![]() The Equipment data in RAM had to be shuffled down further. With that though, she still runs just like Peach and as far as I can see, all generic animations have been updated to work for her.ġ1. Any other one's animation code would cause her to turn into Bowser regardless of what was going on. A lot of the animation code FORCES a certain PC graphic bit so I had to dissect it manually to understand how it worked. I'm thinking this shouldn't be too much of a problem as many games tend to go this route, so we'll have to see on it!ġ0. If possible and if it doesn't effect gameplay at all, I'd prefer to have ALL the enemy graphics compressed to save even more room. This has been remedied so now it's a lot easier to allow new sprites into the game, though, room is still very restricted. ![]() Daisy's data uses two bytes of code while the game was trying to force only one byte usage which caused a huge number of problems. I had to alter how the game loaded battle sprites and menu sprites as well for Daisy. Obviously things will change as this progresses but so far it's working nicely.ĩ. She literally mimics Peach quite nicely at the moment since they're so similar in graphic style. But with this, dialogue now has A LOT more room to be expanded.Ĩ. So far, I 'think' it's okay but that won't be known until a full playthrough of the game is done later. There HAVE been a few issues with this and I'm incredibly uncertain if they're fixed at the moment. All dialogue in the game has been shoved into the expanded area of the ROM and the bank swapping occurs automatically very quickly when each letter is loaded. ![]() I had to manually find it since it used the same bank code as the menu PC sprites, thankfully.ħ. No$SNS seems to be able to view it properly but since I can't really trace log.didn't help me in the long run. This was one of 'the' biggest problems considering it seems the big graphics routine is actually in an area that no debugger can seemingly trace due to how the game is handled in each emulator. The main code is the same but how it gathered each sprites Bank was redone completely to allow TOTAL bank usage in any area of the game now. Sprite data routines had to heavily be altered to an extent. PC Names of course had to be moved as well. I'm thinking I'll redo this code sometime later to make it easier to dictate areas for each PC stats to make it much easier to mess with.ĥ. PC Level tables had to be completely shuffled around to add in Daisy and I had to alter their code just a 'tiny' bit to allow use for 6 PCs. Thanks to Lazyshell, that made it a quick process as a test to make her use all of Peach's items, which now work fully from what I can see.Ĥ. The game apparently already had 6 slots for item comparison. I might see in the future soon if I can make them into Layer 3 bits instead to save another palette.ģ. ![]() Hand palette sprite had to be moved to a new area as well along with the blinking arrows on various screens due to Daisy's overwriting it. Had to shuffle the boxes data I believe to an area that's used in the item menu and ONLY the item menu, so they overwrite each other as needed.Ģ. All PC stats seem to be covered by it so Daisy's would end up overwriting into Layer 1's area and screwing everything up. The menu had to have a lot of it's HDMA data shoved around due to adding Daisy. I 'technically' have enough room for a 7th PC too but that won't happen until I can figure out all the assets of the 6th PC first.ġ. The menu was actually pretty difficult to add her in. What this mini project thing is doing is allowing a 6th fully playable PC into the party, in my friend and I's case, Daisy. I posted about it in the General Screenshots thread as a quick preview but I figured I should 'probably' get a topic going on this now since it's going full force at the moment.
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