Author Topic: How Do You Manually Set a Monster's Pointer in FF4kster?  (Read 595 times)

Bahamut ZERO

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How Do You Manually Set a Monster's Pointer in FF4kster?
« on: April 10, 2016, 02:21:10 PM »
Lately I've begun another bout of changing things I've grown tired of seeing 18263185 times while testing my project. This time the culprits are the monsters, and I plan on changing the all as I go.

Now one of the things I plan on doing is making humanoid monsters that are normally SUPER BIG  compared to your playable characters more proportional (4x4 size would be the smallest I could use for this, being that the characters are 2x3). I figure I'll end up with a little wiggle room if I go this route as well, meaning an extra monster or two would be possible.

Only thing I need to figure out is how to set a monster's graphic pointer manualy in FF4kster. Is the five digit number a decimal representation of the offset where the graphics would start? Or if I'm wrong, how would I set one up?
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

chillyfeez

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Re: How Do You Manually Set a Monster's Pointer in FF4kster?
« Reply #1 on: April 10, 2016, 02:50:23 PM »
Assuming your ROM has a header...
*Take the offset of the first tile the monster uses (can be found in TLP, probably YY-CHR too, I guess).
*Subtract 8000 (hex)
*divide by 8
*convert the hex result to decimal

For instance:
*Imp begins at 68818
*68818 - 8000 = 60818
*60818 / 8 = C103
*convert to decimal: 49411