Author Topic: Question on tile/pallet animations (answered!)  (Read 3822 times)

Zakyrus

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Question on tile/pallet animations (answered!)
« on: October 02, 2008, 03:51:23 pm »
I'm working on adding a layer3 to a background of North Cape by using L3 Tileset C (used for water in Heckran Caves)
(sorry, I don't have a screenshot)

It looks totally awesome ingame, but the the problem I have is the tiles aren't animated unless I set it to a pallete that uses that Layer3 tileset (such as #11, which is Heckran Cave pallete. However, North Cape's pallete is 43) Why is it that some L3 tiles do this based on pallete? What gives...? Is there asm code that governs the pallete/tileset or something? (I'm thinking I won't be able get this working easily...)

~Z
« Last Edit: October 08, 2008, 05:15:20 pm by Zakyrus »

JLukas

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Re: Question on tile/pallete animations
« Reply #1 on: October 03, 2008, 03:41:09 pm »
The palette cycle data is something that hasn't been explored much.  I was able to find the pointer for this example, however.  You mentioned palette $11, that is for the Sand Pit.  Heckran Cave is palette $12.

Change palette $43 animation to $12 Heckran Cave:

FDFA4D88 (was 3B)
FDFA4E00 (was 03)

Zakyrus

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Re: Question on tile/pallete animations
« Reply #2 on: October 03, 2008, 05:14:12 pm »
You mentioned palette $11, that is for the Sand Pit.  Heckran Cave is palette $12.

Oops, haha. My bad.


Quote
Change palette $43 animation to $12 Heckran Cave:

FDFA4D88 (was 3B)
FDFA4E00 (was 03)

I'm not sure I understand this. I probably do, but let's clarify. What am I changing, the hex code or the pallet integers?

~Z

JLukas

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Re: Question on tile/pallet animations
« Reply #3 on: October 04, 2008, 01:54:07 am »
Go to 3DFA4D in a hex editor and you'll see 3B 03, change it to 88 00

Zakyrus

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Re: Question on tile/pallet animations
« Reply #4 on: October 06, 2008, 04:10:29 pm »
Thanks! Will do.

Zakyrus

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Re: Question on tile/pallet animations
« Reply #5 on: October 08, 2008, 05:11:22 pm »
Well, here it be...




Well, the animation .gif sucks but I didn't want to spend forever on it and it still gets the point across...and of course, I'll have to tweak the pallet a little so the colors match better. You can't really see it in the image, but the Layer3 is set for a scroll value of "A" which means it will go horizontally across the screen (in addition to the animation) The Layer3 is 10 by 10 so it's locked and moves as the player does (scrolls as you move through the map) -- which makes for a beautiful ocean scene. The top part of the water tiles (in-game) looks like the "crests" of waves passing by. Pretty good if I do say so myself. I highly recommend people use this for such ocean-side areas in their hacks.


Thanks again, JLukas!

~Z

« Last Edit: October 08, 2008, 05:13:35 pm by Zakyrus »

JLukas

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Re: Question on tile/pallet animations (answered!)
« Reply #6 on: October 08, 2008, 06:49:11 pm »
Good to see it was successful, nice work!

Boo the Gentleman Caller

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Re: Question on tile/pallet animations (answered!)
« Reply #7 on: October 08, 2008, 06:59:10 pm »
Yeah, once the colors match and the North Cape's exposed rockface is fixed to match it's going to be even more awesome.

Looks wicked.

Zakyrus

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Re: Question on tile/pallet animations (answered!)
« Reply #8 on: October 09, 2008, 05:32:45 pm »
Yeah, once the colors match and the North Cape's exposed rockface is fixed to match it's going to be even more awesome.

Looks wicked.

Yeah, I had to rearrange North Cape a little, and forgot to line up the tiles at the top. Haha.

~Z
« Last Edit: October 13, 2008, 08:20:54 pm by Zakyrus »