øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=347;area=showposts;start=180e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index045b.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=347e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index045b.html.zxñg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ ,/³OKtext/htmlISO-8859-1gzip@øÕ³ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 20:13:11 GMT0ó°° ®0®P®€§²ð®ÿðg^ÿÿÿÿÿÿÿÿ6"³ Show Posts - Bahamut ZERO

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Messages - Bahamut ZERO

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181
Final Fantasy IV Research & Development / Re: Hacking the Music
« on: January 24, 2016, 07:51:41 PM »
Ironically enough I use Ending 3 as the song used during the Mysidian Raid in the intro (and anywhere you'd normally hear any form of the Red Wings theme in Vanilla FF4 as I don't plan on using them) in FU Remix.  I've tried multiple times on my own to try looping that track just to end up with a garbled mess that I couldn't even begin to describe as sound, let alone music lol. Thank you so much for posting this up, and thank you Pinkpuff for requesting it!

IT FINALLY LOOPS!!!!!!!!!  :happy:








182
Final Fantasy IV Research & Development / Re: 4bpp Graphics Backport
« on: January 24, 2016, 07:42:22 PM »
Look, it's a PSP version portrait...



Holy shit! That is a mindblowing update to the character portraits.  :cookie:

183
Well, works stalled out on the Town Tileset for now due to the shitstorm that hit the other night (40-ish inches fell where I live in WV), but I have a couple pics of something I was working on before the storm hit: Pigs 2 Moogles!

The battle sprites started as a horribly done port of Mog from FF6 that I decided to tweak the living shit out of.

The NPC sprites are hand pixeled from scratch. I'm not 100% satisfied with the front/back facing sprites yet but it's coming along pretty nicely! Well, besides being limited to skin tones  :wink:


Gonna do a portrait next day I have free time, but for now I'm using a port of Mog's portrait used in a hack called Celes + Terra just so I'm not seeing a damn pig graphic on the menu lol.


184
I don't know to what degree you have analyzed the tileset, but there's more stuff that can be sacrificed, but also tiles that go entirely unused. You can't help but take note of all the details when you're doing what I'm doing. Let me know if you're in need for more space.


I've been slowly getting the hang of what tiles are what, but I'm far from figuring out all the bits and pieces. Since I'm planning on doing some extensive changes to it, any info on the Town tileset would very, very appreciated.

185
Nice! I see what you did there with the walls... :wink:
Looks pretty neat.
Did you fool around with cutting down on trees?


Thanks! I've yet to make anything out of the trees yet, though I've gone ahead and edited all the maps to use the single tree bottom. I was going to start on making some slanted roof styled tiles out of those extra tree bottoms, but quickly realized the roof palette has no grey or green color to use for the ground that would be showing.

Though I COULD use the brown palette as there's a version of it with a green and a version with the dark grey used for roads. And if I used the white roof tiles instead of those tree bottom, I could have much more room to play around with. I'll have to play around with that some later.



Sorry I haven't been around much these days. I try to stop in when I can and see the progress made. While things have been a bit quiet I am always glad to see more progress made and spriting in FFIV is a far from simple task. Do you happen to have any tutorial or tips to give on how you approach it? Without any external tools made for this sort of thing (See: FFVI) it is remarkable that you've done as much as you have.

FFVI has external tools for this!? Lucky fellas!  :wink:


Here's some of the tips/things I do to help keep the difficulty down a bit:

1) YYCHR.  This tool is an immensely helpful to me. You can load ZSNES savestates to view graphics with their proper palettes without guess work. It has copy and paste features, and although it lacks a tile arranger feature like TLP, you can very easily open a second window of YYCHR with a blanked out rom for the exact same effect. It also has a pattern changer that is an absolute godscend for editing a characters battle sprites.

2) A blanked out rom for a work area. This REALLY helps in cutting back on frustration from accdentally mucking things up, or when you're editing a tileset. What I do is copy what I want to edit to the blank rom so I can freely play around with the bits and pieces (at times it's like editing a jigsaw puzzle when it comes to tilesets). I've attached a patch that will blank out an unheadered FFIIUS 1.1 ROM so you'll have 1024kb space of blank canvas to play around with. (Do NOT patch it to any in-progress project: Use a fresh rom.)

Some other little tips:

* To properly see NPC sprites in YYCHR, go to the in battle character sprites (4BPP) and scroll down til you get to the end of FuSoYa's sprites. You'll see an orb tile (I guess used for FuSoYa's Regen command?) right above the top part of the Pig's head. Switch to 3BPP and scroll down with the mousewheel to have access to the NPC sprites for all main characters and town NPCs.

* To properly see sprites for vehicles (also includes things like the Giant, Tent, etc) , scroll to the bottom of the rom, switch to 3BPP, then scroll up til you see them using the arrow keys or mouse wheel. Clicking the scroll arrows on the programs sidebar will screw up the way the graphics look and you'll have to rescroll back to the bottom, set it to 4BPP, then back to 3BPP and scroll back up.


I know I've got some more tips locked away in the recesses of my mind somewhere, but these are the ones that first come to mind.

186
Don't have the time on hand to answer the above post, but when I do I shall!



Anyway, hopping on here for a sec to say the patches are going to take a bit more time because I've become wholeheartedly sidetracked with playoing around with the Town Exterior tileset.

Attached is a pic of what I have going atm. The grass and stone tiles are imports from Final Fantasy Mystic Quest, while the other edited thingss you see (walls, bridges) are hand-pixeled pieces of awesome. :)

187
Final Fantasy IV Research & Development / Re: 4bpp Graphics Backport
« on: January 13, 2016, 05:29:55 PM »
It's always nice to hear from you two.

@Bahamut ZERO:

Keep in mind that these 3 tiles are only redundant in the remake. If you are looking for ways to make the original tileset more efficient you might also focus on the trees. The original uses 4 lower tree tiles (left, middle, right & standing alone). The remake cuts that down to a single one.





You know, that's a damn good idea! With those 3 along with a few of the 3 you mentioned earlier, I might just have enough space for a roofing changeup I want to do with the town tileset. Thanks for the suggestion! Now I have something to do with my free time tomorrow.  :banonsmash:

188
The patch attached to this post does the following and requires an UNHEADERED V1.1 US ROM:

*Replaces DK Cecil's Overworld and Battle sprites with edits to make him appear like he does in his Menu Portrait (Bull horns/Slit Helmet style).

One thing I want to point out for fun: Vanilla DK Cecil's "Struck" pose in battle has what looks like a mishapened turd for one of his feet. Portrait Dark Knight Cecil (PDK) does not. :P

PDK Cecil also has a chanting pose (by adding a gem to his sword that flashes when he's readying magic).

And lastly, although his overworld sprite is in full armor, in battle you can still see PDK Cecil's bare hands. That's so you have a way to tell if he's poisoned or not during battle (as the skin tones are the only colors that are changed when poison status is inflicted).

This SHOULD patch fine without overwriting anything else, but to be safe: ALWAYS BACK UP YOUR PROJECT FIRST!

Enjoy! All feedback is welcome! Hopefully within in the next week I should have all the older graphics in patch form as well. :yabin:


189
Final Fantasy IV Research & Development / Re: 4bpp Graphics Backport
« on: January 08, 2016, 12:15:32 PM »
That is some incredble progress on the town tileset! The amount of depth the buildings have and the amount of detail on the walls is staggering. I especially like the scooped wall top and the bottom border.

 I think the one stair tile you used was the one used for the beginnig of the wall shadowing, but it's new (actual) use is much better. Fuhk that staircase!

 And thanks for the info on the unused tiles! I've been wracking my brain for what feels like  ages on how to go about some ideas I have for the town tileset, and knowing of 3 more tiles that won't be missed helps immensely. :D

190
Final Fantasy IV Research & Development / Re: 4bpp Graphics Backport
« on: December 31, 2015, 01:21:44 PM »
Those mountains.... holy shit do they look good! :D


I especially like the fact the wall and floor tiles aren't the same color like the old SNES ones are. Really brings out the details!

191
Good lord, that last post was 30 days ago? That does it, I'm finishing this sprite today. :banonsmash:


Working on it right now in fact, so expect it up soon.


UPDATE: Alright, Got a V1.0 of Portrait DK Cecil (PDK) that's good to go! Now I just gotta figure out how the hell to make an ips patch that only changes DK Cecil's Character/Battle Sprites with my edits so they can be useful to everyone.  :blits:


192
Final Fantasy IV Research & Development / Re: Japanese Title Screen
« on: December 31, 2015, 12:57:42 PM »
Sweet! I'll give it a try in a little bit since I've got a bit of free time today  :happy:



193
Final Fantasy IV Research & Development / Re: Japanese Title Screen
« on: December 13, 2015, 07:40:59 PM »
I actually use the B button dash version as well. :) I asked about it back when I first started on FU ReMIX and you helped me out.

194
Dark Knight Cecil's sprite edits should be up within the next week or so. I'd been a bit busy with holiday stuff with the family, as well as been ironing out an odd issue with a couple of the mods I use (which I'm still in the process of).


Good news is most of the sprite editing is complete battle-sprite wise.
I just keep getting sidetracked with family stuff and wanting to edit other graphics (currently been tweaking Rosa and Edward a good bit).

195
Final Fantasy IV Research & Development / Re: Japanese Title Screen
« on: December 01, 2015, 01:15:52 PM »
Is that desync fix for dashing onto savepoints specifically for Namingway or for any project that uses User Options?

It's halfways just out of curiosity, as currently I have been using a workaround using the save point event.

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