Has this ever been figured out?
Let's say I replaced the snow in Death Peak (also added that to North Cape) to something a little more conventional (sorry, screenshot not available)
JLukas informed me a few years back, that each pallet has code that determines whether or not that particular pallet set allows animation or not. So, in order
to "activate" animation data for a particular pallet, there's some bytes that have to be changed...
Formula is (palette index hex value) *2 +3DF9C7 (That will give the address of the 2 byte pointer)
North Cape palette is 43, so 43 * 2 (=86)... add 86 to 3DF9C7 to get 3DFA4D.
Head to 3DFA4D in hex editor, and you find: 3B 03
I have no idea what "3B 03" actually does, (I'm still in the learning stages so my trace-route skills are infancy)--but it seems to do nothing animation-wise... HOWEVER, viewing a pallet set that *does* have animation enabled says 88 00, change: 3DFA4D 88 (was 3B) & 3DFA4E 00 (was 03). Now North Cape's Pallet 43 will have an animated Layer 3. (ex: If I put water tiles like in Heckran Caves in the background, they'll animate, before we changed those two bytes the water would be motionless)
ANYWAYS, (back to my question) let's say I've imported some new snow graphics, has anyone actually figured out how the animated tiles work together?(obviously the new is static--even if I have it scroll across the screen, which looks very lame) I'd love to be able to animate the tiles. After viewing the graphics packs for the animated tent flags in the Millennial Fair, I see how the tiles are placed in the compressed packs and set up my snow the way I need, but where is the data/code that tells these tiles what to do? I presume that each sub-tile has some code somewhere that tells it to animate to another sub-tile (and so on)
Knowing this would be VERY useful for water, conveyors, snow, clouds, rain, etc, etc...
Any input is appreciated. Thanks.