====== Palette Animation Data ====== aka. Animation BG (ZoneDoctor) ===== Overview ===== Each location will have a Palette Animation index in it's [[ff3:ff3us:doc:asm:fmt:map_propriety|Location Properties]]. ^ Description ^ Value ^ | Base offset (SNES) | $C09825 | | Block size | $0C | | Number of blocks | $0A | | Total size | $78 | Each block will consist of 2 sets of 6 byte palette animations. So 2 animations are loaded each time. ==== RAM ==== A routine at ''$C0/8D1D'' reads the palette animation data for the current location into RAM, see [[ff3:ff3us:doc:asm:ram:field_ram|Field RAM]]. ===== Data ===== ^ Byte ^ RAM ^ Description ^^ | $00 | $10EA | $0F | Counter 2 reset value | | ::: | ::: | $F0 | Palette Animation Type | | ::: | ::: | $00 | Type: None | | ::: | ::: | $10 | Type: Cycle | | ::: | ::: | $20 | Type: ROM | | ::: | ::: | $30 | Type: Subtract pulse | | $01 | $10E8 | Counter 1 reset value || | $02 | $10EB | First color pointer (color index * 2) || | $03 | $10EC | (number of affected colors - 1) * 2 (-1 only for type 2 and 3) || | $04 | $10ED | Color index in ROM (only used by type 2) || | $05 | $10EE | || ===== List ===== ^ Idx ^ Description ^ Palette ^ | $00 | None | -- | | $01 | Lete River, Whitewater river with birds (ending) | $07 | | $02 | Lava (Phoenix Cave, Cave to the Sealed Gate) | $20/05/1B | | $03 | Imperial Camp | $08 | | $04 | Solitary Island, beach | $1E | | $05 | ? | -- | | $06 | Doma Castle (during Imperial siege), dark (ending without Cyan) | $02 | | $07 | Baren Falls, Waterfall cliff bridge with birds (ending) | $17 | | $08 | Narshe (WoB) | $0C | | $09 | Kefka's Tower, caves | $22 | | $0A | Darill's Tomb | $28 |