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Author Topic: Basic Sprite editing  (Read 18445 times)

Swordtheguy

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Basic Sprite editing
« on: October 09, 2009, 08:26:23 PM »
First off, hi.
A have a quick, if not slightly noobish question.
I'm looking to edit some sprites, Pally Cecil in particular, to look closer to their After Years appearance.
But I've been spoiled by FF6 plethora of hacking programs and as such I'm kinda at a lost. Is their no program made to edit FF4 sprites like their are for 6?
And if not, can someone recommend a good Tile Editor?
Thanks in advance.

Phoenix

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Re: Basic Sprite editing
« Reply #1 on: October 10, 2009, 01:01:28 AM »
There aren't any utilities that I know of to change the character graphics. A tile editor should be fine, though. I use Tile Molester, which works pretty well.

If you need them, the offsets for the battle sprites and palettes are:

Code: [Select]
D0200-D7E3F Battle Character Graphic Data (4 bitplanes, composite)
D0200-D09FF Dark Knight Cecil
D0A00-D11FF Kain
D1200-D19FF Young Rydia
D1A00-D21FF Tellah
D2200-D29FF Edward
D2A00-D31FF Rosa
D3200-D39FF Yang
D3A00-D41FF Palom
D4200-D49FF Porom
D4A00-D51FF Paladin Cecil
D5200-D59FF Cid
D5A00-D61FF Older Rydia
D6200-D69FF Edge
D6A00-D71FF FuSoYa
D7200-D77FF Pig
D7800-D7B5F Golbez
D7B60-D7D1F Anna
D7D20-D7E3F (blank)
E7F00-E80FF Character Battle Palette Data

Good luck

Swordtheguy

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Re: Basic Sprite editing
« Reply #2 on: October 10, 2009, 02:22:48 AM »
Thanks ,very awesome.
You wouldn't happen to have the overworld sprite too, would you?

Dragonsbrethren

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Re: Basic Sprite editing
« Reply #3 on: October 10, 2009, 06:15:26 AM »
I don't have the offset handy, but the overworld sprites are in 3BPP format.

Phoenix

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Re: Basic Sprite editing
« Reply #4 on: October 10, 2009, 07:26:32 AM »
Sure:

Code: [Select]
68200-6823F Overworld Character Palette Data
AB4FA-AB50B Overworld Character Palette Pointers (1 byte per character, values 00-03)
D8200-DB4FF Overworld Character Graphic Data (3 bitplanes, composite)
D8200-D84FF Dark Knight Cecil
D8500-D87FF Kain
D8800-D8AFF Young Rydia
D8B00-D8DFF Tellah
D8E00-D90FF Edward
D9100-D93FF Rosa
D9400-D96FF Yang
D9700-D99FF Palom
D9A00-D9CFF Porom
D9D00-D9FFF Paladin Cecil
DA000-DA2FF Cid
DA300-DA5FF Older Rydia
DA600-DA8FF Edge
DA900-DABFF FuSoYa
DAC00-DAEFF Mini
DAF00-DB1FF Toad
DB200-DB4FF Pig

JCE3000GT

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Re: Basic Sprite editing
« Reply #5 on: October 28, 2009, 01:08:00 AM »
Here is an old program I got from Yousei's FF3 forums along time ago, I've found it very useful in editing FF4's palettes.   :happy:

Grimoire LD

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Re: Basic Sprite editing
« Reply #6 on: December 23, 2009, 05:13:31 PM »
A rather stupid question, but I can't seem to find the location of the Portraits and their Palettes in rom, I think this would be the last thing I need to make Baigan seem semi-legit.

Phoenix

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Re: Basic Sprite editing
« Reply #7 on: December 24, 2009, 10:19:20 AM »
Here you go:

Code: [Select]
688D0-689CF Character Portrait Palette Data
ED5C0-EEF3F Character Portrait Graphic Data (3 bitplanes, composite, 384 bytes per class id)

Grimoire LD

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Re: Basic Sprite editing
« Reply #8 on: January 01, 2010, 07:50:11 PM »
Thanks, sorry for the very late reply, just enjoying the season is all, hehe.

Zozma

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Re: Basic Sprite editing
« Reply #9 on: December 19, 2010, 08:44:16 PM »
Okay, so i finished anna's sprite and portrait. but i am out of characters to use for what im doing with my game.
I want to dummy "piggy" status and use that sprite for her, but my question is... how do I go about assigning the pig sprite/portrait to a specified actor? (i guess its number 16?)
eh, what do I care...

Paladin

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Re: Basic Sprite editing
« Reply #10 on: December 20, 2010, 05:04:35 AM »
Great Anna portrait you've made there Zozma!  :childish:

Unfortunately I don't know if I can be of much help to your question. My wild ass guess is there's probably code somewhere that specifies which character/actor takes which portrait; I don't think there's a simple byte value that sets it on the character/actor data...

If you're dummy-ing out the piggy status for all other uses besides Anna I assume you're going to set that status (temporarily?) on another character to use her (temporarily)? If you do that you'd just replace the portrait graphics used when you are in pig status which is that of a small pig (but I believe it is the same overall size as any other portrait) with your new Anna portrait. When you change the character to piggy ("Anna") status the sprite (battle and map) and portrait would change correctly. However IIRC the pig status portraits use the underlying character's portrait palette...meaning I'm not 100% certain you can control the color of the portrait which might defeat you...however I've never tested changing the pig status portrait.

Anyway that's just some random thoughts...

Also, I have created a fully-functional Anna battle sprite, though I've never used it yet. If you're interested I can post up a bitmap of the graphics (I don't have them handy here at work)?
« Last Edit: December 20, 2010, 05:14:35 AM by Paladin »

Zozma

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Re: Basic Sprite editing
« Reply #11 on: December 20, 2010, 06:12:13 AM »
Thank you for your reply. I decided to leave "piggy" alone because it does not have a "special" animation

and I just went along with replacing yang with her instead lol. sounds like an odd choice but with all that I have been able to do thanks to this site, I have just enough space left to give her a full learnable set of magic [and this is after giving one full learning set to: Kain, Edward, and Cecil and making rydia naturally learn 3 of her summons and fire2/ice2/bolt2 naturally.

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?

Ohhh i forgot to mention i have the whole completed map sprites for Anna and Golbez as well. I've encountered a problem tho, I assigned the apropriate "npc" color palettes to those characters map sprites which they look perfect in town, but overworld their colors are wrong :/ did i miss something or do i have to edit one of the 4 pc map palettes instead?
eh, what do I care...

Paladin

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Re: Basic Sprite editing
« Reply #12 on: December 20, 2010, 06:43:03 AM »
...making rydia naturally learn 3 of her summons and fire2/ice2/bolt2 naturally.

Just make sure you edited the event where she returns to the party in Dwarf Castle to not automatically add those spells to her list or you'll get them twice. I made that mistake at first when I messed with changing that once.

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?

Sure, I'll look it up later this evening when I'm at home. As for Golbez's portrait, I did one for him in my craptacular hack where Paladin Cecil becomes a Golbez knock-off... It was just a simple edit of the Dark Knight portrait, but I'll post that up too if you find it useful.

Ohhh i forgot to mention i have the whole completed map sprites for Anna and Golbez as well. I've encountered a problem tho, I assigned the apropriate "npc" color palettes to those characters map sprites which they look perfect in town, but overworld their colors are wrong :/ did i miss something or do i have to edit one of the 4 pc map palettes instead?

IIRC there are only four 8-color palettes used by the character's map sprites, some of them share palettes, for example Rosa, Edward, and Tellah all use the same palette. I don't know where the link is for palettes to map sprites but I didn't think there was a difference between world map and location maps. For example I edited the above palette that was mapped to Rosa, Edward, and Tellah to have a yellow shade so I could give Rosa and Edward blonde hair rather than white. After I changed the palette and made the proper tile edits it was just fine for all maps... So, if you're making Yang be Anna then it's probably using whatever palette he normally uses (I think it's shared with Cid and the Twins IIRC). I think the key would be figuring out where the palettes are mapped to the overworld PC sprites and changing the values so you could specify any palette you want (so you could create a custom)...I don't know where that data is. I would be interested to know however!

Zozma

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Re: Basic Sprite editing
« Reply #13 on: December 20, 2010, 07:36:57 AM »
well actually there are like 8 palettes 0-3 are the ones shared by the player characters normally and then
4-7 are the ones used by the npc's (for example, the one anna uses is shared by many npc's including baigan, u know the yellow and red palette. and then golbeze has the blue and gold palette but they just don't work on the overworld map :(

maybe where i found it had 2 things i was supposed to change and i overlooked it... hmm... I might have to use Cecil's palette as he was turned into golbez anyway lol...
eh, what do I care...

Paladin

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Re: Basic Sprite editing
« Reply #14 on: December 20, 2010, 08:19:39 AM »
I believe that the SNES can only load so many palettes at one time, probably the NPC sprite palettes you're expecting (4-7) are not loaded on the "world" maps because NPCs are never on the world maps (other than the transportation sprites; airships, hovercraft, tanks, chocobo, and bab-il giant). The available "slots" are instead loaded with some other palettes specific to that context.

The "location" maps probably load all of the (or a larger set of valid) sprite palettes since many more NPC sprites are used in that context. It may not be safe to assume that the same NPC palettes are always loaded for every location map since different groups of sprites may be used on different maps requiring different palettes.

In any case it would require some in-depth testing to confirm these assertions as facts unless someone already did it... however that's the behavior I observed when I was doing mods. I just made the safer bet to use (or modify) one of the four PC sprite palettes that are definitely always loaded, but I wasn't doing anything quite as drastic as you are...
« Last Edit: December 20, 2010, 08:25:02 AM by Paladin »