Is it normal for the insertion of map sprites to take up a huge amount of space? The moving and standing map sprites tables are repointed if that matters. I inserted the standing map sprite and it takes up only this much space:
it’s all spaced out and keeps going very far. Is this a normal occurence cause it seems to take up a huge amount of space? D8F6B0 is the offset for the female thief moving map sprite. I think you’re suppose to check the compressed box as well(?) but when I enter the offset I want to put the sprites at, the box unchecks itself and is faded ( can’t check it again after inputting the offset).
Is the sprite sheet suppose to look like this as well? Doesn’t matter if I put 2x32, 16x16, etc it still looks cut up like that. And as you can see, GBAGE won’t let me check the compressed graphics box.
I did also change the graphics pointer in nightmare map sprite pointer table. I left the animation pointer alone so far as I’m not too sure what that does. Doesn’t matter if I use a current class, such as the thief_f or make a new one such as 0x67, still it doesn’t work. So in the end, it doesn’t matter what new map sprites I tried to import, the game just crashes/freezes when I hover the cursor over the said unit.
The moving sprites take up a fair amount of space. Though, I guess it depends on what your definition of huge is.[quote=“Rickochet, post:1, topic:1404”]
I think you’re suppose to check the compressed box as well(?) but when I enter the offset I want to put the sprites at, the box unchecks itself and is faded ( can’t check it again after inputting the offset).
Go to the offset of a sprite that uses compressed graphics (the checkbox should check itself). Select ‘Import a bitmap’ and on the import menu enter in the offset where you want stuff to go. Once you import, GBAGE should jump to the offset you imported to and the graphics should be compressed.[quote=“Rickochet, post:1, topic:1404”]
Is the sprite sheet suppose to look like this as well?
No, it shouldn’t. But, I think that’s tied to inserting the graphics uncompressed. See above.
I followed your instructions and it worked, the walking map sprite animates in the game, but the standing map sprites don’t appear at all, even after I change the graphics pointer in standing map sprite module. I left the “unknown” and “size” alone.
are we not suppose to use the class slot 0x65 in class editor module? Its the slot immediately after the 4 “create your own custom classes” at the bottom of the class editor. It seems to freeze no matter I do to it. In fact, any attempts to make a custom class outside of editing existing classes will result in the game either freezing, random glitches appearing, or an odd colored light rune appearing in place of standing map sprite.
Despite them saying “make your own custom class” I believe they’re actually used for something. I think one of them comes into play when rescuing. I would steer clear of them to be honest.
Can you make a class like fighter or valkyrie (something standard) use your inserted sprites?
oh i didn’t touch or edit any of the ones that say “create your own custom classes” its the slots under the “create your own custom classes”, the ones you get when you expand the array, that are being wonky. yeah i can make any class use the moving map sprites i inserted but no classes, whether vanilla or custom, can use the standing map sprites i inserted.
You’re doing something wrong because it shouldn’t be this hard. Can you link us to the exact graphic it is that you’re inserting? You’re hitting save after inserting with GBAGE, right? It just kind of looks like you’ve pointed to blank space. If you visit that address in a hex editor there is data there, correct?
just for documentation sake, i managed to fix my problem by going in hexator and zeroing out the area where the repointed map sprite array was and copying and pasting my map sprite array to the same area. then i did a checksum in feditor and everything seems to be working order thus far.