Author Topic: Graphics Edits Showcase (Link's Awakening Font patch released)  (Read 18203 times)

Bahamut ZERO

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Need a place to show off what you're doing in FF4? Looking for some criticism or opinions on your work? Well here's the thread for you!

Feel free to post screenshots, patches, or helpful info. If you post a patch I'll add a link to it here in this post.


Attached to this post is a text file with various offset locations for graphics, and a .7z archive of a named vanilla FF4SSNES savestates of different types of graphics taken in ZNES which is hella useful if you use YYCHR and want to see the proper palette of things.


PATCH LIST:

BZ's Portrait-Inspired Dark Knight Cecil
BZ's Pig's 2 Moogles
BZ's Blimp-Styled Enterprise
BZ's Link's Awakening Font Port


HELPFUL STUFF:

FF4 Pallettes: attached to post
Graphics locations: attached to post
FF4 Battle Palettes for YYCHR
Title Screen Pallette for YYCHR
List of 3BPP SNES monsters found in FF5
« Last Edit: September 20, 2016, 04:47:36 PM by Bahamut ZERO »
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

Grimoire LD

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Re: BZ's FF4SNES Graphics Resources
« Reply #1 on: July 21, 2015, 08:13:41 PM »
Fantastic information all around! This may come in handy for me eventually, good work!

Bahamut ZERO

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BATTLE SPRITE PALETTES FOR YYCHR
« Reply #2 on: July 22, 2015, 03:45:26 PM »
Fixed an issue with the upwards facing pose of the blimp - I left a white pixel in both animation frames at the very corners of the side-propellors that made it look like part of them weren't "spinning". Enterprise-Blimp is now at V1.1.


UPDATE 7/23/15:

Redid the Ship/Cabin of the Blimp completely from scratch in an attempt to make it fit in more naturally. Now it's a like a sort of cross between tthe Enterprise and FF6's Blackjack.  Updated to V2. The bmp file can now be imported 10000% more easily (you can literally just import the entire thing via Tile Layer Pro in 15 seconds and be good to go).


Attached to this post is a preview screenshot of the redone blimp, as well as a 7Zip file of all the Actor's Battle sprite palettes (minus FuSoYa).  These should come in handy for anyone wanting to edit/make thier own battle sprites.


Enjoy!
« Last Edit: September 01, 2015, 05:45:33 PM by Bahamut ZERO »
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

Grimoire LD

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To respond to your query in regards to spell graphics... not too long ago Avalanche posted all of the spell graphics and how they are configured in RAM and ROM.

http://slickproductions.org/forum/index.php?topic=1991.msg21863#msg21863

Bahamut ZERO

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That's EXACTLY the kind of thing I was looking for. This will speed up the spell graphic editing I plan to do immensely! Many thanks!



Speaking of which, I've been making edits to the town tileset and it's coming along quite nicely. :)  I've changed the shop signs a bit to look like they should hang to the side of shop buildings (like in Treasure of the Rudras). I've also changed the Sword sign and Shield sign to an Anvil sign and a Mug sign,  so Bars can have thier own sign while equipment shops can still be identifyable. Since in my hack I use 1 shop for both weapons and armor, I went with an Anvil.


Later on when I have some more free time I'm going to change up the INN sign a bit, and I'll post up the results for those that are interested.
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

chillyfeez

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I've been making edits to the town tileset and it's coming along quite nicely. :)  I've changed the shop signs a bit to look like they should hang to the side of shop buildings (like in Treasure of the Rudras)
I don't know Treasure of the Rudras, but I like that idea. Are they walk-under-able?

Bahamut ZERO

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HANGING SHOP SIGNS
« Reply #6 on: July 29, 2015, 04:50:25 PM »
I've been making edits to the town tileset and it's coming along quite nicely. :)  I've changed the shop signs a bit to look like they should hang to the side of shop buildings (like in Treasure of the Rudras)
I don't know Treasure of the Rudras, but I like that idea. Are they walk-under-able?


Yeah, they're walk-under-able. All you've got to do is set them up in the Tileset Editor like one of the hidden paths and you're good to go!


That being said, I haven't felt like messing with the sybol for the Inn sign yet, so I'll post up what I'm currently using.

Attached to this post are my sign edits and a teaser pic of them in action. The grass/road edits seen in the teaser pic aren't part of the posted signs edit, as I figured not everyone wants thier grass and roads changed as well. But if I'm wrong by all means tell me otherwise and I'll put those up too.

 


« Last Edit: September 01, 2015, 05:43:40 PM by Bahamut ZERO »
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

Grimoire LD

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You are putting an immense amount of effort into a parody, are you sure you wanted to keep it as such? I have a feeling that a lot of your advancements will be lost if people come to view your project purely as a comedy hack, but of course its your decision, your work here is exemplary though, focusing more on the graphics than anyone else ever really has (except for Gedankenschild, perhaps)

Bahamut ZERO

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Actually I've strayed  quite a bit from my original spoof idea.  Now it's more of an epic parody remake rather than just a text hack. While there's still a good deal of comedy in there, I'm not going out of my way to force it into some of the more serious scenes, nor do I have the characters recapping the enitre plot (up to that point) with anyone. Fade outs/ins for the win!  A majority of the original's vulagarity has been removed for better dialogue, except in certain places like Cecil's arrival to Mysidia where everyone is understanbly enraged over earlier events. But even then it doesn't get anywhere near as bad as a lot of the more "spoof" type hacks I've seen.


And aside from graphical changes, I've also been editing events left and right,  changing how certain parts of the plot unfold (my friend and I've come up with some fun ideas for Edward and Anna later on in the story hehheh),  and have been working on making enemies a bit more varied and lethal.  I've also been working on a party switching system using your conditional branch hack and events that I could use on the Lunar whale (perhaps a second room that I could use at multiple spots and not just the lunar whale). Your conditional branch hack also allows me to set up a couple events so I can workaround a problem I was having transferring between Overworld and Underworld/Moon maps, which wouldn't be possible without otherwise using a rediculous amount of events. :)




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

Grimoire LD

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Well that is good to hear, I imagine the line "Treasure your taco." will be in the game though as it is in your signature. Regardless I was worried there but if you've scaled back the parody aspect then it sounds like your mod may stand on its own.

As for the party switching idea, I was throwing around that if it called for early, you could have the Tent be your party changing location. Breath of Fire 3 does this and I always liked the way it was handled in that game. I am glad to hear my conditional branch hack is working well for you... you did download the fixed one, right?

Bahamut ZERO

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Quote
Well that is good to hear, I imagine the line "Treasure your taco." will be in the game though as it is in your signature. Regardless I was worried there but if you've scaled back the parody aspect then it sounds like your mod may stand on its own.

Actually it's a line that was in the old version (from before I began using yuor's and chillyfeez's mods) that I'm gonna scrap once I fix a major problem I'm currently experiencing. But it'll live on in my signature haha.


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As for the party switching idea, I was throwing around that if it called for early, you could have the Tent be your party changing location. Breath of Fire 3 does this and I always liked the way it was handled in that game. I am glad to hear my conditional branch hack is working well for you... you did download the fixed one, right?


You know, that's a pretty cool idea!  You also just mentioned one of my favorite RPGs haha. Since in FU ReMix the need for party changing comes into play roughly  around the Dark Elf's cave, I'm thinking of making a room that would hopeilly fit well to be used for while on the airships and in the Lunar Whale. Since now I can use events to handle tranfers, I'm planning on using a slot in the Overworld maps to accomplish this, since I've already freed up a fair number of NPCs and triggers getting rid of some of the dancers and some of the black chocobos in the Troia Chocobo farm.

Which reminds me of an idea I want to try out using the chocobo forest and one of the Inn events.   :wink:



And yes, I've downloaded and patched the current version of your conditional branch hack, and it works beautifully!  It fixed the rollback proplem I was having with one of my later events, as well as fixed the NPC1-wanting-to-move quirk of the original. Truly fantastic work!


--------------------------------------------------------------


For a graphics update, I've been playing around with the Sealed Cave and Cave tilesets.


Sealed Cave: I've made a pole out of the little stone thing used to surround save points, for use with the animated fire that the Skull torch uses.
(I'll probably do some edits for the stone things in other tilesets that have them as well, as I find them somewhat useless).

Caves: I redid the broken-rock-thing to look like a stalagmite/stalagtite (whichever of those that forms from the ground, pointing upwards). The water version of the bas still needs a little work, but other than that I'm pretty happy with it.



After I play around with them some more, and possibly do some other edits, I'll post them up. I won't get to that until I figure out a nasty problem which I'm about to write a post about, but they'll hopefully be good to go in the near future.



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

Bahamut ZERO

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CAVES AND SEALED CAVES EDITS
« Reply #11 on: August 16, 2015, 11:59:09 AM »
Wow, it's been a little while since I've updated this.  :wtf: Time flies when I'm trying to get a grasp of ASM (which is going slower then a snail in a traffic jam), working on a side project (a Starfox text hack I'm gonna submit to BHDN in the hopefully near future) AND doing my favorite thing - playing around with FF4.


Since my nasty issue mentioned above has been taken care of (hurray for backups!) it's time to add some new stuff!

Attached to the post are the following:

Cave Tileset edit with a pointy rock replacing the original, broken rock thing (both on land AND in water)

Sealed Cave Tileset  edit that replaces the save point stones with a second torch-thing for the animated fire.


As usual importing these are as easy as tracking down the tilesets in TLP (unheadered offsets available at OP's attached text file), and importing the .bmp image in the right spot. I'll always reccomend TLP over YYCHR for importing graphics, but I'll always reccomend YYCHR for actual graphics editing.

Enjoy! Feedback is always apreciated, as it helps me get better at this faster (and means better graphics being posted faster for others to use).

----------------------------------------------------

CURRENTLY IN THE WORKS:


A replacement graphic for the Black Chocobo. Well, technically it's pretty much done, but I'm holding off on it's release for awhile (at least until some form of FU ReMIX is available) as it uses the Lunar Whale's palette and requires some hexing to get it to look right.

To make it look right I toyed around with the vehicle palettes for a few hours before saying  *#@% it and copy/pasting the entire line of code with the Lunar Whale's palette (line 4) over the line with the Black Chocobo's palette (line 2).

The result? Oddly enough, everything looks fine outside of "Carried Hovercraft" also having the Lunar Whale's Palette (which looks so damn awesome I'm half attempted to make the normal hovercraft share this palette) and the Enterprise having a Red Wings palette during the event where you enter the Underground (though it has it's normal palette during the chase scenes after Bab-il, and looks normal any other time). I'd call that the lucky break of the century!


I'm also looking into redoing a large part of the Town tileset to be more reminescent of FF5 and FF6 (pointed-roof style houses so every single town won't look like Tatooine).  I'm not giving any set time frame on that, but it's on my to-do list.


And before this post becomes the size of a novel (which it likely already has being so long since I've posted in this thread) I've redone the graphics used for the "White Magic Cast" animation to not be spinnig cubes. Instead they're more akin to later games ("sparkles of light" was what I went for). Only downside is that I had to edit a corner of the small heart graphic used for the "Enemy Confuse" (whatever Lamia/Lillith uses to confuse party members).  If that peaks anyone's interest I'll post that up next!
« Last Edit: September 01, 2015, 05:47:33 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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The Update That Didn't Change The World..
« Reply #12 on: September 01, 2015, 05:35:23 PM »
Man, my signature is a lying bastard!


Small update since I've been pretty busy lately. The graphics locations in the OP is about to be updated as I've been adding a few more offsets to it. Reworked my White Magic casting edits a bit, though it's not going up here until I think of a good replacement for the Heart grapic. Any suggestions on that front would be great.

The older posts with attached graphics/useful things are getting Subject line changes to meke a bit easier to find what you're looking for. In the future I'll have the OP set up with links to these posts like Grimoie LD and Chillyfeez's research posts.


I also have an idea on what to do with my planned Town Tileset, which will require some editing in it's Tile Formation Data. If everything comes together,  our towns should be looking pretty damn nice at some point in the future.  :cycle:

Edit: Graphics Loctaions text in OP now up to date, and posts with attached  graphics have been renamed for convenience.
« Last Edit: September 01, 2015, 05:53:50 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 (Sealed Cave/Caves Edits Now Available!)
« Reply #13 on: September 01, 2015, 08:40:08 PM »
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Man, my signature is a lying bastard!
'S alright. The forum always gets quiet this time of year. Most have some kind of school to get back to.
Not me... But I'm a 36 year old dude who just ended a sentence with a preposition ;)

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Reworked my White Magic casting edits a bit, though it's not going up here until I think of a good replacement for the Heart grapic. Any suggestions on that front would be great.
As in, the heart used for monsters' charm spells? Do you have a different idea for what those spells will do?

Quote
I also have an idea on what to do with my planned Town Tileset, which will require some editing in it's Tile Formation Data. If everything comes together,  our towns should be looking pretty damn nice at some point in the future.  :cycle:
Cool. Looking forward to what you come up with.

Any interest in reworking the Tower tileset? It wouldn't have to be anytime soon, but in TfW, the bottom half of Bab-il is going to be a disused ruin that serves as an access point to the Underworld. So basically, we'd be dirtying it up a bit. Maybe something reminiscent of the vine-covered ruins in ffv. At the pace I'm going now, which has quickened considerably recently, we're still looking at at least several months before Bab-il would be used at all anyway. I'm only now getting to the point where your Rydia sprites will be introduced.

Bahamut ZERO

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Re: BZ's FF4SNES Graphics Resources (Sealed Cave/Caves Edits Now Available!)
« Reply #14 on: September 04, 2015, 03:10:27 PM »
Quote
As in, the heart used for monsters' charm spells? Do you have a different idea for what those spells will do?

Nothing concrete, but I figured it's basically the same things as the normal Charm Spell, so why not turn it into something better/different?


Quote
Cool. Looking forward to what you come up with.

Any interest in reworking the Tower tileset? It wouldn't have to be anytime soon, but in TfW, the bottom half of Bab-il is going to be a disused ruin that serves as an access point to the Underworld. So basically, we'd be dirtying it up a bit. Maybe something reminiscent of the vine-covered ruins in ffv. At the pace I'm going now, which has quickened considerably recently, we're still looking at at least several months before Bab-il would be used at all anyway. I'm only now getting to the point where your Rydia sprites will be introduced.

After I get the hang of things and get some work done on the Town Tileset, yeah I'll take a crack at it. :) Sounds cool as hell.

If it weren't for the fact that the room where I do my work  heats up consderably fast, I'd have some work done on it already haha. Still managing to get little bits of misc. stuff done at least.
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!