SHP & Graphic info page
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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: - [_ _ _ _ _] 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) 0x02: x shift 0x03: y shift 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. - [_ _ _ _ _] Y tile offset, how many 8x8 grids down is the graphic - [_ _ _ _ _] X tile offset, how many 8x8 grids down is the graphic 0x02 - 0x05 are repeated depending on how many graphics are loaded.