10-03-2020, 03:45 PM
Back to rip even more Xenogears sprites.
But before that, let's go back to have a look back at those animation data. Tried to understand them with a debugger, and I realized it is not some frame-to-fps animation data, but a 128 cases virtual machine opcodes! It has jump, return, for, if, types of bytecode down there! ...I'm backing away...
Ripping NPC sprites can be pretty straight-forward, except for some odd 8 files. Going to the map that loads the data, I realized they moved the sprite data from VRAM 140,100 to 300,0 at run time, and then paired with the sprite data on the right. Couldn't figure how it happened, so I manually patch them.
Among one of them is Gaspar Uzuki, a sage from Shevat. No matter how hard I look for its pairing sprite data, I just couldn't find it. Luckily TCRF has the code to access the debug room, so I use it to jump to a map with Gaspar loaded, and mess around. This is what I got:
So yeah, Gaspar sprites are BROKEN! According to the assemble data, it should have another 256x15 sprite data, but it is removed! But then again, Gaspar only shows up during cutscene (and only 1 at that!), so nobody really notices its missing parts!. Gaspar's walking sprites are all unused.
Will be posting the sheets to the site soon.
Cheers,
- Rufas
But before that, let's go back to have a look back at those animation data. Tried to understand them with a debugger, and I realized it is not some frame-to-fps animation data, but a 128 cases virtual machine opcodes! It has jump, return, for, if, types of bytecode down there! ...I'm backing away...
Ripping NPC sprites can be pretty straight-forward, except for some odd 8 files. Going to the map that loads the data, I realized they moved the sprite data from VRAM 140,100 to 300,0 at run time, and then paired with the sprite data on the right. Couldn't figure how it happened, so I manually patch them.
Among one of them is Gaspar Uzuki, a sage from Shevat. No matter how hard I look for its pairing sprite data, I just couldn't find it. Luckily TCRF has the code to access the debug room, so I use it to jump to a map with Gaspar loaded, and mess around. This is what I got:
So yeah, Gaspar sprites are BROKEN! According to the assemble data, it should have another 256x15 sprite data, but it is removed! But then again, Gaspar only shows up during cutscene (and only 1 at that!), so nobody really notices its missing parts!. Gaspar's walking sprites are all unused.
Will be posting the sheets to the site soon.
Cheers,
- Rufas