SHP & Graphic info page

From Final Fantasy Hacktics Wiki
Revision as of 03:42, 27 October 2021 by Talcall (talk | contribs) (Created page with "<font face='Courier New'> This is a list of the currently discovered SHP info and quirks, particularly for woosh effects, weapons, and units. Currently, ability effects are...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

This is a list of the currently discovered SHP info and quirks, particularly for woosh effects, weapons, and units. Currently, ability effects are unexplored.

SHP unit data layout:
	0x00 - start of attacking frames (load from second half of sprite sheet)
	0x04 - ??
	0x08 - Frame pointers (+ frame * 4)

TYPE1 : 0x800962f4
TYPE2 : 0x8009697c
CYOKO : unsure
MON   : 0x8009768c
RUKA  : unsure
KANZEN: unsure

SHP weapon data layout: 
	0x00 - + weapon type ID * 4 gives 0-frame for weapon
	0x40 - frame pointers (+ frame * 4)

WEP1  : unsure
WEP2  : unsure
EFF1  : unsure
EFF2  : unsure

0x800946c8: Graphic size pairs (words, only loaded in pairs, height and width)

Graphic information layout:
0x00 - 0x01: 
	- [_ _ _ _ _] Rotation pointer (only values up to 0b11001 (0xc8) point to anything other than no rotation)
	- [_ _ _] # of graphics to load - 1 (0 is one graphic, 1 is two graphics, so on and so forth)
0x02: x shift
0x03: y shift
0x04 - 0x05:
	- [_ _ _ _ _ _] Size pointer, points to two values that are raw graphic height and width. This roughly coincides with locking to an 8x8 grid on a spritesheet.
	- [_ _ _ _ _] Y tile offset, how many 8x8 grids down is the graphic
	- [_ _ _ _ _] X tile offset, how many 8x8 grids down is the graphic
0x02 - 0x05 are repeated depending on how many graphics are loaded.