Author Topic: Fade in / Fade out  (Read 2799 times)

DLPB_

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Fade in / Fade out
« on: 2013-08-13 21:51:31 »
When I was looking for a value I could use to know a screen had been refreshed, I looked into the fade in and fade out of field screens.  Seems that the fade out is longer than the fade in... (and maybe people will want to speed it up?)...  Not to worry, though, I've found where the main values can be changed. 

Memory:

0xCC0DD6:  This seems to be a placement for the fading value. 
If you see what writes to it, you can see the area of code for Fade in/out.

Fade in uses value at 0xCC0DD8.  It is written to from 0x63BEC4

Fade out:  Set 0x63BA48 to add ax,0002 to double the speed.

These values are to do with the field.  World Map will probably use different area.  Maybe someone else could look through this and see if they can expand on it?
« Last Edit: 2013-08-13 21:53:43 by DLPB »

Template

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Re: Fade in / Fade out
« Reply #1 on: 2013-08-13 22:10:54 »
I was expecting this to be your inevitable fix for the MIDI problems. But this is almost as good..... *cries a little* :'(

DLPB_

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Re: Fade in / Fade out
« Reply #2 on: 2013-08-13 22:16:36 »
The fadein/fadeout of musics is probably already fixed by aali...  for the oggs.

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Re: Fade in / Fade out
« Reply #3 on: 2013-08-13 22:21:12 »
yeah, maybe it's because MIDI was impossible to fix. Hadn't considered that. I wonder what the MIDIs act like under unconverted ff7--you'd think I woulda checked.

If I can get Vex to let me convert her XM/XM Timidity++ huge_pats soundtrack to looping .ogg I'll probably mostly stop whining about MIDI. Anyway, it was meant to be a humorous derailment. Making the onscreen fadeout is certainly useful. The title of the thread had me pretty excited--it was funny to me but you had to be there. :-P
« Last Edit: 2013-08-14 13:44:52 by Template »