Author Topic: About textures in exp bar and exp.  (Read 3758 times)

Akari

  • Moderator
  • *
  • Posts: 766
    • View Profile
About textures in exp bar and exp.
« on: 2006-06-15 18:03:52 »
I have two questions:

1) Where to get overlay texture that used as color in experience and limit bar in party menu.

2) How calculate how much experience bar must be filled? Therer are only total EXP and current EXP to next level... this info just not enough =(

dziugo

  • *
  • Posts: 1470
    • View Profile
    • A new copy of FF7 thanks to Salk. Pack (zip/rar/etc) your saved game before sending it to me.
Re: About textures in exp bar and exp.
« Reply #1 on: 2006-06-15 18:35:17 »
1) Hmm... I'll let you know if I find it... I modified it when making a limit break patch, but I didn't put it down anywhere...
2) Offset 0x21 in character's record

Edit:
It starts at offset 0x0066E272 in 1.02 EN ff7.exe
« Last Edit: 2006-06-15 19:42:14 by dziugo »

halkun

  • Global moderator
  • *
  • Posts: 2097
  • NicoNico :)
    • View Profile
    • Q-Gears Homepage
Re: About textures in exp bar and exp.
« Reply #2 on: 2006-06-15 22:10:08 »
I could of sworn it was in window.bin. If you look at the blank bar with various CLUT colors applied, the bar changes color.

Keep in mind it could just be a CLUT texture one pixel wide and being "stretched" over the bar.

dziugo

  • *
  • Posts: 1470
    • View Profile
    • A new copy of FF7 thanks to Salk. Pack (zip/rar/etc) your saved game before sending it to me.
Re: About textures in exp bar and exp.
« Reply #3 on: 2006-06-16 20:00:46 »
Assuming that this is a limit/level bar:
Code: [Select]
   P1 |==============================| P2
      |                              |
P3,Q1 |------------------------------| P4,Q2
      |                              |
   Q3 |==============================| Q4
That we're drawing a bar with:
Code: [Select]
x,y - position of the top-left corner
width & height
color
And that P&Q are points with x, y, and col fields:
Code: [Select]
P1.x = x;
P1.y = y;
P1.col = 0x90000000;

P2.x = x+width;
P2.y = y;
P2.col = 0x90000000;

P3.x = x;
P3.y = y+height/2;
P3.col = color;

P4.x = x+width;
P4.y = y+height/2;
P4.col = color;

Q1.x = x;
Q1.y = y+height/2;
Q1.col = 0x90808080;

Q2.x = x+width;
Q2.y = y+height/2;
Q2.col = 0x90808080;

Q3.x = x;
Q3.y = y+height;
Q3.col = color;

Q4.x = x+width;
Q4.y = y+height;
Q4.col = color;
The bar consists of two gradients (rectangle P and rectangle Q).

Some colors (ARGB I suppose :P). For menu:
Code: [Select]
0x90802020 - Experience (menu and battle overview)
0x90802050 - Limit bar - Normal
0x90800000 - Limit bar - Fury
0x90000080 - Limit bat - Sadness
In battle:
Code: [Select]
0x90802050 - Limit bar - Normal
0x90800000 - Limit bar - Fury
0x90000080 - Limit bat - Sadness
0x80808020 - Time - Ready (inactive, col for active is an algorithm)
0x80108040 - Time - Wait
0x80804000 - MBarrier
0x80800000 - HBarrier
These are the colours for a Limit bar when a character reaches a Limit Break (they switch once every two frames in menu and battle):
Code: [Select]
0x90000080
0x90800080
0x90800000
0x90804000
0x90808000
0x90408000
0x90008000
0x90008080

dziugo