Difference between revisions of "Sprites"

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(Damage Table)
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The sprite HP table is located at $06B173. Each value is a single byte, so the offset is equal to the sprite id number as listed below. All values from $00 to $FF are viable for all sprites, but some cannot be damaged by any weapon without more complex tampering with ASM. The sprite's HP is loaded to an array at RAM address $7E0E50, where $10(decimal: 16) values can be loaded at once.
 
The sprite HP table is located at $06B173. Each value is a single byte, so the offset is equal to the sprite id number as listed below. All values from $00 to $FF are viable for all sprites, but some cannot be damaged by any weapon without more complex tampering with ASM. The sprite's HP is loaded to an array at RAM address $7E0E50, where $10(decimal: 16) values can be loaded at once.
 
===Damage Table===
 
===Damage Table===
The sprite damage table is located at $06B266. Each value is a single byte, so the offset is equal to the sprite id number as listed below. There are a finite amount of [[damage types]] which all have a different set of damage values for each armor type. Not all damage types are compatible with all sprites.
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The sprite damage table is located at $06B266. Each value is a single byte, so the offset is equal to the sprite id number as listed below. There are a finite amount of [[Damage Types|damage types]] which all have a different set of damage values for each armor type. Not all damage types are compatible with all sprites.
  
 
==Sprites==
 
==Sprites==

Revision as of 01:03, 14 April 2016

Important Hex Addresses

HP Table

The sprite HP table is located at $06B173. Each value is a single byte, so the offset is equal to the sprite id number as listed below. All values from $00 to $FF are viable for all sprites, but some cannot be damaged by any weapon without more complex tampering with ASM. The sprite's HP is loaded to an array at RAM address $7E0E50, where $10(decimal: 16) values can be loaded at once.

Damage Table

The sprite damage table is located at $06B266. Each value is a single byte, so the offset is equal to the sprite id number as listed below. There are a finite amount of damage types which all have a different set of damage values for each armor type. Not all damage types are compatible with all sprites.

Sprites