Huh. I thought that’s what you had already fixed (At least, looked like it fixed the pixelization/garbage data in Aircalibur). But if you managed to expand on that, well done.
@Arch - Did you try a different Shaver post Hex’s change to see what was suddenly causing its newfound weird transparency?
If it breaks one spell the spell can just be rebuilt, particularly an easy one like Shaver.
(I didn’t actually post on this forum yet, those other posts are by Arch. Yes, this means he said thank you for his birthday present to himself)
The thing you posted a video of which was fixed recently was an issue in which the game loaded the palette for a frame from the WRAM in sync with the vblank or whatever, despite that the “sheet” for the map layer was loaded immediately (rather than queued or buffered as the palette is) by the CSAPS code.
The issue that was fixed before that was a similar issue in which the things not loaded in synchronization were the OA data (loaded when the palette is) and the OAM “sheet” (loaded, again, immediately by the CSAPS code).
Both issues were fixed by deferring loading of the respective “sheets” until the time when the associated palette (in the map layer’s case) or OA data (in the sprite layer’s case) is loaded (in time with the vblank).
People seem to forget that spells have a sprite layer (technically 2, since sprites can be given lower or higher priority and appear in front of or behind the character sprites) AND a map layer, and that the engines work completely differently (sprites can be rotated, maps can have “blending” which is often incorrectly referred to as “transparency”. Maps can have transparency as well, of course, but sprites cannot have blending).
[I just read this][1], and I note that there doesn’t seem to be a command for waiting for HP to heal, as in Nosferatu(though, I assume that’s the same as 0x01; wait for Hp to deplete)? Mainly, I’m interested in knowing if there’s a reasonably-easily accomplish-able modification to check to see if the user’s HP has changed, and if so, then stall at the end of the animation and update their HP, be it whether the HP decreased(recoil damage, anyone?) or increased. That would be rather flexible, and people who set swords(among other weapons) to have the nosferatu effect won’t have wonky animations and invisible healing anymore. Or is this something hardcoded about the nosferatu animation?
[1]:https://dl.dropboxusercontent.com/u/336940/Software/Hextator’s%20Doc/Media/Games/Reverse%20Engineering/Console/NGBA/Fire%20Emblem/Game%20Doc/Graphics/Battle%20Animations/0x85%20Command%20Usage.txt
I had some time to look through @Hextator’s Doc & source code for FEditor Adv, and it inspired me to fix up some of the render glitches for the Class Animation Manager. While I was at it, I figured it wouldn’t hurt to add a few handy features for any animation buffs out there.
From the included changelog:
Fixed OAM Render in Class Animation Manager
Corrected handling of tile alignment (Big thanks to BwdYeti for this fix)
Adds a tile scaling factor of 8 to fix render of frames
Added handling for flipped tiles
Added method for handling Load Transformation Data (LTD) OAM (determines rotation/scaling for OBJs)
Can handle up to 5 rotated/scaled OBJ simultaneously
Added corrected rendering for rotation/scaling OBJs
All animations should render near to identical to in-game rendering
Added “Include Frame” option for animation packages
Adds a check-box option to dump animation frames along with animation package
Includes Cam’s animation script converter to include animation script to frame folder (Thanks again Yeti!)
fixes naming convention to match FEditor’s naming convention
corrects sign issue when framecount exceeds 128
“Dump” option works the same as before if check-box is left unmarked
Also has a “Dump All” option to dump entire Animation Array for current game (Thank Yeti for this one too)
Added “Convert” button to Text Editor/Viewer to format text scripts for insertion
Takes a preformatted txt file and converts it into separate txt files formatted for insertion in Text Editor/Viewer
Essentially does what the .bat file in FEditor Adv’s root folder does
Requires a particular format to the script to work (See the “Natural Script Formatter.txt” in the doc folder)
As with any tool, make sure to backup your work before making edits! Contact me if there’s any issues you come across, but there shouldn’t be anything different besides the new rendering.
if you install tortoisehg on your machine and open the workbench in the folder you should have some success making sense of how to update the repository
actually I can probably download it and do that myself, but not tonight because ugh
e: give us something to call you that isn’t “Temp”
@Kiseki perhaps I can get around to that someday, but my main area of expertise is battle animations. Spells sound like fun though lol
@Hextator I’ll try to get around to that tonight or tomorrow, once I’ve got the free time.
P. S. I’ve always gone by Temp, sorry! Although @L95 makes a great point ha ha!
As long as they make it to FEU (which they’d probably need to, to know that there are in fact updates), I’m sure anybody curious about Temp’s edits would be able to find him just fine.
Hey @Hextator, quick question; how do you add music and sound effects(not 0x85 commands) into animations? I don’t remember what the format was, iirc it’s something like
s[ID]
but I don’t really remember, I’m guessing from the looping code
That’s what I’m seeing in the documentation. Sound commands use “SXXXX” for their syntax, where XXXX is the hex value of your chosen sound ID. I think those are in the “Music List.txt” in Nightmare for any given game.