Difference between revisions of "SHP & Graphic info page"

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Line 27: Line 27:
 
   
 
   
 
  Graphic information layout:
 
  Graphic information layout:
  0x00 - 0x01:
+
  0x00:
  - 0b[_ _ _ _ _] Rotation pointer (only values up to 0b11001 (0xc8) point to anything other than no rotation)
+
- 0x07 - No. graphics to load
  - 0b[_ _ _] # of graphics to load - 1 (0 is one graphic, 1 is two graphics, so on and so forth)
+
  - 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.