øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=2078.0;prev_next=nexte:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexb1e1.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=2078.0e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexb1e1.html.zxô g^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ ,/èOKtext/htmlISO-8859-1gzip@øÕèÿÿÿÿÿÿÿÿTue, 10 Mar 2020 03:55:56 GMT0ó°° ®0®P®€§²ð®ô g^ÿÿÿÿÿÿÿÿf!è 4bpp Graphics Backport

Author Topic: 4bpp Graphics Backport  (Read 9124 times)

Grimoire LD

  • FF4 Hacker
  • *
  • Posts: 1,684
    • View Profile
Re: 4bpp Graphics Backport
« Reply #45 on: January 10, 2016, 04:49:41 PM »
Hah, never noticed that second shaded stairwell was unused. Good eye there Gedankenschild. This project looks to be moving along again and I think it will look well with any future FFIV hack!

Gedankenschild

  • Vargas
  • *
  • Posts: 101
  • Gender: Male
    • View Profile
Re: 4bpp Graphics Backport
« Reply #46 on: January 11, 2016, 04:20:08 AM »
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.



@Grimoire LD:

It would be nice if the finished hack were supported by editors like FF4kster. If there's ever any interest in making that happen I could of course provide all the changes and addresses, so it shouldn't be that hard to implement...
You've got to be kidding me with that Dynasty Warriors registration question??!!
I barely know such a series exists...

Bahamut ZERO

  • Cagnazzo
  • *
  • Posts: 347
  • Gender: Male
  • If ye're takin a beatin, hop in de back row!
    • View Profile
Re: 4bpp Graphics Backport
« Reply #47 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:
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

Kea

  • Vargas
  • *
  • Posts: 94
    • View Profile
Re: 4bpp Graphics Backport
« Reply #48 on: January 13, 2016, 05:53:06 PM »
I'm just going to repeat the others and say that your graphics updates are incredible. It reminds me of the difference between SMB1 and SMB3 on the NES.

Gedankenschild

  • Vargas
  • *
  • Posts: 101
  • Gender: Male
    • View Profile
Re: 4bpp Graphics Backport
« Reply #49 on: January 15, 2016, 12:35:29 PM »
No problem, BZ!

And thanks Kea. I've been reading my way through your own project thread as well. I think I'll take a look at your notes, since I'm working with the GBA location tilesets...
You've got to be kidding me with that Dynasty Warriors registration question??!!
I barely know such a series exists...

Kea

  • Vargas
  • *
  • Posts: 94
    • View Profile
Re: 4bpp Graphics Backport
« Reply #50 on: January 16, 2016, 01:57:39 PM »
I'm afraid I haven't done much with tilesets beyond finding a few ROM offsets; most of my graphics work has been focused on weapon sprites and monster GFX, but there should be a few tidbits in there that will help you. I've belatedly updated my notes download to correspond with the current state of my doc, so what you'll download will be just about everything I know about FFIV thus far.

Going through my notes again makes me want to get back into my project...got to hash out monsters and encounters in the Tower of Zot, then think up AI scripts for Barbariccia and Golbez.
« Last Edit: January 16, 2016, 02:04:50 PM by Kea »

Gedankenschild

  • Vargas
  • *
  • Posts: 101
  • Gender: Male
    • View Profile
Re: 4bpp Graphics Backport
« Reply #51 on: January 21, 2016, 01:07:39 PM »
Look, it's a PSP version portrait...
You've got to be kidding me with that Dynasty Warriors registration question??!!
I barely know such a series exists...

Grimoire LD

  • FF4 Hacker
  • *
  • Posts: 1,684
    • View Profile
Re: 4bpp Graphics Backport
« Reply #52 on: January 21, 2016, 05:57:42 PM »
Oh my goodness...! I was not expecting that to transfer so well, incredible!

Bahamut ZERO

  • Cagnazzo
  • *
  • Posts: 347
  • Gender: Male
  • If ye're takin a beatin, hop in de back row!
    • View Profile
Re: 4bpp Graphics Backport
« Reply #53 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:
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

Gedankenschild

  • Vargas
  • *
  • Posts: 101
  • Gender: Male
    • View Profile
Re: 4bpp Graphics Backport
« Reply #54 on: February 21, 2016, 10:58:54 AM »
Almost forgot to put this here, too! (Copy/paste incoming!) :blush:


A question for you guys. You know there are hidden treasures in the bushes of Baron Town. If I keep these exactly where they are I will have to create two additional bush border trigger map tiles (what a word salad!). That's how the game works.





If I however move them one down and to the right, respectively, I can use the standard one and use the two map tiles for something else to get the map closer to the remake.
So what's more important - the graphics being as close as possible or maintaining exact positions of these treasures?


P.S. I'm starting to like the PSP portraits as well, I would actually like them to be a bit more colorful tbh... (by that I mean brighter - I'll try combining them with the GBA palettes maybe, see how it looks)
You've got to be kidding me with that Dynasty Warriors registration question??!!
I barely know such a series exists...

Bahamut ZERO

  • Cagnazzo
  • *
  • Posts: 347
  • Gender: Male
  • If ye're takin a beatin, hop in de back row!
    • View Profile
Re: 4bpp Graphics Backport
« Reply #55 on: February 21, 2016, 12:38:34 PM »
As someone who didn't know those treasures (or the path that leads to them) even existed before messing around on the game with FF4kster, I certainly wouldn't shun the idea of moving some hidden treasures over a little to make room for more of those sexy graphics.  :wink:
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

chillyfeez

  • FF4 Hacker
  • *
  • Posts: 1,285
  • Gender: Male
  • Go ahead, ask me about Angel Feathers!
    • View Profile
Re: 4bpp Graphics Backport
« Reply #56 on: February 21, 2016, 01:11:16 PM »
Ditto on not knowing those treasures were there for a very long time.
I don't think I learned from FF4kster, but I definitely learned it after becoming a participant in this forum.

Gedankenschild

  • Vargas
  • *
  • Posts: 101
  • Gender: Male
    • View Profile
Re: 4bpp Graphics Backport
« Reply #57 on: February 21, 2016, 04:04:26 PM »
That seems to be quite common, actually. I work with maps created from the WSC version:
http://fantasyanime.com/finalfantasy/ff4/ff4maps.htm
The person who did them clearly didn't know either, as you can see looking at the Baron map.

What surprised me was the hidden chest at Kokkol, the Smith's:



I didn't know about that one until I redid this map weeks ago! And guess what: It doesn't even exist in the Wonderswan version, so they didn't as well!
You've got to be kidding me with that Dynasty Warriors registration question??!!
I barely know such a series exists...