jakerman999
looking for spriters
- 52
- Posts
- 17
- Years
- Ingersoll
- Seen Sep 23, 2014
this is my attempt to log all the different kind of bytes that are found in the tile editor of advance map. for this "experiment" I shall be using Fire Red [E] with advance map 1.82, because that is the most recent version that works on linux.
here we go.
behaviour byte:
02§ grass animation (encounter)
03§ big grass animation (encounter)
06 sand foot prints (with sandheaps)
07§ micro grass animation
10 reflection with waves
13 waterfall with force down
15 spashing water
1A reflection (background byte=20 for reflection)
1B water on feet
1C water on feet with down arrow
20 ice
21 foot prints
28 overworld halfway underwater
30 person blocked on right
31 person blocked on left
32 person blocked upwards
33 person blocked downwards
34 person blocked up/down/right
35 person blocked up/down/left
36 person blocked down/right
37 person blocked down/left
38* person jumps right
39* person jumps left
3A* person jumps up
3B* person jumps down
40 overworld walks right
41 overworld walks left
42 overworld walks up
43 overworld walks down
44 overworld slides right
45 overworld slides left
46 overworld slides up
47 overworld slides down
48 like ice, but with a small difference.
50 overworld runs right
51 overworld runs left
52 overworld runs up
53 overworld runs down
62 arrow right
63 arrow left
64 arrow up
65 arrow down
66 last building warp.
68 drown in sand(apparently a warp method, but I cant find the right movement property).
69 use door
6A escalator up
6B escalator down
6D another arrow down block
A0 can only walk?
*must have movement data set to 1
§must have background byte set to 01
all others do nothing, create problems, or need a requirement that I didn't test.
background byte:
couldn't find where the others are used in the rom.
all this came from looking at the cause of tile errors in the shiny gold project(made by zel, so credit him) and will help me when I get around to making my hack.
if anybody would like to contribute, feel free, you will be given credit, and I'll update this as much as possible. the next thing I'm working on is checking these values with Leaf Green to see if they hold true, and then I'll post my findings here.
after that, I'll look at RSE and see how they compare.
hope this helps anyone else who had problems.
here we go.
behaviour byte:
Spoiler:
02§ grass animation (encounter)
03§ big grass animation (encounter)
06 sand foot prints (with sandheaps)
07§ micro grass animation
10 reflection with waves
13 waterfall with force down
15 spashing water
1A reflection (background byte=20 for reflection)
1B water on feet
1C water on feet with down arrow
20 ice
21 foot prints
28 overworld halfway underwater
30 person blocked on right
31 person blocked on left
32 person blocked upwards
33 person blocked downwards
34 person blocked up/down/right
35 person blocked up/down/left
36 person blocked down/right
37 person blocked down/left
38* person jumps right
39* person jumps left
3A* person jumps up
3B* person jumps down
40 overworld walks right
41 overworld walks left
42 overworld walks up
43 overworld walks down
44 overworld slides right
45 overworld slides left
46 overworld slides up
47 overworld slides down
48 like ice, but with a small difference.
50 overworld runs right
51 overworld runs left
52 overworld runs up
53 overworld runs down
62 arrow right
63 arrow left
64 arrow up
65 arrow down
66 last building warp.
68 drown in sand(apparently a warp method, but I cant find the right movement property).
69 use door
6A escalator up
6B escalator down
6D another arrow down block
A0 can only walk?
*must have movement data set to 1
§must have background byte set to 01
all others do nothing, create problems, or need a requirement that I didn't test.
background byte:
Spoiler:
00 top layer of tile covers overworld, overworld covers bottom layer.
01 all grass tiles need this byte to run the grass animation and encounter script. (credit to sonic1)
02 attached to waterfall tiles and currents
20 overworld covers block
22 attached to water tiles.
01 all grass tiles need this byte to run the grass animation and encounter script. (credit to sonic1)
02 attached to waterfall tiles and currents
20 overworld covers block
22 attached to water tiles.
couldn't find where the others are used in the rom.
all this came from looking at the cause of tile errors in the shiny gold project(made by zel, so credit him) and will help me when I get around to making my hack.
if anybody would like to contribute, feel free, you will be given credit, and I'll update this as much as possible. the next thing I'm working on is checking these values with Leaf Green to see if they hold true, and then I'll post my findings here.
after that, I'll look at RSE and see how they compare.
hope this helps anyone else who had problems.
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