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Author Topic: Basic Sprite editing  (Read 18444 times)

Paladin

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Re: Basic Sprite editing
« Reply #15 on: December 20, 2010, 01:24:05 PM »

I would certainly like to see your version of her battle sprite if you get the chance, to compare. Also do you know if anyone has a good golbez portrait?


Here is my custom "Anna" battle sprite tile set:

Download BMP in RAR Archive: http://www.finalfantasyiv.net/host-files/hacks/custom-anna-sprite-tile-set.rar

Note: My Anna was designed to be used as a type of white mage; I intended her three special commands to be White, Aim, and Heal. Her "special move" is therefore a bow and arrow to work with the Aim command. Also note, this sprite served as a basis for my "Rosa Revision" which will be available in my up coming hack.

Here is my portrait and custom battle sprite for Golbez:


Download both as BMP in RAR Archive: http://www.finalfantasyiv.net/host-files/hacks/custom-golbez-sprite-and-portrait-tile-sets.rar

Note: My Golbez was used in my (rather poor) "Golbez Hack" where I replaced Paladin Cecil with this Golbez Sprite. The idea was for Cecil-as-Golbez to use the commands Dark Wave, Black, and Cover. The "special move" is intended to be the waves of dark power emitting from his hands or the black magic cast. I think a number of other special commands could work for him like Spirit Wave or Recall...

Zozma

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Re: Basic Sprite editing
« Reply #16 on: December 20, 2010, 09:48:56 PM »
Ohh those look nice. I had intended Anna to be a "dancer" instead for mine i think i overdid it with the special animation tho lol
« Last Edit: January 03, 2011, 11:01:46 AM by Zozma »
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Paladin

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Re: Basic Sprite editing
« Reply #17 on: December 21, 2010, 02:57:20 AM »
Ahh... very nice pixel work my friend! I like some of the moves you gave her. The dance sprite would probably work o.k. I don't think it's overboard.

It will be interesting to see how your hack ends up.

Zozma

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Re: Basic Sprite editing
« Reply #18 on: December 21, 2010, 02:43:22 PM »
Thanks. as far as map sprites i have already had success with both Golbez and Anna by changing cecil's palette to shades of bluish-green and reds and a shade of yellow. Amazingly the colors are completely compatable with both anna and golbez, and also revamping edward's (because green/red/yellow are in his battle sprite it improves his look overworld)

Having only 6 color's available excluding black and transparent. I wish i could expand the character overworld palette so that the 4 palettes of 8 became 2 palettes of 16. one could do so much with that... oh well

Anyway. [This next part is unrelated to sprites but perhaps you can point me in the right direction?] As for the character gfx standpoint im pretty well set, as for the abilities? well I renamed "Call" into "Skill". Rydia's "skill" is still to summon, but I plan on using that 3rd magic window for all characters to have a special "skill" window.

This will replace commands like Sing/Dance/Call/Peep etc each character learning skills pertaining to their job as they level up, making any of them useful even till the end of the game. But my problem is that enemy skill names do not display properly in any of the menu's AND player spells names are too short. I've been trying to expand the player spell length in all menus to match the length of the enemy spells, but even when I do that the enemy spells still don't line up... is there anywhere that tells exactly how to line up all of the skills both player and enemy with the length of 8 characters? I can only find parts of the info i need but I am also ok with cutting the enemy spell names down to 6 to match the player spells if i must.
« Last Edit: December 21, 2010, 03:03:38 PM by Zozma »
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Paladin

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Re: Basic Sprite editing
« Reply #19 on: December 22, 2010, 10:04:13 AM »
 :hmm: That's a bit of rabbit hole you want to go down... but I know the hackers that are smarter than I have discussed this stuff before...

...and with a little searching here are some good resources...

Firstly you'll want to dig into the following topic where Phoenix was working on adding spells to spell lists, he figured out a pretty ingenious way to reprogram the ASM code to put the spells you want into the proper spell lists (a down-loadable patch is included in the thread)...

"Learned spells not being added to list": http://slickproductions.org/forum/index.php?topic=795.0

Along those lines this topic where Deathlike was working with the spell learning stuff might have some interesting info in it too:

"Spell Learning List": http://slickproductions.org/forum/index.php?topic=917.0

As for changing how the "Monster Attack" spell names are displayed that's a bit of a tougher nut as you're going to have to mess around with some ASM code...

Primarily start with this post in the topic listed previously about adding spells to lists:
http://slickproductions.org/forum/index.php?topic=795.msg7604#msg7604

Dragonsbrethren and Phoenix discuss the problem of the monster spell name lengths; disassembled ASM code with offsets is included.

Furthermore these topics on window data might be of interest...

"FF2 US Window Data": http://slickproductions.org/forum/index.php?topic=88.0
"FF2 US r1.1 Battle Window Data": http://slickproductions.org/forum/index.php?topic=864.0

...if you want to try and tackle making the spell names longer.

Finally this topic has some discussion over some of the "Monster" Spells which may be pertinent:
"Enemy Special/Magic Attacks": http://slickproductions.org/forum/index.php?topic=463.0

Good Luck!
« Last Edit: December 22, 2010, 10:30:34 AM by Paladin »

Zozma

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Re: Basic Sprite editing
« Reply #20 on: December 22, 2010, 10:26:30 AM »
alright. Thanks for all your help!

I have managed to be successful in exactly what i wanted, but by making enemy spells the same length as player spells. its annoying to have to cut words short but worth the time i saved trying to expand player spell names by 2 to match.

all those window issues... anyway i can add any monster spell to a players magic list and it appears properly now in any menu. now its a matter of turning some of them into things i want in the skill list such as songs or dances etc

I also do not have to worry about which menu a spell is placed in when learned since each character has all of their lists in the proper orders... :)
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Zozma

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Re: Basic Sprite editing
« Reply #21 on: December 24, 2010, 03:30:45 PM »
err I apologize in advance for having a noobish barrage of questions, but I am just trying to get everything right with my sprite situation. (I've been completely successful in everything that ive set out to do to the game so far, so I'm hoping work out the rest of it here...)

First off, Yang completely got the boot when I added Anna into the game with a full sprite. I would actually like to re-add him using Anna's original slot... but I am curious if its possible to make the game read that sprite slot as a full sprite and not a half sprite as it looks like there is space for it there, or at least for most of it. or is there perhaps a way to assign that actor to read from a blank location in the rom so i can add in another sprite or two?

Second, I probably will dummy the piggy status in order to add Baigan to the game (since I don't have a playable paladin now lol) but does piggy actually have its own palette? I know it reads from the palette of whoever has the status but does it have one on its own? [at any rate, i will share my sprite when its done]

Third and most important tho, I can't seem to find the start of the adress' of where an actor's assigned sprites are. I freed up the 3rd tellah actor, for example, and I need it to appear in every way to be Rosa, except for the magic list which I created a fake set for.  All the info I can find is the other part of a character data where it shows their name and job and stuff but not the sprite etc.

any way to point me in the right direction here...?

Edit: Btw, I never liked the way they did rosa's sprite so... I gave her a facelift... what u think?
And perhaps an update for Yang too since i never liked his either lol..
« Last Edit: January 31, 2011, 11:02:48 PM by Zozma »
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Zozma

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Re: Basic Sprite editing
« Reply #22 on: April 08, 2011, 05:45:29 AM »
ok so i got a problem... im having a really hard time finding the pointers for the battle sprites, see i learned that the piggy sprite (sprite 0E) actually has the pointers for a full sprite so i filled it with a full golbez because it uses his palette as well. this left exactly enough space for a 15th full sprite (sprite 0F which initially was used for golbez 1/2 sprite. provided that im willing to part with the little moon sprite in the background of the intro scene lol) the problem now is that i need to change both the sprite and palette pointers for sprite 0F in order for it to display properly... ) for the life of me i cant seem to find this info anywhere... all i need is to find those pointers so i can make the game see that there is a full sprite there :(

By the way, I'm also working on something just for fun. Playable Magus Sister sprites lol... ill showthem when i get the chance
« Last Edit: April 12, 2011, 02:25:22 PM by Zozma »
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Zozma

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Re: Basic Sprite editing
« Reply #23 on: April 16, 2011, 01:06:11 PM »
More sprites!

my version of: Sandy, Cindy, and Mindy the magus sisters

compatible with TileED to insert them. all 3 use the updated palette i created for my facelifted Rosa sprite

Sandy is designed to animate properly for special skills "Jump" and "Sing"
 
Cindy and Mindy's special looks appropriate for things like palom's "Focus" etc
« Last Edit: April 16, 2011, 01:42:25 PM by Zozma »
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Deathlike2

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Re: Basic Sprite editing
« Reply #24 on: April 16, 2011, 03:38:19 PM »
Here's a few small comments..

Sheila looks somewhat like Faris in her Dancer class..

Mindy looks too much like Young Rydia with a palette swap.

Sandy looks kinda like Celes with an outfit similar to Faris or Lenna as Dragoon.
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Zozma

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Re: Basic Sprite editing
« Reply #25 on: April 17, 2011, 02:13:36 PM »
well,

a i deliberately modeled Mindy after young rydia for the sake of looking similar to the child sprites

b sandy in general looks remotely similar to celes in the first place and i doubt, from your particular point of view, that anyone could make one look otherwise given that these are oldschool 2d with limited detail available.

c sheila was not inspired by anyone in particular, the sprites in ff4 and ff5 are very similar i give you that, and my intended look for her was initially a short haired dancer. sheila's npc has purple hair, i just ended up making it longer and i never gave much thought to that.

i dont suppose you have anything good to say? i only did these for fun and since i had them, i shared. not that this board is so active. what a downer. well there there if anyone actually does end up wanting them. im over the sprite business for now i guess.
« Last Edit: April 17, 2011, 02:25:49 PM by Zozma »
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Deathlike2

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Re: Basic Sprite editing
« Reply #26 on: April 17, 2011, 02:36:13 PM »
My comments were not intended to be negative... just my observations on the matter.

Otherwise everything else looks interesting if not different.

I'm not entirely a fan of a strict palette swap (since you're doing sprites) unless it was really good. Perhaps you should consider looking at Relm or Cara (FF5) as your base instead of young Rydia?

 :edit:
I remember a pic (probably photochopped) of FF5, where the FF5 main characters were bosses and the bosses were the characters... perhaps that might give you some ideas? I don't remember where I saw such a pic, but I do remember it existing in the bowels of Gamefaqs.
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Zozma

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Re: Basic Sprite editing
« Reply #27 on: April 17, 2011, 03:24:16 PM »
i recall not particularly caring for cara's battle sprites to be honest, and relm would be good if they used the same build and size as ff4 and 5. i prefer things to match. really i guess it wouldve worked better to leave her little hood on, but of the choices for a starting base, rydia palom porom, hers seemed more apropriate. my attempt was also for the 3 sharing the same palette, if that isnt obvious, they do. i may mess with it again but frankly as you probably know, i doubt they will actually get used by anyone...
« Last Edit: April 22, 2011, 12:05:54 AM by Zozma »
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fedorajoe

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Re: Basic Sprite editing
« Reply #28 on: May 17, 2011, 09:56:59 PM »
Does anybody know the location of the overworld vehicle graphics?  They aren't with the other map sprites.

Zozma

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Re: Basic Sprite editing
« Reply #29 on: May 18, 2011, 12:44:07 AM »
they are compressed differently, but just below the map sprites.

with tile ed the setting to view them properly is snes 3bpp, you also need to scroll that little bar over to "16"

this also allows you to see the menu portraits i think? or perhaps it was something else... anyway
this will do it. as you can see it begins with the view of the black chocobo from the airship or whatnot
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