but given the MM's size, it should have a waaay bigger graphics pack than that.I haven't checked the sprite, but isn't most of it part of the background?
My cursory investigation suggests that I can view sprites with the "correct" palette by always subtracting 0x2 from the values listed in the spreadsheet, so I guess I'll add another column entitled "correctional factor palette starting address" to account for that. Thanks!
Change the sprite data of a PC, and when you enter a battle, their sprite data (except for the palette) returns to normal settings.
[In a Size 1 Sprite Assembly] There are 8 groups of 4-tile groups. Because there're more groups, the start of the second row of a group is 32 bytes after the start of the first row.
Vehek, were your glitches similar to what happens after 2:45 of this video, when Lucca joins?Yes.
I'll try a .png next time around and see if I have better luck. I'll get it eventually.I don't think it matters what file format you use. If you're going to keep on trying to import with TileMolester, remember this: Load your palette into tilemolester, then import the graphic.
7E967C seems to represent the sprite assembly size for all three PCs in battle.It doesn't. The next two bytes are definitely PCs 2 and 3.
Disassembly:
$CF/FB94 A2 EB 7F LDX #$7FEB A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvmxdIzc HC:0008 VC:000 00 FL:00
$CF/FB97 9E 00 2D STZ $2D00,x[$00:2D00] A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvmxdIzc HC:0016 VC:000 00 FL:00
$CF/FB9A CA DEX A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvmxdIzc HC:0024 VC:000 00 FL:00
$CF/FB9B CA DEX A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvmxdIzc HC:0032 VC:000 00 FL:00
$CF/FB9C 10 F9 BPL $F9 [$FB97] A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvmxdIzc HC:0040 VC:000 00 FL:00
Disassembly:
$CF/FB94 20 85 FE JSR $FE85 [$FD:FE85] A:0064 X:151C Y:000E D:0100 DB:7F S:06F7 P:envMxdizc HC:0280 VC:000 00 FL:11
$CF/FB97 80 05 BRA $05 [$FB9E] A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvmxdIzc HC:0016 VC:000 00 FL:00
$CF/FB99 EA NOP A:0064 X:151C Y:000E D:0100 DB:7F S:06F7 P:envMxdizc HC:0292 VC:000 00 FL:11
$CF/FB9A EA NOP A:0064 X:151C Y:000E D:0100 DB:7F S:06F7 P:envMxdizc HC:0298 VC:000 00 FL:11
$CF/FB9B EA NOP A:0064 X:151C Y:000E D:0100 DB:7F S:06F7 P:envMxdizc HC:0304 VC:000 00 FL:11
$CF/FB9C EA NOP A:0064 X:151C Y:000E D:0100 DB:7F S:06F7 P:envMxdizc HC:0310 VC:000 00 FL:11
$CF/FB9D EA NOP A:0064 X:151C Y:000E D:0100 DB:7F S:06F7 P:envMxdizc HC:0316 VC:000 00 FL:11
Disassembly:
$CF/FE85 A2 EB 7F LDX #$7FEB A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvmxdIzc HC:0504 VC:000 00 FL:00
$CF/FE88 9E 00 2D STZ $2D00,x[$00:2D00] A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvmxdIzc HC:0512 VC:000 00 FL:00
$CF/FE8B CA DEX A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvmxdIzc HC:0520 VC:000 00 FL:00
$CF/FE8C CA DEX A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvmxdIzc HC:0528 VC:000 00 FL:00
$CF/FE8D 10 F9 BPL $F9 [$FE88] A:0000 X:0000 Y:0000 D:0000 DB:00 S:01FF P:EnvmxdIzc HC:0536 VC:000 00 FL:00
$CF/FE8F E2 30 SEP #$30 A:0070 X:151C Y:0066 D:0100 DB:7F S:06F7 P:envMXdizc HC:0280 VC:000 00 FL:224
$CF/FE91 A0 02 LDY #$02 A:0070 X:151C Y:0066 D:0100 DB:7F S:06F7 P:envMXdizc HC:0286 VC:000 00 FL:224
$CF/FE93 BE 80 29 LDX $2980,y[$7F:29E6] A:0070 X:151C Y:0066 D:0100 DB:7F S:06F7 P:envMXdizc HC:0292 VC:000 00 FL:224
$CF/FE96 A9 00 LDA #$00 A:0070 X:151C Y:0066 D:0100 DB:7F S:06F7 P:envMXdizc HC:0298 VC:000 00 FL:224
$CF/FE98 18 CLC A:0070 X:151C Y:0066 D:0100 DB:7F S:06F7 P:envMXdizc HC:0304 VC:000 00 FL:224
$CF/FE99 69 05 ADC #$05 A:0070 X:151C Y:0066 D:0100 DB:7F S:06F7 P:envMXdizc HC:0310 VC:000 00 FL:224
$CF/FE9B CA DEX A:0070 X:151C Y:0066 D:0100 DB:7F S:06F7 P:envMXdizc HC:0316 VC:000 00 FL:224
$CF/FE9C 10 FB BPL $FB [$FE99] A:0070 X:151C Y:0066 D:0100 DB:7F S:06F7 P:envMXdizc HC:0322 VC:000 00 FL:224
$CF/FE9E 3A DEC A A:0070 X:151C Y:0066 D:0100 DB:7F S:06F7 P:envMXdizc HC:0328 VC:000 00 FL:224
$CF/FE9F AA TAX A:0070 X:151C Y:0066 D:0100 DB:7F S:06F7 P:envMXdizc HC:0334 VC:000 00 FL:224
$CF/FEA0 BF 00 F0 E4 LDA $E4F000,x[$E4:051C] A:0070 X:151C Y:0066 D:0100 DB:7F S:06F7 P:envMXdizc HC:0340 VC:000 00 FL:224
$CF/FEA4 99 7C 96 STA $967C,y[$7F:96E2] A:0070 X:151C Y:0066 D:0100 DB:7F S:06F7 P:envMXdizc HC:0346 VC:000 00 FL:224
$CF/FEA7 88 DEY A:0070 X:151C Y:0066 D:0100 DB:7F S:06F7 P:envMXdizc HC:0352 VC:000 00 FL:224
$CF/FEA8 10 E9 BPL $E9 [$FE93] A:0070 X:151C Y:0066 D:0100 DB:7F S:06F7 P:envMXdizc HC:0358 VC:000 00 FL:224
$CF/FEAA C2 30 REP #$30 A:0070 X:151C Y:0066 D:0100 DB:7F S:06F7 P:envMXdizc HC:0370 VC:000 00 FL:224
$CF/FEAC 60 RTS A:0070 X:151C Y:0066 D:0100 DB:7F S:06F7 P:envmxdizc HC:0376 VC:000 00 FL:224
Well, I only did some brief tests and noted that all 3 characters collapsed into junk.7E967C seems to represent the sprite assembly size for all three PCs in battle.It doesn't. The next two bytes are definitely PCs 2 and 3.
Originally all three bytes were set to 0 along with a larger section with this code:
Oh damn. Mauron, I assume your code changed the PC character sprites in-battle to Size 1 assembly, and they were locked into Size 0 assembly prior? That's bad. So the game engine may have been forcing Size 0 assembly in-battle all this time? That would explain why Slash's sprite collapsed in-battle but didn't overlap Lucca's.The new code should be loading the proper size for PC sprites in battle, based on what's stored in the sprite data. It seemed to be working properly in my testing.
Well, I only did some brief tests and noted that all 3 characters collapsed into junk.7E967C-7E967E seem to spill over into the next sprite(s) when set to higher values.
3FC457 (D7 C4) - Character Stats On Left
3FC459 (ED C4) - LV**
3FC45B (F4 C4) - TIME 00:00/ ######G
3FC45D (14 CA) - Power, Speed, Evade, Hit, Magic, Magic Defense, Stamina, Experience, Next
3FC45F (35 C5) - Character Name, Level, Power, Speed, Evade etc...#'s
3FC461 (81 C5) - Nothing?
3FC463 (BE C5) - ??? Something to do with character stats
3FC465 (ED C5) - Weapon Text
3FC467 (F4 C5) - ??? Nothing?
3FC469 (FD C5) - ??? Some sort of Stat
3FC46B (5A C6) - "Exchange" Icon/Text
3FC46D (6E C6) - "Who'll you replace?" Text
3FC46F (83 C6) - "Use/Move Organize" Text
3FC471 (98 C6) - Item Icon (In Item Menu)
3FC473 (A2 C6) - All Icons in Settings Menu
3FC475 (5A C7) - 1 2 3 4 5 6 7 8 (Selection)
3FC477 (65 C7) - Confirm Cancel Menu Dash Warp
3FC479 (87 C7) - Erase old Save File? Yes No
3FC47B to 3FC480 (A6 C7) - New Game +
3FC481 (B3 C7) - New Game
3FC483 (BE C7) - Time ######G Save # xxx
3FC485 (DF C7) - Save File Character Stats
3FC487 (E0 C4) - Attack/Defense Data
3FC489 to 3FC48B(02 C8) - Can't do that!
3FC48D to 3FC496 (11 C8) - 1 2 3 (Tech Menu Icon)
3FC497 (2B C8) - Character Stats/MP Used (Tech Menu)
3FC499 (6B C8) - Skill Points Need ###
3FC49B (80 C8) - ???
3FC49D to 3FC49F(C4 C8) - Active Wait
3FC4A1 (12 C9) - Erase old Save? Yes No
3FC4A3 (A6 C7) - New game +
3FC4A5 to 3FC4BE(2D C9) - Equip
3FC4BF (41 C9) - Buy
3FC4C1 (37 C9) - Sell
3FC4C3 (4B C9) - Buy Sell
3FC4C5 (55 C9) - #######G (Shop menu)
3FC4C7 (67 C9) - Blank?
3FC4C9 (71 C9) - AttacK:
3FC4CB (7A C9) - Defense:
3FC4CD (BE C8) - ???
3FC4CF (83 C9) - Buy Sell # Owned
3FC4D1 (A8 C9) - Blank?
3FC4D3 to 3FC4D5(AC C9) - 0-9 A-Z etc..(Name Screen)
109c1 - Item VWF List Battle
10B5B - Tech VWF List Battle
025A90 - Repoints the tech learning names to the area you changed it too.
025AD2 - Repoints the monster names to the area you changed it to.
025BA1 - Repoints the item finding to the area you changed it to.
2A57D - Change this so item names don't copy themselves over.
2A5AA - Equip VWF List
2B053 - Items VWF List
2BDB2 - Tech VWF List
CD9FD - Tech Pointer Pointer
0CDA0F - Monster Name Pointer of Pointers - 1EE1ED
0CED13 - Monster Name to load in Battle
1C25A - Tech Targetting Pointer
025D3F - "You learned {tech}" length.
111AB - Change this and it'll change what direction the hand moves when you press "Down"
111AD - Change this and it'll change what direction the hand moves when you press "Up"
111B6 - Change this and it'll change what direction the hand moves when you press "Down"
111CC - Change this and it'll change what direction the hand moves when you press "Right"
1134D - Change this and it'll change what direction the hand moves in TECH SELECTION IN BATTLE when you press "Right"
10938 to - 10958 - Change to FF's and the menu selection in battle...is weird
10B8C - Edits X Position of Tech names
10BB2 - Change to 50 so it doens't so "hni" when scrolling
10BC3 - X coordinates of "Double technique" and "Triple Tecnique"
0CED20 - Monster Name Routine
01F7D2 - Max possible level
01F865 - Same
01F827 - Same
3FCF3A - Lowest level where ** shows up
3FCF33 / 3FCF35-3FCF39 - Max # on stats
Japan Name Screen Data
==============================
3FC215 - Japan (Final) Name Holder Width
3FC216 - Japan (Final) Name Holder Height
3FC21A - Japan (Final) Name Box X Coordinate
3FC21B - Japan (Final) Name Box Y Coordinate
3FC222 - Japan (Final) "Enter your name" Height
3FC223 - Japan (Final) "Enter your name" Width
3FC244 - Japan (Final) Letters in Naming Screen X Coordinate
English Name Screen Data
==============================
3FC3CA - Name Holder X Coordinate
3FC3CB - Name Holder Y Coordinate
3FC3CC - Name Holder Width
3FC3CD - Name Holder Height
3FC3D1 - Letter Box X Coordinate
3FC3D2 - Letter Box Y Coordinate
3FC3D3 - Letter Box Width
3FC3D4 - Letter Box Height
3FC3D9 - "Enter your name" Height
3FC3DA - "Enter your name" Width
3FC425 - "Crono" X corrdinate
3FC426 - "Crono" Y corrdinate
02E421 - X coordinate of letters!
3FC3F0 - Y coodrinates of Portrait and Name?
3FC3FB - Letters in Naming Screen Y Coordinate?
02E45C - Portrait X Coordinates (subtract or add 2 bytes)
02E4A4 - Portrait Y Coordinates
3FC3F5 - Possibly something to do with the hand's X coordinates?
3FC410 - Possibly something to do with the hand's X coordinates?
02E2BF - The Y position of the hand after you move it left or right.
02E2EA - The X position of the hand after you move it left or right.
02E458 - Possibly important for 8th character
02E465 - Y Coordinate of Top Pointer
02E471 - Y Coordinate of Bottom Pointer
02E35A - Pointers X Coordinates
02E4EA - X coordinate of "Enter your name then push the" part
02E4FB - X Coordinate of "Start Button" part
02E467 - Naming Screen Pointer Things
7E0F08 - Current Column
7E0F09 - Current Row
English Extending Letter Selection Naming Screen
==============================
02E31A - Change to 0C to allow more letters to be selected from the Right (2 letters more)
02E54F - Change this number for how many letters appear on each row
02E2DB - Change to 0C to select 2 more letters on the Right
02E2D5 - Change to 0A and you can press back or right to go to 12th letter
02E2D3 - Change to 0B and you can select the 12th letter when you press left
02E2AF - Change this and it'll extend how many letters per column
02E2AC - Change this, if you press down, it'll go up to w/e # of letters you set.
02E2A7 - Change this, if you press up, it'll go down to w/e # of letter you set
Japan Extending Letter Selection Naming Screen
===============
029202 - Change to 0C to allow more letters to be selected from the Right (2 letters more)
02E6AC - Change this number for how many letters appear on each row
02E3BF - Change to 0A and you can press back or right to go to 12th letter
02E3BD - Change to 0B and you can select the 12th letter when you press left
02E3b6 - Starting
02E399 - Change this and it'll extend how many letters per column
02E396 - Change this, if you press down, it'll go up to w/e # of letters you set.
02e391 - Change this, if you press up, it'll go down to w/e # of letter you set
02E3A9 - The Y position of the hand after you move it left or right
02E3D4 - The X position of the hand after you move it left or right.
0258BB to 0258DC - Routines load text character, and checks type
0258C4 - How far it reads for substrings
Battle Mode
==============================
3FC42F - Battle Mode X Coordinate
3FC430 - Battle Mode Y Coordinate
3FC438 - Active/Wait Description Box X Coordinate
3FC439 - Active/Wait Description Box Y Coordinate
3FC43A - Active/Wait Description Box Width
3FC43B - Active/Wait Description Box Height
Character Replacement
==============================
3FC457 - Beginning Data?
3FBF0E - Character Replacement Width
3FBF0F - Character Replacement Height
3FBF10-12 - Box design of First Column
3FBF13 - First Column Character X Coordinates
3FBF14 - First Column Height (Maybe Y Coordinate?)
3FBF15 - ???
3FBF16 - Box Height First COlumn?
3FBF17 - ???
3FBF18 - Last 3 Boxes First Column X Coordinate <--
3FBF19 - Last 3 Boxes Background First COlumn Y coordinate
3FBF1A - Last 3 Boxes First Column X Coordinate -->
3FBF1B - First Column Y Coordinate Boxes
3FBF1C - 2 Boxes/First COlumn Width
3FBF1D-1E - ??? Box Underneath "Who'll you replace"
3FBF1F - 2nd Column Box Design
3FBF20 - Same as Above
3FBF21 - 2nd Column X Coordinates
3FBF22 - 2nd Column Height (Maybe Y Coordinate?)
3FBF23 - 2nd Column Background Box Width
3FBF24 - 2nd Column Background Box Height
3FBF25 - ???
3FBF26 - Background Design
3FBF27 - Background Design
3FBF28 - Background Design speed?
Main Menu Editing
==============================
3FB808 - Menu Editing
3fB825 - Character Scrolling Main Menu Editing
3FBBB0 - 3FBC57 - Set all to FF and menu has no shading
3FBD5C-3FBD73 - "I have listed as Coordinates and other data for six main menu icons" (Quoted by: Geiger)
3FBD75 - X coordinates of Power/Evade/etc..
3FBD7D - Gold Text Modifying
3FC4FC - Gold Modifying
3FBD7F-80 - Time X Coordinate
3FBD84 - PWR SPD EVA etc Text Modifying
3fBD85 - PWR SPD EVA etc X Coordinates
3fBD86 - PWR SPD EVA etc Y Coordinates
3fBD89 - Menu X Coordinate (Messes up graphics =/)
3fBD8A - Menu Y Cooridnate (Messes up Graphics =/)
3fBD8E - Character Scrolling Menu X Coordinate (back)
3fBD8F - Character Scrolling Menu Y Coordinate (back)
3fBD90 - Character Scrolling Menu Width
3fBD91 - Character Scrolling Menu Height
3fBD93 - Character Scrolling Menu Bottom 3 Objects Width
3fBD94 - Character Scrolling Menu Bottom 3 Objects Y coordinate
3fBD97 - Character Scrolling Menu Bottom 3 Objects Height
3fBD99 - Character Scrolling Column Menu Height
3fBD9C - Character Status X coordinates
3fBD9D - Character Status Y coordinates
3fBD9E - Character Status Width
3fBD9F - Character Status Height
3fBDA9 - Character Stat Spacing
3fBDB1-2 - Character 2-8 MP Y coordinate
3fBDB5 - Start of Editing Column
3FBE11 - Character Stats X Coordinate Menu
3FBE12 - Character Stats Y Coordinate Menu
3FBE20 - Characters Name/LVl Text Modifying Status
3fC53C-41 - Editing the text "Level **"
3FC38D - Editing "Level **" text (JP FINAL)
3FC542 - Edits the max level symbol 07 = Star * 09 = 00
3FC546 - Pwr Hit Mag ** editing
3FC549 - Edits Max symbol for Power 00 = ** 0a = 99
3FC4D8 - Name Pointer in Menu
3FC4ED - "LV" text modification
3FC557 - SPD EV STAM ** X COORDINATE
3FC55F - SPD Max Symbol Editing
3FC564 - STAM MAX SYMBOL EDITING
3FC56A - M.Def ** X coordinates
3FC56D - M.def Max Symbol editing
3FC5BF - How many letters appear in Menu (Gets rid of 1 ><)
3FCB04 - Prelease (Same as above)
3FC5C3 - Pointer for "LV" Text
3FC5CA - X Coordinate of Health Points
3FC5D5 - Editing / That seperates the HP
3FC5DE-DF - Editing the blank spaces between MP
3FC5E5 - Editing / that seperates MP
3FBE11 - Character Stats X Coordinate Menu \
3FBE12 - Character Stats Y Coordinate Menu / These move the ENTIRE status, including name, attack, defense etc..
3FBE20 - Characters Name/LVl Text Modifying Status?
3FC5BD-3FC5C1 - General Area for Character Name
MP Data
==============================
3FC5E2 - Change to 22 for 3 digit MP. Works Partially.
3FC5E8 - Change to 22 for 3 digit MP. Works Partially.
3FC7FE - Change to 22 for 3 digit MP. Works Partially.
3FC5DB - MP Letter
3FC5C5 - HP Letter
3FC4DB-3FC4E5 - Attack Data (Including Icon)
3FC5CD-3FC5DA - HP Data xxx/xxx
3FC5DE-3FC5EB - MP Data xx/ xx
Character Stats
==============================
3FC4E6 - Defense Symbol/Stat Editing
3FC4DD - Attack symbol/Stat Editing
3FC503 - PWR. text editing
3FC507 - PWR. Stat Editing
Exchange Menu Data
==============================
3FBF51 - Exchange Text Selection
3FBF53/3FBF49 - Exchange X coordinates
3FBF54 - Exchange Y coordinates
Unsure
==============================
02EC45 - Character Portrait Height?
3FBD85 - 0F 12 = Stat X Coordinates
3FC3BC - Naming Screen data
3FC205 to 3FC271 Japanese Naming Screen Data
Other
==============================
0281AC - Hand Icon
029B17 - Edits the surround tiles in menu
029C0A - Positioning of Menu Pointers
0281A4 - Pointer for Selecting Character Coordinates/Graphics
x29EA7 - Main Menu Pointer ??
3FB718 - Editing position of Menu stuff
3FC6A2 - 3FC730? - Menu Settings Editing - Menu Settings Editing
3FC815 - Menu Tech Editing
3FC8F4 - Shop Editing
3FCBB6 - Edits the outline of the text if it's a "NEW" item
3FCBBB - Edits the color of the text if it's a "NEW" item
Battle Menu Editing
==============================
CFADF - Change this and it'll move the X position of where the hand moves when selecting something.
00243000 03 FF 00 00 16 17 18 19 - 1A 1B FF 00 C6 4F C7 4F
00243010 FF 00 00 00 64 FF 00 00 - 20 41 21 22 42 23 FF 00
00243020 45 FF 00 00 6E FF 00 00 - 4F 3A 39 38 6C 6D FF 00
00243030 38 39 3A 4F FF 00 00 00 - 49 8D 8E 49 FF 00 00 00
00243040 71 72 71 72 71 FF 00 00 - 47 48 FF 00 00 FF 00 00
00243050 00 00 00 00 2C 6C FF 00 - 03 93 FF 00 97 03 98 03
00243060 FF 00 00 00 A5 FF 00 00 - CC CD FF 00 68 69 6A 6B
00243070 FF 00 00 00 47 FF 00 00 - 7C FF 00 00 7B FF 00 00
00243080 79 FF 00 00 00 9F A0 FF - AC AD FF 00 87 FF 00 00
DMA[7]: write Mode: 1 0x7F3800->0x2118 Bytes: 256 (inc) V-Line:233 VRAM: 1800 (1,0) word
$C0/B1E6 8D 0B 42 STA $420B [$00:420B] A:0980 X:0000 Y:0100 D:0900 DB:00 S:06EE P:eNvMxdIzC HC:0140 VC:233 00 FL:65379
DMA[7]: write Mode: 1 0x7F3800->0x2118 Bytes: 256 (inc) V-Line:233 VRAM: 1880 (1,0) word
$C0/B1E6 8D 0B 42 STA $420B [$00:420B] A:0980 X:0000 Y:0100 D:0900 DB:00 S:06EE P:eNvMxdIzC HC:0140 VC:233 00 FL:65379
DMA[7]: write Mode: 1 0x7F3800->0x2118 Bytes: 512 (inc) V-Line:233 VRAM: 0080 (1,0) word
$C0/B1E6 8D 0B 42 STA $420B [$00:420B] A:0980 X:0000 Y:0200 D:0900 DB:00 S:06EE P:eNvMxdIzC HC:0140 VC:233 00 FL:65376
DMA[7]: write Mode: 1 0x7F3800->0x2118 Bytes: 256 (inc) V-Line:233 VRAM: 0200 (1,0) word
$C0/B1E6 8D 0B 42 STA $420B [$00:420B] A:0980 X:0000 Y:0100 D:0900 DB:00 S:06EE P:eNvMxdIzC HC:0140 VC:233 00 FL:65376
$C0/4799 A6 C7 LDX $C7 [$00:01C7] A:AC80 X:0000 Y:0173 P:envMxdIzC
$C0/479B BF 01 20 7F LDA $7F2001,x[$7F:21E1] A:AC80 X:01E0 Y:0173 P:envMxdIzC //The enemy parameter
$C0/479F 85 E1 STA $E1 [$00:01E1] A:AC86 X:01E0 Y:0173 P:eNvMxdIzC
$C0/47A1 29 7F AND #$7F A:AC86 X:01E0 Y:0173 P:eNvMxdIzC
$C0/47A3 1A INC A A:AC06 X:01E0 Y:0173 P:envMxdIzC
$C0/47A4 E2 10 SEP #$10 A:AC07 X:01E0 Y:0173 P:envMxdIzC
$C0/47A6 AA TAX A:AC07 X:00E0 Y:0073 P:envMXdIzC
$C0/47A7 A5 6D LDA $6D [$00:016D] A:AC07 X:0007 Y:0073 P:envMXdIzC
$C0/47A9 9D 88 0B STA $0B88,x[$00:0B8F] A:AC10 X:0007 Y:0073 P:envMXdIzC
$C0/47AC 8A TXA A:AC10 X:0007 Y:0073 P:envMXdIzC
$C0/47AD C2 20 REP #$20 A:AC07 X:0007 Y:0073 P:envMXdIzC
$C0/47AF 29 FE 00 AND #$00FE A:AC07 X:0007 Y:0073 P:envmXdIzC
$C0/47B2 0A ASL A A:0006 X:0007 Y:0073 P:envmXdIzC
$C0/47B3 0A ASL A A:000C X:0007 Y:0073 P:envmXdIzc
$C0/47B4 0A ASL A A:0018 X:0007 Y:0073 P:envmXdIzc
$C0/47B5 0A ASL A A:0030 X:0007 Y:0073 P:envmXdIzc
$C0/47B6 85 D9 STA $D9 [$00:01D9] A:0060 X:0007 Y:0073 P:envmXdIzc
$C0/47B8 8A TXA A:0060 X:0007 Y:0073 P:envmXdIzc
$C0/47B9 29 01 00 AND #$0001 A:0007 X:0007 Y:0073 P:envmXdIzc
$C0/47BC 0A ASL A A:0001 X:0007 Y:0073 P:envmXdIzc
$C0/47BD 0A ASL A A:0002 X:0007 Y:0073 P:envmXdIzc
$C0/47BE 0A ASL A A:0004 X:0007 Y:0073 P:envmXdIzc
$C0/47BF 18 CLC A:0008 X:0007 Y:0073 P:envmXdIzc
$C0/47C0 65 D9 ADC $D9 [$00:01D9] A:0008 X:0007 Y:0073 P:envmXdIzc
$C0/47C2 86 D9 STX $D9 [$00:01D9] A:0068 X:0007 Y:0073 P:envmXdIzc
$C0/47C4 A6 6D LDX $6D [$00:016D] A:0068 X:0007 Y:0073 P:envmXdIzc
$C0/47C6 9D 00 0D STA $0D00,x[$00:0D10] A:0068 X:0010 Y:0073 P:envmXdIzc
$C0/42C9 A9 08 00 LDA #$0008
$C0/433E A9 20 00 LDA #$0020
$C0/43F1 A9 28 00 LDA #$0028
$C0/42CF A9 00 00 LDA #$0000
$C0/4344 A9 20 00 LDA #$0020
$C0/43F7 A9 40 00 LDA #$0040
A size 1 sprite needs 0x40 bytes of space here to work correctly.
So Mauron, there's separate code to load the sprites in the field, in battle, and in the menus then? Can whatever Vehek did just be replicated in various situations?
$C2/F874 7B TDC
$C2/F875 4A LSR A
$C2/F876 4A LSR A
$C2/F877 E2 30 SEP #$30
$C2/F879 A8 TAY
The value from the TDC is the location of the $40-byte data starting at 7E1800 I was messing with to get the 8th character and Gaspar to show up. (So, $1800, then $1840, and so on, before the LSRs)I changed it, but must have done so in the wrong way. What are the correct values?I looked again, and you did change the values for the OAM location. However, you didn't change the VRAM addresses. I'm not sure of the minimum VRAM space for size 1 sprites.