Fixing the Wrong Sprites seen in Prior version

All the current assignments are in the first set (Bartz), which suggests that the “which hero” byte isn’t getting incremented, or possibly it’s ignored entirely!

Here the Job values of $09 are all loading “blank” sprites, possibly the 00 (Bartz) White Mage sprite.

Krile with Knight loads from $200B7E

Lenna with Ranger, from $2001CB
_Lenna(01)_Bartz(02)_Krile(03).png)
I’m literally using “match a tile” to find where the pointer is aiming in the rom; creating unique numerical tiles in a sequence was a helpful technique for this project.
Engineering goals:
- refine routine to find WW Job sprites
- based on
- WW sprites start at $280000
- times $3C0 +$280000 = rom offset to load from
- count up ( $3C0 x “which Hero” byte value ) bytes
- which Hero = 7E:2001 + ( $C0 x (what Job = 7E:2001 value) )
- complete loading for this hero
- increment position counter & go to next battle position
- which Hero = 7E:2080
- what Job = 7E:2081
- actual observed offsets loaded from, in current hack:
- Krile (Hero #5) with Knight (00) loads from $200B7E
- Lenna (Hero #2) with Ranger (07), from $2001CB
- 110 WW sprites’ locations:
- Job 00, Hero #1 = E8:0000
- Job 00, Hero #5 = E8:0300
- Job 01, Hero #1 = E8:03C0
- Job 01, Hero #1 = E8:0780
- Job 07, Hero #3 = E8:1D40
- Job 12, Hero #3 = E8:2E80
- Job 21, Hero #5 = E8:51C0