In another forum thread we've been discussing the possibility of restoring vanilla behavior to inventory item icons in the EEs and reintroduce the possibility for items to feature individual inventory icon images for their unselected and selected states, similarly to how they worked in the original games. As Balquo has explained, it is possible to do this, and all it requires is to open up the BAM file for each inventory icon, and copy (or move) the first frame of the second animation cycle to the second frame of the first animation cycle.
I've been trying to check out the WeiDU documentation as well as the BAM file format(s) on IESDP in order to figure out whether it would be possible to automate this process with WeiDU, but unfortunately, I'm very inexperienced in both of those areas, and all I've managed to do so far is make my head spin.
So I thought I'd ask to check if anyone else has any more experience in this field and could maybe give some pointers or example code to help me tackle this problem, if it is indeed possible to do what I want to do.
Here's a really rough (hopefully) human-interpretable mock code of roughly what I'm looking for:
I've been trying to check out the WeiDU documentation as well as the BAM file format(s) on IESDP in order to figure out whether it would be possible to automate this process with WeiDU, but unfortunately, I'm very inexperienced in both of those areas, and all I've managed to do so far is make my head spin.
So I thought I'd ask to check if anyone else has any more experience in this field and could maybe give some pointers or example code to help me tackle this problem, if it is indeed possible to do what I want to do.
Here's a really rough (hopefully) human-interpretable mock code of roughly what I'm looking for:
FOR EACH (ITEM in game)
SET VAR BAM = ITEM.icon
IF (BAM.numcycles >= 2)
IF (BAM[cycle 1].numframes >= 1)
COPY_FRAME BAM[cycle 1][frame 0] to BAM[cycle 0][frame 1]
ENDIF
ENDIF
ENDFOR







