

Indicates how many empty tiles will be allowed in a 64-tiled sprite. This option is ignored if 1D sprites are turned on, as it’s functionally pointless. More sheets means more ROM consumed and more frequent decompression, but fewer sprites. Sprites will not be split into smaller chunks if there’s otherwise no room left on the current sheet. This does mean 64×64 and 32×64 sprites won’t fit and will be split into smaller sprites. The split is horizontal (256×32 instead of 128×64) to avoid having to decompress the sheet elsewhere before then moving it to VRAM. This allows for more battle anims to display at once (pair-up here we go?). Sheets will only be half the usual size (256×32 instead of 256×64). You’ll need to add an “#include “ASM/ASM.event”” to your buildfile, to enable some asm that allows the second palette to be loaded correctly.

Aa2 character database search free#
This way it’s possible to display two palettes at the cost of two free paletteslots, and more sprites (meaning more sheets, therefore more ROM consumption and more frequent decompression). These are the possible options:įrames will be split in two, each using a different palette. Only EMPTYTILEPER64 actually uses theĪrgument. These options can be added to the script in this options need to be put at the start of the script, before “/// – Mode 1”. There’s a few options you can add to the battle animation script to change AA2’s output. You can then include this installer file in your buildfile, and re-build your ROM to see the results. ) slot with the animation slot you wish to overwrite. You’ll have to replace the AnimTableEntry( If everything works correctly this’ll run AA2.py and produce a It expects AA2.py to be two directories back from the current one, but changing this should be straightforward. Simply drag’n’drop the battle animation script (bow.txt for example) onto the AA2.bat file. Bow/AA2.bat) to both weapon folders of the bow knight. This should be the first enemy you fight in the Prologue of FE8U, so you can see the animation in action as soon as possible (although the enemy won’t hit the player, maybe due to the bow script not matching the weapon used). The bow animation is set to overwrite battle animation entry 0x19, which is the Fighter’s axe animation. This repalette uses 27 colours, to show off AA2’s two-palette option.
Aa2 character database search install#
This will install a repaletted version of Spud & Gamma’s bow knight. If you want to use/test this environment, apply Main.event to an FE8U ROM using Event Assembler. Only the first four palettes (or eight if using 2-palette mode) are used. AA2 grabs the first frame in the dictionary (which would be the first frame in the script if the dictionary is ordered) and uses its palette to construct the installer’s palette. Frames are kept in a dictionary, which seems to be ordered in later versions of Python, but unordered in earlier versions. Which frame’s palette is used might depend on which version of Python you’re running. The palette of the animation is grabbed from one frame’s image. Make sure to keep lzss.py in the same directory as AA2.py, as AA2 imports lzss. This installer file can be included in a buildfile to insert the battle animation. AA2 produces an EA Installer.event file as output. It’ll also need the images referred to in the script to be present in the same directory as the script. AA2 is a python script that takes an FEGBA battle animation script (in the usual format) as input. This is an environment that serves as an example use of AA2. lzss.py is used to compress palettes and spritesheets. I also referenced circleseverywhere’s Animation Assembler.
