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Author Topic: True Knight clipping  (Read 989 times)

13375K31C43R

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True Knight clipping
« on: December 15, 2016, 03:42:03 PM »
If a character guards a comrade using the True Knight relic, sometimes when they rejoin the lineup, they appear incorrectly in front of or behind the neighbouring characters.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

assassin

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Re: True Knight clipping
« Reply #1 on: December 15, 2016, 03:55:00 PM »
never seen.. please clarify.  do you mean left<-->right row-like movement, or is this sprite priority?  if the former, are they in their usual vertical position, or directly in front of or behind the other character?

13375K31C43R

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Re: True Knight clipping
« Reply #2 on: December 15, 2016, 04:35:37 PM »
Check out this screenshot. It's very subtle, but you can see Edgar's toes appearing over Setzer's head when Setzer should be obscuring them. This is right after Setzer was attacked and Edgar shielded him.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

Novalia Spirit

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Re: True Knight clipping
« Reply #3 on: December 15, 2016, 05:50:47 PM »
If you want a very non-subtle version of this bug (from what I recall, anyway), try it while the party is piloting a magitek armor. :P

assassin

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Re: True Knight clipping
« Reply #4 on: December 15, 2016, 07:54:45 PM »

TheNattak

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Re: True Knight clipping
« Reply #5 on: December 15, 2016, 09:56:56 PM »
As an avid True Knight user I've noticed this many times. A fix would great!

magitek

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Re: True Knight clipping
« Reply #6 on: December 15, 2016, 11:24:15 PM »
I only noticed this bug when testing my Smart Cover patch (with Terra & co. riding Magitek armors in Narshe), and it's one of the reasons I disabled the True Knight effect for characters with the Magitek status in that patch. If I understand Novalia correctly, a quick and dirty fix for this would involve calling the sprite priority updating function periodically? Would calling it every frame cause slowdowns and be unnecessary overkill? What about calling it similarly to the way command availability is updated (i.e. from C2/083F)?
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13375K31C43R

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Re: True Knight clipping
« Reply #7 on: December 16, 2016, 01:31:25 PM »
I had the same fears about Imp Skimp. The most correct way I could've fixed that bug would've been to make sure the enemy sprite update function was called as often as the player sprite update function, but that would've slowed things WAY down.

I have noticed that the problem only lasts until another party member moves; then all the sprite priorities are fixed. So I think all that really needs to happen is that the priority update function is called whenever True Knight (or by extension, Love Token) kicks in. C1/BECD is the function that handles Battle and Special, so it seems like that's where we would need to add a function call...anywhere else?
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

magitek

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Re: True Knight clipping
« Reply #8 on: December 17, 2016, 06:55:31 AM »
Well, True Knight and Love Token is handled in C2/123B, but I'm not sure that's the proper time to update sprite priority. It surely get called once when executing the True Knight animation, to ensure that the bodyguard is on top of the target, and I suppose it needs to be called after executing the animation, too. I'm not exactly sure where all that animation stuff is handled, however.

If there are any other instances of this bug, I think it would be prudent to make a more general fix, if possible. I can't remember if any other vanilla animations cause sprites to jump around Y-wise (except Quadra Slam and maybe the mirror image from Rippler?)
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13375K31C43R

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Re: True Knight clipping
« Reply #9 on: December 17, 2016, 12:36:31 PM »
That's the function that determines whether or not True Knight or Love Token actually happens. The code that actually makes the bodyguard do his job on the screen will be either in bank C1 or the latter half of bank C2.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings

13375K31C43R

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Re: True Knight clipping
« Reply #10 on: December 28, 2016, 05:25:35 PM »
Something I just discovered is that, if the party is set up as per the screenshot linked to above, and Edgar defends Celes, he'll appear underneath Sabin. What this tells me is that the order in which party member sprites is drawn is not just the order they appear in the line-up, but instead they are drawn right after the party member they are protecting, if any. Otherwise they are drawn in the normal order.
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." -Gildor from The Lord of the Rings