Difference between revisions of "SHP & Graphic info page"
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Graphic information layout: | Graphic information layout: | ||
− | 0x00 - | + | 0x00: |
− | - | + | - 0x07 - No. graphics to load |
− | - | + | - 0xf8 - pointer to pre-existing Y rotation |
+ | 0x01 | ||
+ | - 0x60 - VRAM flags for this frame (needs investigating, 0x40 and 0x20) | ||
+ | - 0x1F - ? | ||
+ | - 0x80 - ? | ||
0x02: x shift | 0x02: x shift | ||
0x03: y shift | 0x03: y shift | ||
Line 35: | Line 39: | ||
- 0x001f - load location of top-left corner in x tiles | - 0x001f - load location of top-left corner in x tiles | ||
- 0x03e0 - load location of top-left corner in y tiles | - 0x03e0 - load location of top-left corner in y tiles | ||
− | - 0x3f00 - reference to pre-existing x/y size (in tiles) | + | - 0x3f00 - reference to pre-existing x/y size (in tiles, see above) |
- 0xc000 - vertical/horizontal flip flags | - 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 13:06, 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: - 0x07 - No. graphics to load - 0xf8 - pointer to pre-existing Y rotation 0x01 - 0x60 - VRAM flags for this frame (needs investigating, 0x40 and 0x20) - 0x1F - ? - 0x80 - ? 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, see above) - 0xc000 - vertical/horizontal flip flags 0x02 - 0x05 are repeated depending on how many graphics are loaded.