øAslickproductions.org/forum/index.php?PHPSESSID=bs636qb01v9gf2ovun74mivhm1&topic=2097.105e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index01be.htmlslickproductions.org/forum/index.php?topic=2097.15e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index01be.html.zx3·h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0Pd>OKtext/htmlISO-8859-1gzip0|Ö>ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 10:18:51 GMT0ó°° ®0®P®€§²ð®2·h^ÿÿÿÿÿÿÿÿt,> Graphics Edits Showcase (Link's Awakening Font patch released)

Author Topic: Graphics Edits Showcase (Link's Awakening Font patch released)  (Read 18224 times)

Bahamut ZERO

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Quote
Try subtracting 20. See what happens.

Worked like a charm!  :happy:

Thanks for the help man! Next time I dabble in this I'm going to keep Gerdankenchild's info close by so don't mess up like this again!


I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

Bahamut ZERO

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About to get to work on the Town Exterior tileset! After months of brainstorming ideas while being sidetracked by 1876321376 other things I came up with a way for my idea to work:

IDEA:Essentially to retool the buildings to have sloped roofs so every building in the game doesn't look like something from the desert town in Star Wars episode IV. In an effort to maximize space, I figure the best approach here would be to basically to have towns be comprised of two maps:

Map 1 being the background, comprised of grass/walkways/water. Water would be just the plain, full squares of water so those border and river tiles still look as intended.

Map 2 being details like houses/wells/jars/trees/bushes. This will dramitcally cut down the amount of space needed to make different roof types AND solves my problem of finding palattes that have grass and wall colors for detail tiles. This will also have the benefit of jars and other detail tiles that before used solid colors in an effort to APPEAR to be sitting on grass or road to actaully BE on the grass or road.


Now, this means it will take more maps and spare bytes to make this happen. There are 7 towns in the overworld (fairly certain there's at least enough glitch world maps normally to cover that), and like 1 maybe 2 in the Underworld.


On an unrelated note, made my first battleback edit!  No idea how they're assembled data wise, but played around with the graphics themselves a little. So far just rotate the grass so it's pointed upward like grass but hey gotta start off somewhere right? ;)

EDIT: Added an in progress pic of the new roof.
« Last Edit: July 16, 2016, 04:07:29 PM by Bahamut ZERO »
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

Bahamut ZERO

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Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
« Reply #107 on: July 17, 2016, 04:32:50 PM »
WIP pic of the new roof in action.  Also shows off the benefits of the 2-map approach for towns I'm doing. No more multiple tiles to show a well or bush on roads or grass!

I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

chillyfeez

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Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
« Reply #108 on: July 17, 2016, 11:12:30 PM »
Wow that looks really good.
The old man behind the roof - does he only look weird because he's in motion? I mean, if you stand still behind the roof, does it mask you diagonally like it should?

Bahamut ZERO

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Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
« Reply #109 on: July 18, 2016, 03:38:48 PM »
Wow that looks really good.
The old man behind the roof - does he only look weird because he's in motion? I mean, if you stand still behind the roof, does it mask you diagonally like it should?

Lol he looks weird atm because I'm still ironing out the tiles. In the end it's going to be like you ask, but for now they're set as behind the character. He just happens to spawn in that spot and I didn't move him.

Hopefully I'll have enough space in the tileset to add a couple extra things like a horizontal roof section so one could mansions and such (I figure at the most would be 6 tiles) and a chimney (2 of the same one, 1 horizontally flipped). A cross so one could make a church (1 or 2 tiles, depending on if I have space for a variant) and fencing (already made 1 fence tile, so only need 2 tiles for the sides).

Since I'm not using a lot of the alternate tree tops or bottoms I have a little extra space right off the bat. So I might have enough room for everything I'm planning lol.

I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

Bahamut ZERO

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Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
« Reply #110 on: July 18, 2016, 05:14:30 PM »
tweaked the roof tiles so you can walk under them properly. Primarily the top two rows  (so the point and the row of three under it). Also changed one of the useless tiles I had to be an "In front of" version of the mid section tile.  :cycle:

Pic of the roof in action (don't mind the buildings, haven't bothered adding building tiles to the town's background map yet). Haven't made the extra pieces yet so used the blue roof tile as a placeholder.

And since I got a pic up, anyone have any suggestions on how the buildings themselves should look? After making a new roof I figure I might as spice up the buildings to go along with.
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

Bahamut ZERO

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Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
« Reply #111 on: July 20, 2016, 05:13:45 PM »
Added some horizontal pieces to the mix:

Left and Right connecting pieces
Top piece with horizontal pattern
One tile is all horizontal pattern

Gonna have to make a 2nd left/right connectors as the current ones don't line up with the vertical portion at all, yet fit well when combining two of the smaller roof tiles.

Hope that doesn't sound half as confusing as that was to type.  :hmm:


Anyway, need some feedback on some things. Does the new roof fit in from the attached screenshots? And the other old roof (the blue one), should it stay in or should I say "fuck that other roof" and use the space for other stuff?

Also, I want to redo the building parts of the houses, but haven't quite decided on a general design. Anyone got any suggestions? I'd feel like I'm half assing this if I didn't mess with the buildings themselves at this point lol.
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

chillyfeez

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Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
« Reply #112 on: July 20, 2016, 06:31:38 PM »
I like the idea of differing roof motifs depending on what town you're in. Original FFIV does that a little bit, with Silvera, Agart and Toroia using primarily the shingled roof and Baron and Kaipo using the Tattooine roof.
But I think you could improve on that theme. The houses you're making now are sort of reminiscent of Tudors to me, so I would think, like, Baron and Toroia using that style, as they'd be the wealthy castle towns. Podunk Agart, silvera and Mist would use the (old) shingled roof. Kaipo would continued use to use Tattooine, cuz it's desert-like. I don't really know where Mysidia would fall in that spectrum.
Anyway, that's just my opinion - take it or leave it.

Bahamut ZERO

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Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
« Reply #113 on: July 21, 2016, 06:09:19 PM »
Hmm, I have enough space to reimplement parts of the tattooine roof so that could be possible, actually. As it stands I have about 7-9 tiles left in the formation, and almost as much graphics space in rom.

It should also help that I cut the blue roof down to two tiles instead of three (1 being the topper, the other just all roof pattern). I don't think I have enough space to re-add the capital building-style dome tiles though.

Then again, I probably shouldn't count my chickens before they hatch, as I've got a fence to finish adding in haha. That'll end up being 5 tiles in the formation data (main part, and the corners), so after that I'll recheck my free space (which might increase once my lazy ass finally edits the building tiles).

... I have too much fun messing with this shit.  :happy:
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

Bahamut ZERO

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Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
« Reply #114 on: July 23, 2016, 05:54:44 PM »
Turns out the fence ate up 7 tiles in the TFD, but I also realized two of the roof tiles I put in are worthless (they were from my first pass at adding them in).

As of right now I should have 3 or 5 tiles left on the tileset to  change, then I'll throw up a patch so anyone may use it for their projects.
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

Gedankenschild

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Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
« Reply #115 on: July 31, 2016, 09:17:54 AM »
This looks really great. The Romancing SaGa and Mystic Quest tiles fit in very nicely!
Looking at the screens I want to play it.  :happy:

If you are interested in playing around with the field battle background, I could give you some more details about how it's set up and where the maps are stored.
You've got to be kidding me with that Dynasty Warriors registration question??!!
I barely know such a series exists...

Bahamut ZERO

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Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
« Reply #116 on: July 31, 2016, 01:22:42 PM »
This looks really great. The Romancing SaGa and Mystic Quest tiles fit in very nicely!
Looking at the screens I want to play it.  :happy:

If you are interested in playing around with the field battle background, I could give you some more details about how it's set up and where the maps are stored.

Thanks for the kind words! Glad to see you back on the forum!

And as for the battle background- YES. I am TOTALLY interested in changing that, and the other ones up, so any info on them would be greatly appreciated!
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

Gedankenschild

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Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
« Reply #117 on: July 31, 2016, 03:27:42 PM »
Thanks for the welcoming words. I never really went away, but I just had to take a break because I suffered a hard drive failure that cost me the latest progress on my hack and that really pissed me off! (I managed to access the drive again at some point and salvage the data, so nothing is lost.)

I'll check out my notes and give you the info on the field bg soon. :wink:
You've got to be kidding me with that Dynasty Warriors registration question??!!
I barely know such a series exists...

Bahamut ZERO

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Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
« Reply #118 on: August 01, 2016, 05:45:55 PM »
Thanks for the welcoming words. I never really went away, but I just had to take a break because I suffered a hard drive failure that cost me the latest progress on my hack and that really pissed me off! (I managed to access the drive again at some point and salvage the data, so nothing is lost.)

I'll check out my notes and give you the info on the field bg soon. :wink:

Yeowch! Glad you were able to recover your work, man. Had the same thing happen to me a few years ago with my old computer back when I was balls deep into RPG Maker VX Ace. Only a few weeks ago did I finally managed to salvage everything from that drive (including my old RPG Maker project, even though I'll prolly never touch RPG Maker again at this point).

Thanks for taking a look through your notes for the field bg info! At this point I want to crack at changing up as many of them as I can, and that'll be a great way to cut my teeth on it.  :happy:

In other news, still burnt out on editing the Town Tileset further atm, so I decided to turn the Fat Chocobo into a stash now that I'm using Chillyfeez's Cache Mod alongside the Trashcan mode he helped me out with. Gonna edit the Trashcan into a chest as well at some point, but don't feel like it atm haha.

EDIT: Cool little bit of info for those out there that are interested - The palette the Fat Chocobo seems to have two use the same shade of orange 2 times back to back! So if one wanted they could change it to have a little bit more variety.
« Last Edit: August 01, 2016, 05:52:28 PM by Bahamut ZERO »
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

chillyfeez

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Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
« Reply #119 on: August 02, 2016, 02:01:13 AM »
Are those two of the 3BPP monster images you mentioned from FFV?