This will need to be done manually and will take some time because there are several hundreds of sprites for each arc. Next we need the linking for vanilla names (Ryukishi sprites) to our names (PS3 sprites). Solution: For CGAlt (and for Ryikishi sprites) if sprite_X does not exist try sprite_(X-1) and sprite_(X-2) (if X=2) as fallbacks before falling back to PS3 sprite_X. For CGAlt there are also some cases where the sprites are different such as oisi1_5_0 and oisi1_5_2 in Watanagashi. This is intentional as the sprite is different for PS3 sprite with LS disabled. I noticed that most cases of sprite duplication in CGAlt are cases like me1a_akuwarai_a1_1 and me1a_akuwarai_a1_2 being the same sprite. Fallback for sprites when LS is not active For MG sprites we solved it by addind certain sprites as multiple copies with different names which increases the patch size unnecessarily.Ī better way would be to add a JSON file with a map of sprite aliases.įor Ryukishi sprites this would enable us to use the sprite names from vanilla and just link them to PS3 sprites using the json. JSON file with sprite aliasesīoth MG and Ryukishi sprites have fewer facial expressions than PS3. In this issue I'll write down the steps we need to take to add them back. Currently our patch supports the PS3 and MG sprites but we removed the support for the original Ryukishi sprites.
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