Aaack, I'm now lightyears behind on all the developments that have taken place in this beautiful laboratory. Today I took some time off the campaign trail and managed to work a bit on a spreadsheet detailing where each CT sprite's graphics pack, palette, sprite assembly, and animation data are stored. E.g., let's say we want to change the Lavos Core into Weegee. First we'd need to know where in an unheadered ROM the Lavos Core graphics pack is located so that we may decompress it in Temporal Flux. Then we'd need to know where the sprite assembly data is located so that we can properly manipulate it, etc.
Geiger's NA Offsets Guide already tells us where everything is generally, and Vehek has detailed how sprite assembly and animation work in various threads. All that's needed to put CT sprite insertion capability into the hands of every fan is a step-by-step guide detailing the process. When the attached spreadsheet is finished it will serve as a supplement to such a guide, helping the user target individual sprites for alteration or replacement.
Currently the spreadsheet can be used to find a given sprite's starting offset in an unheadered ROM; sic Temporal Flux's decompression function on address 0x219995, for example, and the graphics pack for a Tyrano should pop out (requiring something like TileMolester to view it, of course). The spreadsheet also details palette locations, though the user will need to unhide columns F ~ M to match sprites to palettes.
I'm in the midst of listing indices for each sprite's assembly and animation pointer -- I'm just literally porting numbers from Chrono Tweaker into the spreadsheet's first worksheet. For example, Chrono Tweaker tells us that Belthasar's sprite gets the 15th Sprite Assembly Pointer and the 17th Animation Pointer. As per Vehek's observation, Chrono Tweaker mislabels the Sprite Assembly and Animation Pointer indices such that the numbers must be switched before they are listed in the spreadsheet. In other words, Chrono Tweaker literally reports that Belthasar gets the 15th Animation Pointer and the 17th Sprite Assembly Pointer, and I've re-interpreted Chrono Tweaker's listing to arrive at the conclusion that Belthasar gets the 15th Assembly Pointer and the 17th Animation Pointer.
So, yeah, that was all just as confusing for me to type as it was for you to read. There is a method to my madness, however, and it will all make sense in the end. I guess at this point I'm looking for help porting index numbers from Chrono Tweaker into this spreadsheet so that I can use the pointer indices to locate the offsets at which each sprite's assembly and animation data begin. This process in-and-of-itself could probably use its own mini-guide, and I'll get to it eventually, but if someone looking to get into the technical side of graphics hacking would like to fire up Chrono Tweaker and dive in, he or she would earn some cred toward an Architect of Kajar label. I think I left off about halfway through the NPC graphics listed in Chrono Tweaker. It should be noted that Chrono Tweaker requires a headered ROM, but that this will not make any difference with regard to the pointer indices. Once we get the indices ported we can use the pointers to find out where each sprite's assembly and animation data are stored. How exciting!
Psst...my heart is set on Hillary, but my money's on Biden. We'll all know Saturday.
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