Spell animation editing; I did a few experiments with this (well, okay, a lot.) and one major thing I noticed; Sometimes when I edited a spell, it crashes. Like the game refused to let a certain spell (like ultima and quake, I think) from being changed. This may, and I've not tested it, be fixable with FF3usME by changing how the spell is supposed to target. Removing the "hits all" things.
I'm hoping.
For some 'successful' spell alterations you can attempt to get your feet wet with the FF6MDE, Try this;
Go to Poison.
It should be labeled like this;
CC 00 68
FF FF 00
FF FF 00
FF FF
20 10 10
I want to replace this to look like a water spell so I made it like this;
CC 00 78
FF 00 00
FF 00 00
FF FF
20 10 10
Obviously, this is a simple color change and the spell still looks and acts like poison.
With Bio, I wanted a Water 2 spell.
Originally;
C9 00 55
CA 80 55
FF FF 00
FF FF
22 25 2A
Here we can see that the 2nd line has been included in this spell while the 3rd line remains empty (FF 00 00 = is the same as 'do nothing' in this hack with the 4th line being double FF FF meaning the same thing for it's lane)
I changed it to;
C9 99 78
CA 80 C9
FF 00 00
FF FF
79 25 2A
I'm just working off my sheet of paper to compare. This should make Bio turn blue again.
?? ?? ##
In the first 3 lines, we get three choices to choose from; The 3rd is likely always what color it is.
## ## ??
These first two letters will likely choose our animation. From what I've tested, I've had multiple graphical glitches, slice animations and many things that were never intended to be spells. To get something truly unique, you'll literally have to test ever possible combination and categorize what you see for future reference. I doubt there's an existing guide that excludes pre-existing spell animations.
Since we DO have spell animations to fall back on, I would first start by copying existing spell animations. Particularly those with multiple lanes that aren't empty. Convert a single lane to FF 00 00 and see how it looks.
Doing that I noticed that there's a lot more going on than just animation. There are hidden layers which help spells be partially invisible giving shape to a spell (example: W.Wind. Removing one lane causes the entire screen to appear windy. This means the lane I removed will likely be the "W.Wind"'s 'window' where spells can only be visible within it.)
I'm in no way equipped to explain most of it because I, myself, am still playing with the editor.
For the final lane (the vertical one); spell animation speed seems to have almost no effect other than it seems to sometimes only work under a specific hex number while other times can use ANY hex number. Another one should change the sound used. I've heard as varied as the dog bark to kefka's laugh available here to it's just a matter of testing everything, write what you hear and hope you can come back to it later when you need it.
Oh, the 4th lane with only 2 hex numbers; I notice this is used mostly in Espers and other unique animations like Tiger Strike and all that. In most cases, I'd leave this blank unless your copying an existing spells hex code exactly.