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)
- 0b[_ _ _ _ _ _] Size pointer, points to two values that are raw graphic height and width. This roughly coincides with locking to an 8x8 grid on a spritesheet.
+
  - 0x001f - load location of top-left corner in x tiles
- 0b[_ _ _ _ _] Y tile offset, how many 8x8 grids down is the graphic
+
  - 0x03e0 - load location of top-left corner in y tiles
- 0b[_ _ _ _ _] X tile offset, how many 8x8 grids down is the graphic
+
  - 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.