Author Topic: Sprite Palettes  (Read 2077 times)

Fauntleroy

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Sprite Palettes
« on: April 26, 2018, 05:35:59 pm »
You know that scene where, if you haven't rescued Crono, all the party members and Gaspar come flying out of the Gate near the Telepod?  This is part of scene 57, which includes many variations on the ending.

I changed the scene so that Schala comes out of the Gate instead of human Glenn, and then Glenn shows up separately for the bit about how hot Lucca thinks he is.

So, when Schala is present, there are these sprites on screen:

  • Marle
  • Lucca
  • Robo
  • Ayla
  • Magus
  • Gaspar
  • Schala

Last night, everyone's palette was displaying properly.

Today, I worked on tons of little touches in event 57, things like making sure everybody's looking the right direction at the right times, etc.

But now, when I play the scene, Schala uses Magus's palette.  Everyone else looks normal.  I tried to look back over my changes and couldn't remember what all I did today and what I did over the past few days...

Anybody have an idea of what I might've done to cause this?  Something to look for? Or how I could fix it?

Mauron

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Re: Sprite Palettes
« Reply #1 on: April 27, 2018, 04:33:00 am »
The only thing I know that can directly do that is the MemCopy commands. Can you share a Flux file of that location's events?

Fauntleroy

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Re: Sprite Palettes
« Reply #2 on: April 27, 2018, 07:38:51 pm »
MemCopy isn't a command I've ever used, but perhaps I upset one that was already in there.

I'll send this your way.  Thank you again, Dr. Mauron!

Mauron

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Re: Sprite Palettes
« Reply #3 on: April 28, 2018, 06:42:23 pm »
There's a MemCopy88 in object 1C, and a Schala in both objects 0D and 1E.

Which objects have you added to the event? It's probably changing which palette is affected by the MemCopy88.

Fauntleroy

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Re: Sprite Palettes
« Reply #4 on: April 29, 2018, 11:32:41 pm »
Oh oh oh, you're right!

I changed King Guardia into a Schala, and then created a separate Schala for another version of the ending because it was just easier to keep track of everything that way.

The Schala in this version of the event is Object 1E, the new one I created for the event. The only other objects repurposed are 0D (King Guardia to Schala, functioning normally) and 0E (Doan, now completely unused).

What is your recommendation, Wise One?

Mauron

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Re: Sprite Palettes
« Reply #5 on: April 29, 2018, 11:40:41 pm »
I'm unclear at the moment. How do you get into the events normally? I might be able to do some further testing at that point.

Fauntleroy

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Re: Sprite Palettes
« Reply #6 on: April 30, 2018, 06:13:00 pm »
I could send you a patch and save state. Would that help?

Mauron

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Re: Sprite Palettes
« Reply #7 on: April 30, 2018, 06:15:01 pm »
Yeah, that would be easiest.

Fauntleroy

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Re: Sprite Palettes
« Reply #8 on: April 30, 2018, 06:31:01 pm »
Stuff attached!

Well, it's definitely the Memory Copy command, like you thought.

Just as a test I deleted all Memory Copy instances from Object 1C. This made all character sprites appear properly, but the Gate then took on the palette of whomever last stepped through it.  (Objects 1C and 1D are the open Gate.)

So that's the issue, but... I don't understand this command, so I'm not sure how to fix it.
« Last Edit: May 02, 2018, 12:32:15 am by Fauntleroy »

Mauron

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Re: Sprite Palettes
« Reply #9 on: April 30, 2018, 10:37:32 pm »
It seems like one of those Memory Copy commands is affecting multiple drawn sprites. I changed Ayla (who was impacted in my version), to draw status (hide) in her startup/Idle, and Draw Status (Draw) just before her sprite priority changes.

I've attached the new version of events.

Fauntleroy

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Re: Sprite Palettes
« Reply #10 on: May 01, 2018, 12:17:12 am »
Bless you, this works perfectly. So happy!!!
:D <3

Only things left to do now:
  • redrawing human Glenn to look like he did in the PSX ending cutscene
  • change the map that shows in the bad ending from 1000 AD to 1999 AD

And I think that's it!

Fauntleroy

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Re: Sprite Palettes
« Reply #11 on: May 03, 2018, 08:29:59 pm »
Ohhh Mauron~!

Hey, the tweak you made the other day fixed all of the ending versions, save one. In this one, Ayla and the soldier still have borked palettes.

I tried adjusting when the objects are drawn to the screen, removing objects that aren't needed for the scene, etc. I'm not sure what else to try.

If you have a minute, please take a look and let me know what you think.

Thank you again!!!
:o

Mauron

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Re: Sprite Palettes
« Reply #12 on: May 04, 2018, 02:35:42 pm »
I moved the drawing status (hide) above the Load Sprite, and it seemed to work.

Fauntleroy

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Re: Sprite Palettes
« Reply #13 on: May 06, 2018, 04:45:35 pm »
Hmmm, this isn't working for me. I'm still getting a disco effect for Ayla and the soldier.

Mauron

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Re: Sprite Palettes
« Reply #14 on: May 06, 2018, 05:02:30 pm »
Hmm, I'm not sure why you have the problem and I don't.