Full dumps of the non-vanilla sprites used in the two mods are attached in the 7z files.
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Quote from: Alucchi on April 15, 2025, 10:16:42 amFirst let me say, thank you so much for making this.
Is there any way that I can get just the Godot composite sprite logic without Pixelorama? The reason I wanted to use your plugin in the first place was to export the sprites into Godot so that I could rewrite the Merchant City of Dorter level.
I just want to import the sprite sheet and see all of the animations in Godot.
Quote from: Ramza323 on January 09, 2024, 10:08:53 amscreen keep faded and nothing elseDoes this mean the screen was black? Do you know if it was completely frozen or if any audio/animations kept playing?
<Location file="MAP_MAP107_GNS" offset="30, 44, 58, 6C" mode="DATA"> B9 </Location>
<Location file="BATTLE_BIN" offset="00070d84" mode="ASM" offsetMode="RAM">
ori r2, r0, 0x00 # make it so the map can't update when a crystal is laid
</Location>
<Variable file="MAP_MAP107_GNS" offset="30" default="B0" name="NOGIAS Light Level" />
<Variable name="Always On" bytes="1" default="00" symbol="true" />
<Location file="BATTLE_BIN" offset="158210" offsetMode="RAM" mode="ASM">
ori r1,r0,%AlwaysOn <!-- check if the player turned it Always On -->
</Location>
<Location file="MAP_MAP112_GNS" offset="35" mode="DATA"> 18 </Location>
<Location file="BATTLE_BIN" offset="00070d84" mode="ASM" offsetMode="RAM">
ori r2, r0, 0x00 # make it so the map can't update when a crystal is laid
</Location>
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