øAslickproductions.org/forum/index.php?PHPSESSID=87qeuhujvsokvvuk19h8dus453&topic=2097.90e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexbdf7.htmlslickproductions.org/forum/index.php?topic=2097.120e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexbdf7.html.zx}¹h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈÀK{QOKtext/htmlISO-8859-1gzip@øÕ{QÿÿÿÿÿÿÿÿWed, 11 Mar 2020 10:28:38 GMT0ó°° ®0®P®€§²ð®|¹h^ÿÿÿÿÿÿÿÿº1{Q Graphics Edits Showcase (Link's Awakening Font patch released)

Author Topic: Graphics Edits Showcase (Link's Awakening Font patch released)  (Read 18233 times)

Gedankenschild

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BrownEye - I'm dying... :happy:
I like many of your changes. Like getting some new furniture for your beloved place. And taking them from other Square games kinda keeps it in the family.
You've got to be kidding me with that Dynasty Warriors registration question??!!
I barely know such a series exists...

Bahamut ZERO

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BrownEye - I'm dying... :happy:
I like many of your changes. Like getting some new furniture for your beloved place. And taking them from other Square games kinda keeps it in the family.

I... didn't even realize that was in the Wilford Brimley Battlesprite shot. I must be used to seeing it. XD

I changed it's AI up a bit, so it randomly targets enemies or allies. Usually when I encounter them there's 2 browneyes/ 1 eagle in the fight, and they usually start off fighting over who gets to kill the eagle lmfao. Mix in the random chance of Confuse status on hit, and you've got some rather unique situations you can get into!

Hell since I'm on the subject: If anyone would like to request monsters to be in my project, I'm open to literally any and all suggestions or ideas. Only boundries I've set are 1 or more of the following:

Epic
Funny
Twisted
Disturbing

Soo basically anything one would find entertaining to kill in an RPG. It doesn't even have to make sense, as long as it's entertaining! I've attached an edit I've done of the Water Bug as an example.

And thanks for the kind words on the Tileset changes! Given the work you're doing on your end with the 4BPP upgrade, that's like getting a thumbs up from Chuck Norris.  :happy:

Chuck Norris.... hot damn, I feel a good idea on the horizon! Time to get to work. :cycle:     
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Gedankenschild

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I just realized there are actual Chuck Norris spritesheets out there... :yabin:
Seems like a fitting Yang replacement.

Are the Romancing Saga graphics entirely in 4bpp? Did you have to sacrifice colors when porting them over?
You've got to be kidding me with that Dynasty Warriors registration question??!!
I barely know such a series exists...

Bahamut ZERO

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Quote
I just realized there are actual Chuck Norris spritesheets out there... :yabin:
Seems like a fitting Yang replacement.

Oh boy! Sounds like I need to track those down so I have a reference for when I get to work on it. :laugh:


Quote
Are the Romancing Saga graphics entirely in 4bpp? Did you have to sacrifice colors when porting them over?

Yes, they're entirely in 4BPP. And oddly enough, all of the graphics I've ported from it have only used 8 colors. As far as I know, I haven't had to sacrifice any colors when porting them over.

That castle interior wall I love, for instance, was literally copy & paste. I still need to find a suitable replacement for the wallborder/top piece, tho for now the vanilla FF4 one fits in pretty damn well. :)

Though one thing I want to do is make two tiles on the tileset be the wall with a solid line going down one side so I can have that depth effect the wall tile with a solid line on both sides offer. That way it won't look like the walls are all blending together haha.

I'm thinking of of sacrificing the cracked tiles that you only normally see inside Damcyan/Eblan castle to make the room for the two extra wall in the tile data. I also need to get a version of the wood floor into the graphics/tileset data of the Castle Interior so I can have some more variety when it comes to flooring options. If all goes well I can probably just copy n paste the graphic to where one of the cracked tile graphics are and rig it all up!



Edit: Got a first version of Chuck's menu portrait done, using Yang's portrait for a template. It... came out waaaay better than I thought it would.

Next up I gotta revert my prior changes to Yang (before this he was a Smurf-blue Genie) and then I can get on with the fun stuff.  :cycle:
« Last Edit: May 07, 2016, 05:47:39 PM by Bahamut ZERO »
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Bahamut ZERO

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Anyone have any info on how to set a playable character's palette to one of the other playable character's palettes?

Searching around I managed to stumble across a bit of info posted by fedorajoe:    http://slickproductions.org/forum/index.php?topic=1601.msg15975#msg15975

Quoted from his post:

Quote
Location ABF4A is the place for Dark Knight Cecil's palette and the value is 00.  The other actors proceed in the usual order.

00 Dark Knight Cecil
00 Kain
01 Younger Rydia
02 Tellah
02 Edward
02 Rosa
00 Yang
01 Palom
01 Porom
03 Paladin Cecil
00 Cid
01 Older Rydia
00 Edge
00 FuSoYa

The thing is, when I check that location in HxD I'm not seeing what he's talking about. I was half expecting to see this:

Code: [Select]
00 0 01 02 02 02 00 01 01 03 00 01 00 00
But instead I see: (Unheadered rom)
Code: [Select]
4A 18 7F A1 F3 14 85 0E 85 18 64 19 06 18
or when headered:
Code: [Select]
C8 C8 C0 20 00 D0 BF A0 00 00 A6 43 BD 97
So... I'm a little lost on this one haha.


Basically what I'm trying to do is set Tellah's Palette to 00 (to share DK Cecil's palette) and set Yang's Palette to 01 (to share Rydia's palette).  If anyone happens to know anything on this as I continue my search I'd be happier than Wilford Brimley at a Quaker Convention.  :wink:
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chillyfeez

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I think fedorajoe must have typoed and meant to say AB4FA.
And that's with a header, so AB2FA if you're unheadered.

Bahamut ZERO

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Thanks!!!

And now that I've been playing around with this a bit, I'm gonna make Rosa and Edward share the 00 palette, paste the white/red colors to said palette, and then I can make Tellah's palette unique.

Alright, time to get to work! :D

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Bahamut ZERO

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Here's some progress on Chuck Norris' overworld sprites. Still need to do the other poses but being able to walk him around feels good.

In other news got most of the characters in the game running off of DK Cecil's palette now, including the reworked Rosa mongoloid in the screenshot.

It's been a fun couple o' days. :)
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chillyfeez

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Regarding sick, twisted ideas... You could change the slime monsters into poo.
Brown poo, green poo, white (bird) poo. You could put flecks of different colors in the monster sprites, then using the palettes to your advantage they could sometimes be the same color (like for solid brown), but sometimes be a different color (say, for a monster called "With Nuts" or "With Corn").

... Apologies to anyone reading this who has a weak stomach.

Bahamut ZERO

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Regarding sick, twisted ideas... You could change the slime monsters into poo.
Brown poo, green poo, white (bird) poo. You could put flecks of different colors in the monster sprites, then using the palettes to your advantage they could sometimes be the same color (like for solid brown), but sometimes be a different color (say, for a monster called "With Nuts" or "With Corn").

... Apologies to anyone reading this who has a weak stomach.

LMFAO. I was thinking of doing something like that awhile back, and your idea's the perfect way of going about. Consider it done!

Also, if you (or anyone really) comes up with any fun ideas for monster they don't feel comfortable posting publicy, feel free to pm me instead.  :yabin:
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Bahamut ZERO

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So the other day I decided to redo Brimley's sprites. So far his portrait and mongoloid are done! Now only thing left to do is the battle sprites for him and Chuck then they'll both be complete.  :banonsmash:

I've also begun work on some more changes for the Castle Interior Tileset. Last night I turned the two cracked floor tiles into wall boarder tiles so it doesn't appear a one big, flat wall.

For the two new tiles I just set the tile formation for them to use one half normal wall, one half wall-with-solid-line. That gives me graphics space in rom for two more tiles (though I doubt I'll make use of them seeing as there aren't really many other tiles I see offhand that can be sacrificed in the formation data).

Everything looks great, but there's one small problem: for some reason the new tiles cut off the top few rows of pixels of any npc directly below them! I've been playing around with different settings in the tileset editor, but so far no luck.  :lame:

This might be a stretch, but... anyone ever come across this sort of problem? If worse comes to worse I guess I could just make those tiles into something else, though I really dig the extra little pop of depth they bring.
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chillyfeez

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So, you've probably noticed that characters walk a couple pixels up from the tile they inhabit. These wall tiles were probably originally purposed in such a way that a character would never be standing directly below them as they will be now. You can try playing with the tile properties... Specifically "walk behind," but I think it actually has to do with the graphical formation data. One of those bits there determines if a tile masks characters or vice-versa (the "priority" bit).

I gotta jet off to work now, so let me know if you need more info than that.

Bahamut ZERO

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Quote
So, you've probably noticed that characters walk a couple pixels up from the tile they inhabit.

I didn't until just now. Thanks for the heads up!


Quote
These wall tiles were probably originally purposed in such a way that a character would never be standing directly below them as they will be now.

Actually, they used to be the cracked floor tiles you'd normally see inside Damcyan and Giott's basement areas. Maybe turning floor tiles into wall tiles wasn't such a great idea...


Quote
You can try playing with the tile properties... Specifically "walk behind,"

Lol that's what I've been doing, but so far no dice. What's odd is that the normal wall tiles on that tileset only have the "Walk Behind" bit set.

I meant to play around with it some more last night, but I got sidetracked and ended up playing around with the Airship tileset for 2+ hours so I could walk around on it properly hahaha.


Quote
but I think it actually has to do with the graphical formation data. One of those bits there determines if a tile masks characters or vice-versa (the "priority" bit).

Are you referring to the byte that determines the palette and other priorities? If so, I made these 2 new wall tiles use the palette/priority of a normal wall.


Quote
so let me know if you need more info than that.

Actually, if you have more info I'd greatly appreciate it! I've dicked around a good bit with actual graphics, but when it comes to graphical formation data I'm still getting the hang of things. Gerdankchild shared some info regarding it in the past, but outside of that golden piece of information (that I copy-n-pasted to my notes for quick reference) I don't really know a whole lot when it comes to what limitations there are to a tileset, etc.


Hmm, maybe I'm having this problem because:

1:placement of these tiles on the tileset. Maybe the tiles I picked to use are only meant to be floor tiles or something.

or:

2:perhaps the actual graphics I'm using to cobble these new tiles together are too far apart from one-another. The normal wall graphics are located near the middle of the chunk of loaded graphics, wheras the "solid line" wall graphics are on the EX and FX rows of the chunk.

I'm going to try messing around with it some more either this afternoon or later tonight. If worse comes to worse I can always just try making them into more floor types or something.
« Last Edit: June 17, 2016, 11:38:08 AM by Bahamut ZERO »
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chillyfeez

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OK, so without actually seeing the data you have for those two tiles, here's what I think is going on there...

So the formation data for those tiles (that is, the data that tells the game which of the loaded graphics to use to display them) comes in the format "cccccccc vhopppcc" where the "c" represents which tile to use (you've definitely played around with that), the "p" represents which palette to use (ditto, I assume), "v" signifies a vertical flip (makes the tile upside-down), "h" signifies a horizontal flip (backwards), and finally "o" is priority. If the "o" bit is clear then the tile will show up behind the character. If it is set, then it will be in front of the character.

So, in order to set the bit (assuming it's not set already), you add 20 to the second byte of the tile's formation data. To clear the bit (assuming it is set), you subtract 20 from the second byte of the tile's formation data.

Take this picture of Edward in (a slightly modified) Fabul. Pay attention to the top of his hat in front of those crumbled floor tiles (and kindly ignore the monks hanging out on the wall)...



I assume those tiles are the ones that you're using. By default, the formation data for the lower two corners of those tiles looks like this:



(to be continued...)

chillyfeez

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(continued from above)

Now, let's add 20 to those values...

Check out Eddy's head now:



To confirm, now the data looks like this:



So, my guess is that, in changing the character or palette of those tiles, you may have accidentally changed the priority. Check out those formation bytes one more time. Try subtracting 20. See what happens.