Chrono Compendium Welcome, Guest. Please login or register.Did you miss your activation email? 1 Hour 1 Day 1 Week 1 Month Forever Login with username, password and session length News: Home Help Search Login Register Chrono Compendium » Kajar Laboratories - Fan Works and Submissions » Chrono Trigger Modification » Sprite Assembly « previous next » Print Pages: 1 2 [3] Author Topic: Sprite Assembly (Read 12871 times) Vehek Errare Explorer (+1500) Posts: 1761 Re: Sprite Assembly « Reply #30 on: July 11, 2006, 11:23:36 am » The last 8 bytes, as I said before, contol X/Y coordinates. The first two control the placement of the first 4-tile group (the one you marked with 1, 2, 9, and 10). Logged Vargose Chrono Trigger Threads of Time Guardian (+100) Posts: 170 Re: Sprite Assembly « Reply #31 on: July 11, 2006, 11:30:47 am » Thanks Vehek. Whats the relative point of origin? Logged Vargose Chrono Trigger Threads of Time Guardian (+100) Posts: 170 Re: Sprite Assembly « Reply #32 on: August 16, 2006, 02:27:00 pm » You have four 16 by 16 squares to work with. You can make a 32 by 32 square, or a 16 by 64 rectangle, and L shape, or any other shape you can make (think tetris). The squares don't even have to touch neccessarily. You can even overlap them. « Last Edit: August 16, 2006, 02:31:30 pm by Vargose » Logged Print Pages: 1 2 [3] « previous next » Chrono Compendium » Kajar Laboratories - Fan Works and Submissions » Chrono Trigger Modification » Sprite Assembly