M
Mcindus
Guest
Animations don't work properly in FF8 mods because of hashcode collisions. The .tim file layers are too similar in pixel content for Tonberry to distinguish between the two, so the animation frame gets 'lost' persay. Because Tonberry works from the VRAM dump, this issue isn't easily remedied until Tonberry gets a better hashing algorithm, or variations are written in manually to look for altered pixels in locations where the 'eyes' are different. If the game could refer to these images in advance, then there would be no problem - as it would look up the location for the proper eye from the texture atlas and then the animation would work. Coming from the VRAM, the game only looks for entire code alterations and looks up a different image with the eyes already placed in the appropriate location. For a more in depth definition of this, message meMcindus what's the problem in FFVIII that character models are unable to blink once you apply custom character textures? It seems the same way in FFIX. In FFx i didn't had such problems.
I may be releasing an update today that lowers the texture for the field texture so it behave normally.
The ref needs to wait sadly (blinking eyes and things as garnet ribbon).