 7 October 2022
This is a list of the currently discovered SHP info and quirks, particularly for woosh effects, weapons, and units. Currently, ability effects are unexplored. SHP unit data layout: 0x00 - start of attacking frames (load from second half of sprite sheet) 0x04 - ?? 0x08 - Frame pointers (+ frame * 4) TYPE1 : 0x800962f4 TYPE2 : 0x8009697c CYOKO : unsure MON : 0x8009768c RUKA : unsure KANZEN: unsure SHP weapon data layout: 0x00 - + weapon type ID * 4 gives 0-frame for weapon 0x40 - frame pointers (+ frame * 4) WEP1 : 0x800bdf0c WEP2 : 0x800beb4c EFF1 : 0x800b669c EFF2 : 0x800b669c 0x800946c8: Graphic size pairs (words, only loaded in pairs, height and width) Graphic information layout: 0x00 - 0x01: - 0b[_ _ _ _ _] Rotation pointer (only values up to 0b11001 (0xc8) point to anything other than no rotation) - 0b[_ _ _] # of graphics to load - 1 (0 is one graphic, 1 is two graphics, so on and so forth) 0x02: x shift 0x03: y shift 0x04 - 0x05 (values are when loaded as a half word) - 0x001f - load location of top-left corner in x tiles - 0x03e0 - load location of top-left corner in y tiles - 0x3f00 - reference to pre-existing x/y size (in tiles) - 0xc000 - vertical/horizontal flip flags 0x02 - 0x05 are repeated depending on how many graphics are loaded.