Difference between revisions of "SHP & Graphic info page"

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(Created page with "<font face='Courier New'> This is a list of the currently discovered SHP info and quirks, particularly for woosh effects, weapons, and units. Currently, ability effects are...")
 
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  Graphic information layout:
 
  Graphic information layout:
 
  0x00 - 0x01:  
 
  0x00 - 0x01:  
  - [_ _ _ _ _] Rotation pointer (only values up to 0b11001 (0xc8) point to anything other than no rotation)
+
  - 0b[_ _ _ _ _] Rotation pointer (only values up to 0b11001 (0xc8) point to anything other than no rotation)
  - [_ _ _] # of graphics to load - 1 (0 is one graphic, 1 is two graphics, so on and so forth)
+
  - 0b[_ _ _] # of graphics to load - 1 (0 is one graphic, 1 is two graphics, so on and so forth)
 
  0x02: x shift
 
  0x02: x shift
 
  0x03: y shift
 
  0x03: y shift
 
  0x04 - 0x05:
 
  0x04 - 0x05:
  - [_ _ _ _ _ _] 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.
+
  - 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.
  - [_ _ _ _ _] Y tile offset, how many 8x8 grids down is the graphic
+
  - 0b[_ _ _ _ _] Y tile offset, how many 8x8 grids down is the graphic
  - [_ _ _ _ _] X tile offset, how many 8x8 grids down is the graphic
+
  - 0b[_ _ _ _ _] X tile offset, how many 8x8 grids down is the graphic
 
  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 03:53, 27 October 2021

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  : unsure
WEP2  : unsure
EFF1  : unsure
EFF2  : unsure

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:
	- 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.
	- 0b[_ _ _ _ _] Y tile offset, how many 8x8 grids down is the graphic
	- 0b[_ _ _ _ _] X tile offset, how many 8x8 grids down is the graphic
0x02 - 0x05 are repeated depending on how many graphics are loaded.