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Library of the Ancients => Final Fantasy IV Research & Development => Topic started by: Bahamut ZERO on July 21, 2015, 06:43:34 PM

Title: Graphics Edits Showcase (Link's Awakening Font patch released)
Post by: Bahamut ZERO on July 21, 2015, 06:43:34 PM
Need a place to show off what you're doing in FF4? Looking for some criticism or opinions on your work? Well here's the thread for you!

Feel free to post screenshots, patches, or helpful info. If you post a patch I'll add a link to it here in this post.


Attached to this post is a text file with various offset locations for graphics, and a .7z archive of a named vanilla FF4SSNES savestates of different types of graphics taken in ZNES which is hella useful if you use YYCHR and want to see the proper palette of things.


PATCH LIST:

BZ's Portrait-Inspired Dark Knight Cecil (http://slickproductions.org/forum/index.php?topic=2097.msg24544#msg24544)
BZ's Pig's 2 Moogles (http://slickproductions.org/forum/index.php?topic=2097.msg24600#msg24600)
BZ's Blimp-Styled Enterprise (http://slickproductions.org/forum/index.php?topic=2097.msg24602#msg24602)
BZ's Link's Awakening Font Port (http://slickproductions.org/forum/index.php?topic=2097.msg26052#msg26052)


HELPFUL STUFF:

FF4 Pallettes: attached to post
Graphics locations: attached to post
FF4 Battle Palettes for YYCHR (http://slickproductions.org/forum/index.php?topic=2097.msg23790#msg23790)
Title Screen Pallette for YYCHR (http://slickproductions.org/forum/index.php?topic=2097.msg24130#msg24130)
List of 3BPP SNES monsters found in FF5 (http://slickproductions.org/forum/index.php?topic=2097.msg24137#msg24137)
Title: Re: BZ's FF4SNES Graphics Resources
Post by: Grimoire LD on July 21, 2015, 08:13:41 PM
Fantastic information all around! This may come in handy for me eventually, good work!
Title: BATTLE SPRITE PALETTES FOR YYCHR
Post by: Bahamut ZERO on July 22, 2015, 03:45:26 PM
Fixed an issue with the upwards facing pose of the blimp - I left a white pixel in both animation frames at the very corners of the side-propellors that made it look like part of them weren't "spinning". Enterprise-Blimp is now at V1.1.


UPDATE 7/23/15:

Redid the Ship/Cabin of the Blimp completely from scratch in an attempt to make it fit in more naturally. Now it's a like a sort of cross between tthe Enterprise and FF6's Blackjack.  Updated to V2. The bmp file can now be imported 10000% more easily (you can literally just import the entire thing via Tile Layer Pro in 15 seconds and be good to go).


Attached to this post is a preview screenshot of the redone blimp, as well as a 7Zip file of all the Actor's Battle sprite palettes (minus FuSoYa).  These should come in handy for anyone wanting to edit/make thier own battle sprites.


Enjoy!
Title: Re: BZ's FF4SNES Graphics Resources (Airship V2 now available with easy porting)
Post by: Grimoire LD on July 24, 2015, 02:36:48 PM
To respond to your query in regards to spell graphics... not too long ago Avalanche posted all of the spell graphics and how they are configured in RAM and ROM.

http://slickproductions.org/forum/index.php?topic=1991.msg21863#msg21863
Title: Re: BZ's FF4SNES Graphics Resources (Airship V2 now available with easy porting)
Post by: Bahamut ZERO on July 28, 2015, 12:51:50 PM
That's EXACTLY the kind of thing I was looking for. This will speed up the spell graphic editing I plan to do immensely! Many thanks!



Speaking of which, I've been making edits to the town tileset and it's coming along quite nicely. :)  I've changed the shop signs a bit to look like they should hang to the side of shop buildings (like in Treasure of the Rudras). I've also changed the Sword sign and Shield sign to an Anvil sign and a Mug sign,  so Bars can have thier own sign while equipment shops can still be identifyable. Since in my hack I use 1 shop for both weapons and armor, I went with an Anvil.


Later on when I have some more free time I'm going to change up the INN sign a bit, and I'll post up the results for those that are interested.
Title: Re: BZ's FF4SNES Graphics Resources (Airship V2 now available with easy porting)
Post by: chillyfeez on July 28, 2015, 02:13:20 PM
I've been making edits to the town tileset and it's coming along quite nicely. :)  I've changed the shop signs a bit to look like they should hang to the side of shop buildings (like in Treasure of the Rudras)
I don't know Treasure of the Rudras, but I like that idea. Are they walk-under-able?
Title: HANGING SHOP SIGNS
Post by: Bahamut ZERO on July 29, 2015, 04:50:25 PM
I've been making edits to the town tileset and it's coming along quite nicely. :)  I've changed the shop signs a bit to look like they should hang to the side of shop buildings (like in Treasure of the Rudras)
I don't know Treasure of the Rudras, but I like that idea. Are they walk-under-able?


Yeah, they're walk-under-able. All you've got to do is set them up in the Tileset Editor like one of the hidden paths and you're good to go!


That being said, I haven't felt like messing with the sybol for the Inn sign yet, so I'll post up what I'm currently using.

Attached to this post are my sign edits and a teaser pic of them in action. The grass/road edits seen in the teaser pic aren't part of the posted signs edit, as I figured not everyone wants thier grass and roads changed as well. But if I'm wrong by all means tell me otherwise and I'll put those up too.

 


Title: Re: BZ's FF4SNES Graphics Resources (Airship V2 now available with easy porting)
Post by: Grimoire LD on July 31, 2015, 11:43:58 AM
You are putting an immense amount of effort into a parody, are you sure you wanted to keep it as such? I have a feeling that a lot of your advancements will be lost if people come to view your project purely as a comedy hack, but of course its your decision, your work here is exemplary though, focusing more on the graphics than anyone else ever really has (except for Gedankenschild, perhaps)
Title: Re: BZ's FF4SNES Graphics Resources (Airship V2 now available with easy porting)
Post by: Bahamut ZERO on July 31, 2015, 01:44:51 PM
Actually I've strayed  quite a bit from my original spoof idea.  Now it's more of an epic parody remake rather than just a text hack. While there's still a good deal of comedy in there, I'm not going out of my way to force it into some of the more serious scenes, nor do I have the characters recapping the enitre plot (up to that point) with anyone. Fade outs/ins for the win!  A majority of the original's vulagarity has been removed for better dialogue, except in certain places like Cecil's arrival to Mysidia where everyone is understanbly enraged over earlier events. But even then it doesn't get anywhere near as bad as a lot of the more "spoof" type hacks I've seen.


And aside from graphical changes, I've also been editing events left and right,  changing how certain parts of the plot unfold (my friend and I've come up with some fun ideas for Edward and Anna later on in the story hehheh),  and have been working on making enemies a bit more varied and lethal.  I've also been working on a party switching system using your conditional branch hack and events that I could use on the Lunar whale (perhaps a second room that I could use at multiple spots and not just the lunar whale). Your conditional branch hack also allows me to set up a couple events so I can workaround a problem I was having transferring between Overworld and Underworld/Moon maps, which wouldn't be possible without otherwise using a rediculous amount of events. :)




Title: Re: BZ's FF4SNES Graphics Resources (Airship V2 now available with easy porting)
Post by: Grimoire LD on July 31, 2015, 08:29:55 PM
Well that is good to hear, I imagine the line "Treasure your taco." will be in the game though as it is in your signature. Regardless I was worried there but if you've scaled back the parody aspect then it sounds like your mod may stand on its own.

As for the party switching idea, I was throwing around that if it called for early, you could have the Tent be your party changing location. Breath of Fire 3 does this and I always liked the way it was handled in that game. I am glad to hear my conditional branch hack is working well for you... you did download the fixed one, right?
Title: Re: BZ's FF4SNES Graphics Resources (Airship V2 now available with easy porting)
Post by: Bahamut ZERO on August 05, 2015, 12:37:47 PM
Quote
Well that is good to hear, I imagine the line "Treasure your taco." will be in the game though as it is in your signature. Regardless I was worried there but if you've scaled back the parody aspect then it sounds like your mod may stand on its own.

Actually it's a line that was in the old version (from before I began using yuor's and chillyfeez's mods) that I'm gonna scrap once I fix a major problem I'm currently experiencing. But it'll live on in my signature haha.


Quote
As for the party switching idea, I was throwing around that if it called for early, you could have the Tent be your party changing location. Breath of Fire 3 does this and I always liked the way it was handled in that game. I am glad to hear my conditional branch hack is working well for you... you did download the fixed one, right?


You know, that's a pretty cool idea!  You also just mentioned one of my favorite RPGs haha. Since in FU ReMix the need for party changing comes into play roughly  around the Dark Elf's cave, I'm thinking of making a room that would hopeilly fit well to be used for while on the airships and in the Lunar Whale. Since now I can use events to handle tranfers, I'm planning on using a slot in the Overworld maps to accomplish this, since I've already freed up a fair number of NPCs and triggers getting rid of some of the dancers and some of the black chocobos in the Troia Chocobo farm.

Which reminds me of an idea I want to try out using the chocobo forest and one of the Inn events.   :wink:



And yes, I've downloaded and patched the current version of your conditional branch hack, and it works beautifully!  It fixed the rollback proplem I was having with one of my later events, as well as fixed the NPC1-wanting-to-move quirk of the original. Truly fantastic work!


--------------------------------------------------------------


For a graphics update, I've been playing around with the Sealed Cave and Cave tilesets.


Sealed Cave: I've made a pole out of the little stone thing used to surround save points, for use with the animated fire that the Skull torch uses.
(I'll probably do some edits for the stone things in other tilesets that have them as well, as I find them somewhat useless).

Caves: I redid the broken-rock-thing to look like a stalagmite/stalagtite (whichever of those that forms from the ground, pointing upwards). The water version of the bas still needs a little work, but other than that I'm pretty happy with it.



After I play around with them some more, and possibly do some other edits, I'll post them up. I won't get to that until I figure out a nasty problem which I'm about to write a post about, but they'll hopefully be good to go in the near future.



Title: CAVES AND SEALED CAVES EDITS
Post by: Bahamut ZERO on August 16, 2015, 11:59:09 AM
Wow, it's been a little while since I've updated this.  :wtf: Time flies when I'm trying to get a grasp of ASM (which is going slower then a snail in a traffic jam), working on a side project (a Starfox text hack I'm gonna submit to BHDN in the hopefully near future) AND doing my favorite thing - playing around with FF4.


Since my nasty issue mentioned above has been taken care of (hurray for backups!) it's time to add some new stuff!

Attached to the post are the following:

Cave Tileset edit with a pointy rock replacing the original, broken rock thing (both on land AND in water)

Sealed Cave Tileset  edit that replaces the save point stones with a second torch-thing for the animated fire.


As usual importing these are as easy as tracking down the tilesets in TLP (unheadered offsets available at OP's attached text file), and importing the .bmp image in the right spot. I'll always reccomend TLP over YYCHR for importing graphics, but I'll always reccomend YYCHR for actual graphics editing.

Enjoy! Feedback is always apreciated, as it helps me get better at this faster (and means better graphics being posted faster for others to use).

----------------------------------------------------

CURRENTLY IN THE WORKS:


A replacement graphic for the Black Chocobo. Well, technically it's pretty much done, but I'm holding off on it's release for awhile (at least until some form of FU ReMIX is available) as it uses the Lunar Whale's palette and requires some hexing to get it to look right.

To make it look right I toyed around with the vehicle palettes for a few hours before saying  *#@% it and copy/pasting the entire line of code with the Lunar Whale's palette (line 4) over the line with the Black Chocobo's palette (line 2).

The result? Oddly enough, everything looks fine outside of "Carried Hovercraft" also having the Lunar Whale's Palette (which looks so damn awesome I'm half attempted to make the normal hovercraft share this palette) and the Enterprise having a Red Wings palette during the event where you enter the Underground (though it has it's normal palette during the chase scenes after Bab-il, and looks normal any other time). I'd call that the lucky break of the century!


I'm also looking into redoing a large part of the Town tileset to be more reminescent of FF5 and FF6 (pointed-roof style houses so every single town won't look like Tatooine).  I'm not giving any set time frame on that, but it's on my to-do list.


And before this post becomes the size of a novel (which it likely already has being so long since I've posted in this thread) I've redone the graphics used for the "White Magic Cast" animation to not be spinnig cubes. Instead they're more akin to later games ("sparkles of light" was what I went for). Only downside is that I had to edit a corner of the small heart graphic used for the "Enemy Confuse" (whatever Lamia/Lillith uses to confuse party members).  If that peaks anyone's interest I'll post that up next!
Title: The Update That Didn't Change The World..
Post by: Bahamut ZERO on September 01, 2015, 05:35:23 PM
Man, my signature is a lying bastard!


Small update since I've been pretty busy lately. The graphics locations in the OP is about to be updated as I've been adding a few more offsets to it. Reworked my White Magic casting edits a bit, though it's not going up here until I think of a good replacement for the Heart grapic. Any suggestions on that front would be great.

The older posts with attached graphics/useful things are getting Subject line changes to meke a bit easier to find what you're looking for. In the future I'll have the OP set up with links to these posts like Grimoie LD and Chillyfeez's research posts.


I also have an idea on what to do with my planned Town Tileset, which will require some editing in it's Tile Formation Data. If everything comes together,  our towns should be looking pretty damn nice at some point in the future.  :cycle:

Edit: Graphics Loctaions text in OP now up to date, and posts with attached  graphics have been renamed for convenience.
Title: Re: BZ's FF4SNES Graphics Resources (Sealed Cave/Caves Edits Now Available!)
Post by: chillyfeez on September 01, 2015, 08:40:08 PM
Quote
Man, my signature is a lying bastard!
'S alright. The forum always gets quiet this time of year. Most have some kind of school to get back to.
Not me... But I'm a 36 year old dude who just ended a sentence with a preposition ;)

Quote
Reworked my White Magic casting edits a bit, though it's not going up here until I think of a good replacement for the Heart grapic. Any suggestions on that front would be great.
As in, the heart used for monsters' charm spells? Do you have a different idea for what those spells will do?

Quote
I also have an idea on what to do with my planned Town Tileset, which will require some editing in it's Tile Formation Data. If everything comes together,  our towns should be looking pretty damn nice at some point in the future.  :cycle:
Cool. Looking forward to what you come up with.

Any interest in reworking the Tower tileset? It wouldn't have to be anytime soon, but in TfW, the bottom half of Bab-il is going to be a disused ruin that serves as an access point to the Underworld. So basically, we'd be dirtying it up a bit. Maybe something reminiscent of the vine-covered ruins in ffv. At the pace I'm going now, which has quickened considerably recently, we're still looking at at least several months before Bab-il would be used at all anyway. I'm only now getting to the point where your Rydia sprites will be introduced.
Title: Re: BZ's FF4SNES Graphics Resources (Sealed Cave/Caves Edits Now Available!)
Post by: Bahamut ZERO on September 04, 2015, 03:10:27 PM
Quote
As in, the heart used for monsters' charm spells? Do you have a different idea for what those spells will do?

Nothing concrete, but I figured it's basically the same things as the normal Charm Spell, so why not turn it into something better/different?


Quote
Cool. Looking forward to what you come up with.

Any interest in reworking the Tower tileset? It wouldn't have to be anytime soon, but in TfW, the bottom half of Bab-il is going to be a disused ruin that serves as an access point to the Underworld. So basically, we'd be dirtying it up a bit. Maybe something reminiscent of the vine-covered ruins in ffv. At the pace I'm going now, which has quickened considerably recently, we're still looking at at least several months before Bab-il would be used at all anyway. I'm only now getting to the point where your Rydia sprites will be introduced.

After I get the hang of things and get some work done on the Town Tileset, yeah I'll take a crack at it. :) Sounds cool as hell.

If it weren't for the fact that the room where I do my work  heats up consderably fast, I'd have some work done on it already haha. Still managing to get little bits of misc. stuff done at least.
Title: Re: BZ's FF4SNES Graphics Resources (Sealed Cave/Caves Edits Now Available!)
Post by: chillyfeez on September 04, 2015, 11:32:37 PM
Quote
Nothing concrete, but I figured it's basically the same things as the normal Charm Spell, so why not turn it into something better/different?
Ah, I see... So, same floaty motion, different sprites, different spell effect. I like the idea. Don't at the moment have any good ideas for a replacement, but I'll try to think of some.
Title: Re: BZ's FF4SNES Graphics Resources (Sealed Cave/Caves Edits Now Available!)
Post by: Bahamut ZERO on September 06, 2015, 01:38:24 PM
Quote
Nothing concrete, but I figured it's basically the same things as the normal Charm Spell, so why not turn it into something better/different?
Ah, I see... So, same floaty motion, different sprites, different spell effect. I like the idea. Don't at the moment have any good ideas for a replacement, but I'll try to think of some.

That's the idea! Been wondering what would go with the sparkle effect is used for the new white magic casting, that would work well with that skills sequence. Basically it just goes back and forth between little heart/big heart a few quick times, so maybe I could change the graphics to make it like a getting-drunk effect or something (charm + bezerk perhaps?) I hoping the end result of the graphics edits will work both for my use and for those who want to leave Enemy Charm the way it is.

And all good on the tileset. Just let me know what ideas you come up with. I'm close to the Tower of Zot in my project (textwise anyway) so I'll more than likely get the itch to edit it some of it on the sprite level at the very least hehe.



Question: Would anyone still have some of the older graphics edits that were posted around here from before the site went down? I've read numerous threads about great sounding edits that were unfortunately lost, and it would be a dis-service to those great artists if their hard work were never to be seen again. If anyone happens to still have any of the older edits (or preferably, a direction for me to go in terms of contact some of these artists) I would happily add a "Recovered Spritework" section to my OP as well as any and all info in regards of who to credit or who to get in contact with for permission.


EDIT: Realized I never put up screenshots of my Caves/Sealed Cave edits, so I'll just throw em up here in this post instead.
Title: Re: BZ's FF4SNES Graphics Resources (Sealed Cave/Caves Edits Now Available!)
Post by: chillyfeez on September 06, 2015, 02:47:42 PM
Cool idea to use the ships' crate as a treasure chest in caves. It definitely makes more sense than random treasure chests hanging around in unpopulated areas. I like the torches on pikes. I imagine the top half is walk-behind? That works OK with the animation? If so, that's very cool.
If you'd accept a minor co structive criticism on the stalagmites - I think making them slightly rounded on the bottom might be good, just so they give the impression of being conical.
Title: Re: BZ's FF4SNES Graphics Resources (Sealed Cave/Caves Edits Now Available!)
Post by: Bahamut ZERO on September 08, 2015, 02:35:55 PM
Quote
Cool idea to use the ships' crate as a treasure chest in caves. It definitely makes more sense than random treasure chests hanging around in unpopulated areas.


Thanks! I'm debating on whether or not to use them (Ship's crate) for the Sealed Cave as well, and turn the crate that's already on that tileset into a broken version. Or perhaps instead of a crate chest for the Sealed cave I could maybe do a pile of bones/rotting monster thing..  but that would make trapped chests awkward outside of skeleton/undead fights.. hmm...

Or better yet,  I could nix the Sealed Cave crate in favor of something that could be used for a damage floor, and make the chest a casket of something. If I remember right there's some form of bat/vampgirl in either Magnes/Sealed Cave, so hopefully it would make a bit more sense.


Which also reminds me that the Mountains tileset also used the same style of rock the Caves used before they were stalagmites, and that I ought to make some sort of damage floor tile for them too! Half tempted to redo it's chest/save point as well, but I can't come up with anything off the top of my head.


Quote
I like the torches on pikes. I imagine the top half is walk-behind? That works OK with the animation? If so, that's very cool.

Thanks!  Yes, the top half is walk-behind.  In fact you can stand behind it without your sprite disappearing (which for some reason happens to me when I go behind the tops of trees or behind my edited shop signs on Town tileset maps). I've been trying to figure out what causes that, as it dosen't happen on Sealed cave (above-mention animated fire) and Crystal room (little pillars, those decorative arch-things on the sides of the room) maps.



Quote
If you'd accept a minor co structive criticism on the stalagmites - I think making them slightly rounded on the bottom might be good, just so they give the impression of being conical.

I welcome constructive critcism on anything I put up here! And you make an excellent point on the stalagmites - I was wondering what was making them seem so flat.

I rounded it out a bit, and I'm in the process of giving it a more rocky look  since it tends to blend in with the floor's pattern.  With the normally used palettes it's [not] that big of a deal, but since I'm using different palettes for Baron sewers, I can hardly tell where they are haha.


Here's a screenshot of it so far.






Title: Re: BZ's FF4SNES Graphics Resources (Sealed Cave/Caves Edits Now Available!)
Post by: JCE3000GT on September 10, 2015, 08:35:40 PM
I like the crate treasure chest!  It somehow fits just right.  I wonder if you would do a non-parody/spoof hack using the same graphics after your done with this project?  Or will you offer a patch for other ff2us/ff4 hackers to be able to be used in their projects?
Title: Re: BZ's FF4SNES Graphics Resources (Sealed Cave/Caves Edits Now Available!)
Post by: Bahamut ZERO on September 11, 2015, 05:01:20 PM
I like the crate treasure chest!  It somehow fits just right. 

Thanks!


Quote
I wonder if you would do a non-parody/spoof hack using the same graphics after your done with this project?

Most certainly! FU Remix is basically the culmination of my learning and having fun with FF4kster/general ROM hacking. It'd be a disservice to everyone's research and hard work here if I didn't do a non-spoof after it's completed.

And as far as it's parody/spoofness... it's actually quite serious for something I originally intended to be a complete mockery of the base game.  :wink:  I'm striving to find that middle ground where the humor and serious tones compliment each other.  No constant dick/sex jokes here! Just good 'ol fashioned child labor!


Quote
Or will you offer a patch for other ff2us/ff4 hackers to be able to be used in their projects?

At some point, I'd love to! I'm sure other hackers would prefer a patching method over using TLP or YYCHR. The only problems with that are I've yet to dabble with creating an IPS file nor do I know how to create one that wouldn't change other aspects of another hacker's project. An easy way I guess would be to create a patch that's meant to be like a storehouse of my edits on a seperate FFIV rom. That way, all one would have to do is open their project in YYCHR and copy/paste what they want from the "storehouse" rom to their project.
Title: Re: BZ's FF4SNES Graphics Resources (Sealed Cave/Caves Edits Now Available!)
Post by: JCE3000GT on September 11, 2015, 08:58:17 PM
Great, thanks for the replies!  :D
Title: Re: BZ's FF4SNES Graphics Resources (Sealed Cave/Caves Edits Now Available!)
Post by: Bahamut ZERO on September 12, 2015, 02:46:25 PM
Great, thanks for the replies!  :D

Not a problem. Hell, if you have an ongoing project that you'd like to use anything I've posted for, let me know and I'll help you out! I'd be honored.

Same goes to anyone else really. I'd be lost without the helpful info found here.

Alright, got some work done on retooling the Stalagmite for Caves.  Also went ahead and turned the Sealed Caves treasure chest into a coffin (using a screenshot I took of Dragon Quest 2 for reference :D ), complete with a little skeleton dude when you open it.  I'll post the sprites for it later when I have more time, but for now, here's some screenshots.

As always, feedback/criticism is gladly welcomed!

Title: Re: BZ's FF4SNES Graphics Resources (Sealed Cave/Caves Edits Now Available!)
Post by: chillyfeez on September 12, 2015, 09:25:08 PM
The stalagmite looks really good. Very, um, rocky and natural looking.
The coffin chest is nifty. I don't think I would use it, it's a little creepy for my project, but it's a fun idea for the right landing spot.
Title: Re: BZ's FF4SNES Graphics Resources (Sealed Cave/Caves Edits Now Available!)
Post by: Bahamut ZERO on September 22, 2015, 04:42:38 PM
Haha thanks. I figure not everyone's going to want to use coffins for treasure chests, but when I throw them up here someone's bound to use it eventually.

In my project the Magnes/Sealed Caves were used as burial crypts for the Toroians/Dwarves before the Dark Elf came along/ Dwarves sealed the crystal inside. So hopefully my edits help make it as creepy as possible heheh.


Speaking of which, I should have the coffin chest up here tomorrow. I've been busy lately and haven't had a lot of time on my hands.  After that it might be a little while before I put up more as I'm trying to focus on setting up formations/treasures and trying to balance it all out.  But with that said, I'm bound to come acoss things I want to change as I'm easily distracted, so keep an eye out for updates regardless.
Title: Re: BZ's FF4SNES Graphics Resources (Sealed Cave/Caves Edits Now Available!)
Post by: Bahamut ZERO on September 28, 2015, 01:24:43 PM
Man, time flies when RL demands one's full attention! At least few people would have noticed the lengthy delay, as this is a busy/enjoyable time of year.  :wink:


Attached  to this post is V1 of the coffin chest for the sealed caves.  Get em while they're ... uh, fresh!


Also I realized I'm an idiot and could have been editing things a helluva lot easier  by using a second instance of YYCHR to act as a tile arranger.  :isuck:

But hey, beter I realize that now and not much later on! Should make further edits much, muich more enjoyable (especially some I have in mind for the House Tileset)


Hopefully soon I'll be able to get into the nitty gritty of my Town Tileset. Got some of the formation work done on my project, though it's been hard  getting them to a point where a player wouldn't be straight out murdered, or too easily over-leveled from the fights. Hopefully it'll be a harder, more rewarding experience than vanilla in the end.
Title: Re: BZ's FF4SNES Graphics Resources (Sealed Cave Coffin Chest Now Available!)
Post by: Bahamut ZERO on September 30, 2015, 02:19:31 PM
Title Screen Edit WIP
----------------------------
I was messing around with my title screen yesterday and decided to play around with the graphics used for the sword's handle as I've always looked at it and thought it made the sword look more like a showpiece rather than a weapon to be used in battle.

Now bear in mind that this is a WIP done on the title screen for my project, and that the final version will be done on a vanilla ROM so that others can use if they'd like.

--------------------------------------------------------------


Part of me wants to make some Halloween/Fall graphics since it's almost October (my favorite time of year)
Any suggestions?
Title: Re: BZ's FF4SNES Graphics Resources (Sealed Cave Coffin Chest Now Available!)
Post by: chillyfeez on September 30, 2015, 11:29:07 PM
Hmm... You're right that the original sword looks like a showpiece. It never really bothered me, though, because it's the title screen. But hey, it's your hack.

In light of the fact that it is the title screen, though, if you're taking away the showpieciness of it, maybe adding something else to give it the element of spectacle is in order. My thought, which I think works well both with the "FU" spirit and the Halloween idea, is to make it dripping with blood and/or gore.

I could help, I think, with a dripping effect using some palette magic if you want... If you've seen what  I did with the title screen in TfW, I imagine the same effect that draws "AThreat from Within" onto the screen could be employed to make blood drip down the sword. I mean, if that's something you'd be interested in doing.
Title: Re: BZ's FF4SNES Graphics Resources (Sealed Cave Coffin Chest Now Available!)
Post by: Bahamut ZERO on October 01, 2015, 02:21:57 PM
Hmm... You're right that the original sword looks like a showpiece. It never really bothered me, though, because it's the title screen. But hey, it's your hack.

In light of the fact that it is the title screen, though, if you're taking away the showpieciness of it, maybe adding something else to give it the element of spectacle is in order. My thought, which I think works well both with the "FU" spirit and the Halloween idea, is to make it dripping with blood and/or gore.

I could help, I think, with a dripping effect using some palette magic if you want... If you've seen what  I did with the title screen in TfW, I imagine the same effect that draws "AThreat from Within" onto the screen could be employed to make blood drip down the sword. I mean, if that's something you'd be interested in doing.


Actually, I'd be very interested in this! It would bring home the point that the sword has seen a good deal of action, deeming it worthy of being part of spelling out the game's title.


Title: Re: BZ's FF4SNES Graphics Resources (Sealed Cave Coffin Chest Now Available!)
Post by: chillyfeez on October 02, 2015, 08:58:13 PM
Cool.
So, to make this work, you'd need to draw the blade using as few colors as possible. Like, probably two if you can (remember you can use empty space as black because of the black background). Then draw the dripping blood using all the rest of the colors. The colors will fade in a wavelike fashion, so as they're cycling, it'll look like the blood is dripping down the blade. Am I making sense?
I don't need a finished product to put the "animation" in, but I'll need something that has all of the right colors in basically all the right places...
Title: Re: BZ's FF4SNES Graphics Resources (Sealed Cave Coffin Chest Now Available!)
Post by: Bahamut ZERO on October 03, 2015, 02:46:54 PM
Cool.
So, to make this work, you'd need to draw the blade using as few colors as possible. Like, probably two if you can (remember you can use empty space as black because of the black background). Then draw the dripping blood using all the rest of the colors. The colors will fade in a wavelike fashion, so as they're cycling, it'll look like the blood is dripping down the blade. Am I making sense?
I don't need a finished product to put the "animation" in, but I'll need something that has all of the right colors in basically all the right places...

Yeah, I believe you're making sense.  Basically I'd have to:

1:Redo the blade with 2 colors (great idea on suggesting using the empty space for black!)

2:Go through with the blade's leftover colors and draw out the blood so when those colors are cycling it'll seem as though it's dripping down.

What I'll do is make the blade look like it's made of steel rather than crystal (at least I assume it was meant to be the crystal sword originally). That's a fancy way of saying, "I'm making it white!", so that should free up the 7 shades of blue.

--------
Alright,  I've just about have the blade ready (all that's left is to make the blood pattern), but I noticed there are 26 tiles after the copyright text that are just doubles of some of the blade tiles. Makes me wonder if Square had some initial plans of animating the sword at some point like they did with the JP version. Still, a nice chunk of essientially free space as far as I'm concerned.



 :edit:  Attached to this post is a palette file for the Title Screen's sword, made for use with YYCHR.


 
:edit:2  Alright, got  WIP blood-going-down-blade set up, lightest blue to darkest.
Title: Re: BZ's FF4SNES Graphics Resources (Sealed Cave Coffin Chest Now Available!)
Post by: chillyfeez on October 03, 2015, 07:43:00 PM
I, uh, I need the ROM (or an IPS) if I'm gonna animate the palette. The animation is done with custom ASM.
;)
You can email or PM it to me if you don't want to spread your WIP around.
Title: Re: BZ's FF4SNES Graphics Resources (Sealed Cave Coffin Chest Now Available!)
Post by: Bahamut ZERO on October 04, 2015, 12:13:14 PM
I, uh, I need the ROM (or an IPS) if I'm gonna animate the palette. The animation is done with custom ASM.
;)
You can email or PM it to me if you don't want to spread your WIP around.

Lmao! I know, I was just giving a heads up beforehand.  I'll send it via email.
Title: Re: BZ's FF4SNES Graphics Resources (Sealed Cave Coffin Chest Now Available!)
Post by: chillyfeez on October 06, 2015, 10:31:50 AM
Hey, BZ -
So, I'm starting on the title screen, and I need your permission to make some minor graphical changes...
Lemme try to explain where I'm coming from:
In order to make the effect look clean, I need to assign separate palettes to: The hilt, the blade, and the "empty" space below the blade (which will have blood dripping through it).
Currently, there are two sprites that contain hilt and blade together, and two sprites that contain blade and empty space together.
So is it OK with you if I modify those four sprites ever so slightly so that there's a clean transition from hilt to blade to space?
The advantage of this process is you'll get seven shades of red instead of five for a more fluid (pun semi-intended) dripping effect.
Title: Re: BZ's FF4SNES Graphics Resources (Sealed Cave Coffin Chest Now Available!)
Post by: Bahamut ZERO on October 06, 2015, 12:10:52 PM
Hey, BZ -
So, I'm starting on the title screen, and I need your permission to make some minor graphical changes...
Lemme try to explain where I'm coming from:
In order to make the effect look clean, I need to assign separate palettes to: The hilt, the blade, and the "empty" space below the blade (which will have blood dripping through it).
Currently, there are two sprites that contain hilt and blade together, and two sprites that contain blade and empty space together.
So is it OK with you if I modify those four sprites ever so slightly so that there's a clean transition from hilt to blade to space?
The advantage of this process is you'll get seven shades of red instead of five for a more fluid (pun semi-intended) dripping effect.


Sure thing, be my guest!



UPDATE: While scouring FF5 in YYCHR for graphics, I managed to come across monster graphics THAT ARE ACTUALLY IN 3BPP FORMAT!!!

Why does that excite me? Because I had assumed that all monster graphics for FF5 were in 4BPP (which a vast amount of them are).

Since for some reason I can't get TinyPic to upload pics, and I don't want to waste the site's bandwidth on FF5 pics, I'll just list them out:

1) Gravestone with Face (I like to call it Evil Wall Jr.) - 3x6 tiles
2) Lobo (Wolf; looks about in the same style as the ones in FF6) - 3x5 tiles
3) Adamantoise - 6X6 tiles
4) Fire Elemental (orb with swirling fire) -  4x5 tiles
5) Buff Dude with Ball and Chain Wearing Spartan Helmet - 6x7 tiles
6) Little Mage Guy with hood + pom pom - 3x3 tiles
7) Pissed Off Rabbbit (reminds me of Monty Pyton) 4x4
8) Hooded Mage (I might use that as a Milon replacement) 4x4
9) Shit Pile with Twelve Eyes -  5x5
10) Crystal Snail Thing - 6x5
11) Disembodied Head - 2x2
12) Chocobo (looks close to FF4's) - 4x5
13) Egg with Legs, Crab Claws, and Cape (I'm not kidding) - 4x4
14) Slug - 5x5


Not the cream of the crop of FF5's monsters, but there are some good ones mixed about.
Title: Re: BZ's FF4SNES Graphics Resources (Sealed Cave Coffin Chest Now Available!)
Post by: chillyfeez on October 10, 2015, 11:32:51 AM
All set with those edits I made for you, BZ. Check your e-mail.
Title: CASH REGISTER - HOUSE TILESET EDIT
Post by: Bahamut ZERO on October 21, 2015, 02:07:57 PM
It's been way too long since I've made an update to the thread. Curse you, reignited Diablo 2 addiction!



In any case, I feel like I should put up something, so today I present: Cash registers for the House Tileset! It replaces the Globe tile, which means you'll have to edit the few maps that used globes (which so far I've only seen them in Elder's home in Mysidia and Agart's Observatory).

Personally I set the Cash Register as a "Talk To" tile in FF4kster's Tile Editer so I can place it below a merchant NPC and still be able to talk to them  :happy:

As always, graphic and in-game screenshot are attached to this post, any/all criticism is appreciated! If you need help importing this or any other graphic here, shoot me a PM and I'll help you out.

Enjoy!
Title: Re: BZ's FF4SNES Graphics Resources (Cash Registers for Shops Now Available!)
Post by: chillyfeez on October 21, 2015, 05:24:13 PM
Fun idea. A tad anachronistic (depending on when you presume ffiv takes place, I guess). Probably could use some shading toward the bottom to match the style of the rest of the tileset.
Title: Re: BZ's FF4SNES Graphics Resources (Cash Registers for Shops Now Available!)
Post by: Bahamut ZERO on October 23, 2015, 01:29:47 PM
Fun idea. A tad anachronistic (depending on when you presume ffiv takes place, I guess). Probably could use some shading toward the bottom to match the style of the rest of the tileset.



Ahh, I see what you mean when i look at it closer - the "wood grain" for the Register tile doesn't match up with the rest of the table. I'll fix that up at some point soon.

And yes, it might not totally fit the game's time period, but hey - maybe they came from the moon! :D

At least  I used a picture of an antique cash register for reference instead of what we typically see in grocery stores/gas stations hahaha.

Title: Re: BZ's FF4SNES Graphics Resources (Cash Registers for Shops Now Available!)
Post by: chillyfeez on October 23, 2015, 01:53:22 PM
I noticed that. I mean, old school cash registers were mechanical, so I guess in a world where mechanical airships exist, it's not really out of place.
Title: Re: BZ's FF4SNES Graphics Resources (Cash Registers for Shops Now Available!)
Post by: Gedankenschild on October 24, 2015, 05:07:46 PM
I like what you're doing there, BZ.
That includes Cecil's helmet and the blonde person.
Title: ALTERNATE HANDLE - TITLE SCREEN
Post by: Bahamut ZERO on October 26, 2015, 04:07:13 PM
I like what you're doing there, BZ.
That includes Cecil's helmet and the blonde person.

Thanks!  The helmet edit was the first thing I messed with when I was using TLP and guessing what colors went with what haha. The blond person was ported over from Mystic Quest, and replaces generic guy #1  :wink:


Today I present a title screen edit for those who'd like a different look for the sword's handle.  As always, graphic and preview screenshots are attached.


Also attached are two screenshots showing off a font I've been working on since mid-April. It was orginally a straight port of the font from Tecmo's Secret of the Stars, but after many tweaks and edits over the months it barely resembles it at all (except the uppercase L). After using it for so long, the vanilla letters look SUPER DUPER HUGE to me now lol.
Title: Re: BZ's FF4SNES Graphics Resources (Title Sword Handle Edit Now Available)
Post by: Bahamut ZERO on November 06, 2015, 01:58:05 PM
Not a whole lot of graphical work being done lately, as I've been setting up monsters/battles/chests for my project, but after talking about DK Cecil's sprite edits earlier, I decided to go back and touch things up a bit now that I know what I'm doing a bit more.

I shortened the horns on his helm a bit, since I kept noticing that half the time they appeared to be that short when on any brightly colored tile.  :bah:

I tried to see if any artwork existed of Cecil as he looks in his Dark Knight menu portrait, but all I saw were the usual demon or fishtail variants. so, i decided to go with a mix of his portrait and battle sprite: red on the arms, yellow on the feet and pauldrons as best as I could with the unused flesh tones.


Now, it's still wip as I'm not quite 100% on how I feel about his stepping pose, but I threw together a pic using paint with his poses altogether.  Once I'm done editing his battle sprites (which also haven't been touch since I first did his actor sprites) I'll post 'em up.

As always, all criticism is greatly appreciated!
Title: Re: BZ's FF4SNES Graphics Resources (Title Sword Handle Edit Now Available)
Post by: Bahamut ZERO on November 17, 2015, 03:30:41 PM
Been pretty busy lately, so just now getting started on the earlier mention battle sprite edits. Got a good bit of free time today and just finished some things I've been meaning to do for months now, so I should get some progress done here soon.


I did, however, finally got my first Monster edit under my belt! It's the Mini Mage - as an actual miniature black mage! Check it out!
Title: Re: BZ's FF4SNES Graphics Resources (Title Sword Handle Edit Now Available)
Post by: Grimoire LD on November 17, 2015, 11:48:15 PM
That is really neat. One question though... when the player casts Mini on an enemy do they then proceed to turn into this new MiniMage sprite?
Title: Re: BZ's FF4SNES Graphics Resources (Title Sword Handle Edit Now Available)
Post by: Bahamut ZERO on November 19, 2015, 12:59:48 PM
That is really neat. One question though... when the player casts Mini on an enemy do they then proceed to turn into this new MiniMage sprite?


As far as I know, yes, that would be the case. I still have to test and make sure it displays the proper palette when a monster is Mini-ed (as I changed it to monster palette 38), but it should work correctly.

What I'm thinking of doing is turning the Mini spell into something else (Cid's still in need of skills haha) and having the Mini status only effect certain enemies when struck by weapons that inflict the status (perhaps as a way to balance out a Magic weapon with a particularly useful spell). These enemies, when Mini-ed,  would  then start launching magic at you depending on what monster it is.
Title: Re: BZ's FF4SNES Graphics Resources (Title Sword Handle Edit Now Available)
Post by: Bahamut ZERO on December 01, 2015, 01:22:18 PM
Dark Knight Cecil's sprite edits should be up within the next week or so. I'd been a bit busy with holiday stuff with the family, as well as been ironing out an odd issue with a couple of the mods I use (which I'm still in the process of).


Good news is most of the sprite editing is complete battle-sprite wise.
I just keep getting sidetracked with family stuff and wanting to edit other graphics (currently been tweaking Rosa and Edward a good bit).
Title: Re: BZ's FF4SNES Graphics Resources (Title Sword Handle Edit Now Available)
Post by: Bahamut ZERO on December 31, 2015, 01:15:18 PM
Good lord, that last post was 30 days ago? That does it, I'm finishing this sprite today. :banonsmash:


Working on it right now in fact, so expect it up soon.


UPDATE: Alright, Got a V1.0 of Portrait DK Cecil (PDK) that's good to go! Now I just gotta figure out how the hell to make an ips patch that only changes DK Cecil's Character/Battle Sprites with my edits so they can be useful to everyone.  :blits:

Title: PORTRAIT DARK KNIGHT CECIL V.1 PATCH
Post by: Bahamut ZERO on January 10, 2016, 03:40:49 PM
The patch attached to this post does the following and requires an UNHEADERED V1.1 US ROM:

*Replaces DK Cecil's Overworld and Battle sprites with edits to make him appear like he does in his Menu Portrait (Bull horns/Slit Helmet style).

One thing I want to point out for fun: Vanilla DK Cecil's "Struck" pose in battle has what looks like a mishapened turd for one of his feet. Portrait Dark Knight Cecil (PDK) does not. :P

PDK Cecil also has a chanting pose (by adding a gem to his sword that flashes when he's readying magic).

And lastly, although his overworld sprite is in full armor, in battle you can still see PDK Cecil's bare hands. That's so you have a way to tell if he's poisoned or not during battle (as the skin tones are the only colors that are changed when poison status is inflicted).

This SHOULD patch fine without overwriting anything else, but to be safe: ALWAYS BACK UP YOUR PROJECT FIRST!

Enjoy! All feedback is welcome! Hopefully within in the next week I should have all the older graphics in patch form as well. :yabin:

Title: Re: BZ's FF4SNES Graphics Resources (PDK Cecil V1 Now Available)
Post by: Grimoire LD on January 10, 2016, 04:48:25 PM
Sorry I haven't been around much these days. I try to stop in when I can and see the progress made. While things have been a bit quiet I am always glad to see more progress made and spriting in FFIV is a far from simple task. Do you happen to have any tutorial or tips to give on how you approach it? Without any external tools made for this sort of thing (See: FFVI) it is remarkable that you've done as much as you have.
Title: Re: BZ's FF4SNES Graphics Resources (PDK Cecil V1 Now Available)
Post by: Bahamut ZERO on January 17, 2016, 03:28:11 PM
Don't have the time on hand to answer the above post, but when I do I shall!



Anyway, hopping on here for a sec to say the patches are going to take a bit more time because I've become wholeheartedly sidetracked with playoing around with the Town Exterior tileset.

Attached is a pic of what I have going atm. The grass and stone tiles are imports from Final Fantasy Mystic Quest, while the other edited thingss you see (walls, bridges) are hand-pixeled pieces of awesome. :)
Title: Re: BZ's FF4SNES Graphics Resources (PDK Cecil V1 Now Available)
Post by: Gedankenschild on January 18, 2016, 07:47:55 PM
Nice! I see what you did there with the walls... :wink:
Looks pretty neat.
Did you fool around with cutting down on trees?
Title: Re: BZ's FF4SNES Graphics Resources (PDK Cecil V1 Now Available)
Post by: Bahamut ZERO on January 19, 2016, 02:52:06 PM
Nice! I see what you did there with the walls... :wink:
Looks pretty neat.
Did you fool around with cutting down on trees?


Thanks! I've yet to make anything out of the trees yet, though I've gone ahead and edited all the maps to use the single tree bottom. I was going to start on making some slanted roof styled tiles out of those extra tree bottoms, but quickly realized the roof palette has no grey or green color to use for the ground that would be showing.

Though I COULD use the brown palette as there's a version of it with a green and a version with the dark grey used for roads. And if I used the white roof tiles instead of those tree bottom, I could have much more room to play around with. I'll have to play around with that some later.



Sorry I haven't been around much these days. I try to stop in when I can and see the progress made. While things have been a bit quiet I am always glad to see more progress made and spriting in FFIV is a far from simple task. Do you happen to have any tutorial or tips to give on how you approach it? Without any external tools made for this sort of thing (See: FFVI) it is remarkable that you've done as much as you have.

FFVI has external tools for this!? Lucky fellas!  :wink:


Here's some of the tips/things I do to help keep the difficulty down a bit:

1) YYCHR.  This tool is an immensely helpful to me. You can load ZSNES savestates to view graphics with their proper palettes without guess work. It has copy and paste features, and although it lacks a tile arranger feature like TLP, you can very easily open a second window of YYCHR with a blanked out rom for the exact same effect. It also has a pattern changer that is an absolute godscend for editing a characters battle sprites.

2) A blanked out rom for a work area. This REALLY helps in cutting back on frustration from accdentally mucking things up, or when you're editing a tileset. What I do is copy what I want to edit to the blank rom so I can freely play around with the bits and pieces (at times it's like editing a jigsaw puzzle when it comes to tilesets). I've attached a patch that will blank out an unheadered FFIIUS 1.1 ROM so you'll have 1024kb space of blank canvas to play around with. (Do NOT patch it to any in-progress project: Use a fresh rom.)

Some other little tips:

* To properly see NPC sprites in YYCHR, go to the in battle character sprites (4BPP) and scroll down til you get to the end of FuSoYa's sprites. You'll see an orb tile (I guess used for FuSoYa's Regen command?) right above the top part of the Pig's head. Switch to 3BPP and scroll down with the mousewheel to have access to the NPC sprites for all main characters and town NPCs.

* To properly see sprites for vehicles (also includes things like the Giant, Tent, etc) , scroll to the bottom of the rom, switch to 3BPP, then scroll up til you see them using the arrow keys or mouse wheel. Clicking the scroll arrows on the programs sidebar will screw up the way the graphics look and you'll have to rescroll back to the bottom, set it to 4BPP, then back to 3BPP and scroll back up.


I know I've got some more tips locked away in the recesses of my mind somewhere, but these are the ones that first come to mind.
Title: Re: BZ's FF4SNES Graphics Resources (PDK Cecil V1 Now Available)
Post by: Gedankenschild on January 19, 2016, 04:22:37 PM
I don't know to what degree you have analyzed the tileset, but there's more stuff that can be sacrificed, but also tiles that go entirely unused. You can't help but take note of all the details when you're doing what I'm doing. Let me know if you're in need for more space.
Title: Re: BZ's FF4SNES Graphics Resources (PDK Cecil V1 Now Available)
Post by: Bahamut ZERO on January 20, 2016, 05:45:46 PM
I don't know to what degree you have analyzed the tileset, but there's more stuff that can be sacrificed, but also tiles that go entirely unused. You can't help but take note of all the details when you're doing what I'm doing. Let me know if you're in need for more space.


I've been slowly getting the hang of what tiles are what, but I'm far from figuring out all the bits and pieces. Since I'm planning on doing some extensive changes to it, any info on the Town tileset would very, very appreciated.
Title: Re: BZ's FF4SNES Graphics Resources (PDK Cecil V1 Now Available)
Post by: Gedankenschild on January 22, 2016, 04:12:48 AM
BTW: I like to use Digisalt's SNES PaletteTools when doing graphics editing. You can let it extract the town palettes and use them in TileLayerPro. You can also reinsert them with it after making changes. Very handy...

http://www.romhacking.net/utilities/300/
Title: Re: BZ's FF4SNES Graphics Resources (PDK Cecil V1 Now Available)
Post by: Bahamut ZERO on January 24, 2016, 07:39:03 PM
Well, works stalled out on the Town Tileset for now due to the shitstorm that hit the other night (40-ish inches fell where I live in WV), but I have a couple pics of something I was working on before the storm hit: Pigs 2 Moogles!

The battle sprites started as a horribly done port of Mog from FF6 that I decided to tweak the living shit out of.

The NPC sprites are hand pixeled from scratch. I'm not 100% satisfied with the front/back facing sprites yet but it's coming along pretty nicely! Well, besides being limited to skin tones  :wink:


Gonna do a portrait next day I have free time, but for now I'm using a port of Mog's portrait used in a hack called Celes + Terra just so I'm not seeing a damn pig graphic on the menu lol.

Title: Re: BZ's FF4SNES Graphics Resources (PDK Cecil V1 Now Available)
Post by: Grimoire LD on January 25, 2016, 05:55:56 PM
Did you know that there was Moogle status in Secret of Mana? It made it so you couldn't attack and your defense dropped to 0 so you basically had to run around until it wore off. Neat to see that idea of a Moogle status being transferred to the main series!
Title: Re: BZ's FF4SNES Graphics Resources (PDK Cecil V1 Now Available)
Post by: Gedankenschild on January 26, 2016, 05:31:39 AM
I love Moogles. There's also a Moogle status in Final Fantasy Adventure, which already has the right dimensions. Maybe you can get some inspiration from there.

http://www.spriters-resource.com/game_boy_gbc/ffadv/sheet/33368/
Title: PIGS 2 MOOGLES V1 PATCH
Post by: Bahamut ZERO on January 27, 2016, 01:52:29 PM
I love Moogles. There's also a Moogle status in Final Fantasy Adventure, which already has the right dimensions. Maybe you can get some inspiration from there.

http://www.spriters-resource.com/game_boy_gbc/ffadv/sheet/33368/


Hey, that looks just like the FF5 Moogle! I never noticed they were so similar.




Did you know that there was Moogle status in Secret of Mana? It made it so you couldn't attack and your defense dropped to 0 so you basically had to run around until it wore off. Neat to see that idea of a Moogle status being transferred to the main series!


Oh wow, you brought back some fond SoM memories for me! I haven't played that game in AGES.  In FU ReMIX Moogle status will pretty much be Pig Status with some changes here and there (for instance, you'll still be able to use a number of the commands like Dark Wave/Jump/Throw). It would definitely be cool if I can do some sort of stat changes while under the status, like dropping Strength and Defense while boosting boosting Wisdom and Will.



With that, I present - Pigs 2 Moogles V1! This will change the Battle Sprites, NPC Sprites, and the Character Portrait of the Pig into a kickass moogle!

Have to give credit where credit is due when it comes to the character portrait, as the original Moogle portrait I edited for this came from Drum Solo's Celes + Terra hack of FF4 back from 2002. All I did on that end was touch it up and detail it a bit so it appears white no matter what character is moogled.

Note that I also did a horizontal flip on the frogs arm raising poses. This is just because I thought the Silvera dance looks better this way, as the Mini raises his left arm, the frog raises his right arm, and the moogle raises both arms during it.


This is intended for use with an unheadered FF4US rom (V1.1). Since it only changes sprites (just like my PDK Cecil patch) it should patch cleanly to any project. :)


Attached is the patch, as well as a preview pic of the NPC sprite, as I redid it last night. Lemme know what you think!

 
Title: ENTERPRISE 2 BLIMP STYLE AIRSHIPS PATCH
Post by: Bahamut ZERO on January 28, 2016, 01:48:59 PM
I figure since it's been awhile since I mentioned I'd throw up the older things as patches that I actually start doing so lol.


Though... I notice I haven't really put up quite as much graphics up as I thought I have, since half of them are like, ONE changed thing on a tileset (like the Stalagmite and the Sealed Cave Coffin Chests) so I might wait a bit before making patches for those (since there are also other things I want to change in those two tilesets, but haven't really had the free time to do so.


But today what I DO have for today is a patch ready for the first graphic I threw up on the thread - The blimp styled airship I made from scratch over the Enterprise!

What the patch does:

1) Changes the Enterprise and the Red Wings into Blimp styled airships with propellers. This bad boy was made pixel-by-pixel and if my avatar is still the pic of it then you know what it looks like. ;D



2) Changes the "shrinky" versions of it (seen when you fly by it in in another vehicle in the sky) to reflect the new styling.

3) Changes the Enterprise's Hookclaw attachment gained after completing the first Underworld segment to a large magnet-type replacement. I did this after realizing that the Hook itself is ALWAYS hidden behind the airship and was always halfway showing on this new airship. It still has a tether, so it looks as natural (hell, a little more natural in my opinion) as before.


As always, use an unheadered v1.1 rom. Like the other patches it should patch cleanly to any WIP project or hack you play!  :banonsmash:
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Bahamut ZERO on February 17, 2016, 12:44:40 PM
Well, made a bit of progress on the Town Tileset. Not enough to warrant slapping up a screenshot, as a lot of it was planning how I want to go through and change up the roofing style (slanted roofs like the buildings in FF5 and FF6). From the looks of things the new roof tiles will be brown instead of white (as the brown palette is the only one I notice has a version with a grey color, and another version with green). I just need a firmer grasp on the Tile Properties table (mainly, how it picks which 8x8 tile to use) work on this should jump immensely.
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: chillyfeez on February 17, 2016, 01:26:39 PM
I've played around with that a bit, BZ. I'm off work tomorrow, so I'll try to get all the info together for you then.
It's kind of a weird process, making a tileset tile use other 8x8 tiles, but it's not difficult once you get the hang of it.
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Gedankenschild on February 17, 2016, 02:38:37 PM
Be careful here guys. It's very easy to get into misunderstandings when talking about all these tables. Are we working with the terms set up by the FF4 hacking document?
What Yousei describes as the "Tile Properties table" has nothing to do with 8x8 tiles. It assigns properties to the already formed 16x16 map tiles.
It's the "Tile Formation table" that decides which 8x8 tiles make up the map tiles. That's the one I described below:

http://slickproductions.org/forum/index.php?topic=2062.msg23305#msg23305

I mentioned the Tile Properties Table to you, BZ, when you asked me something on RHDN. (I also asked you a question in return, which you never answered.) :banonsmash: :wink:
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Bahamut ZERO on February 17, 2016, 03:03:23 PM
Be careful here guys. It's very easy to get into misunderstandings when talking about all these tables. Are we working with the terms set up by the FF4 hacking document?
What Yousei describes as the "Tile Properties table" has nothing to do with 8x8 tiles. It assigns properties to the already formed 16x16 map tiles.
It's the "Tile Formation table" that decides which 8x8 tiles make up the map tiles. That's the one I described below:

http://slickproductions.org/forum/index.php?topic=2062.msg23305#msg23305

I mentioned the Tile Properties Table to you, BZ, when you asked me something on RHDN. (I also asked you a question in return, which you never answered.) :banonsmash: :wink:


Oh shit, I didn't see that reply on RHDN!  Yes, I was talking about the Tile Formation table you shared some information with me before in the thread you linked in your post.

I've gotten the hang of tweaking the second byte (which dictactes the palette/tile orientation/etc), but I'm still curious how the first byte dictates what 8x8 tile is being used. How does that process work?

I should also recheck your RHDN thread in case my oblivious ass missed any of your other replies hahaha.  :blush:



I've played around with that a bit, BZ. I'm off work tomorrow, so I'll try to get all the info together for you then.
It's kind of a weird process, making a tileset tile use other 8x8 tiles, but it's not difficult once you get the hang of it.

Woah! Do you mean you can have a tileset use graphics from one of the other tilesets!? Sounds like very interesting info!
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Gedankenschild on February 17, 2016, 03:38:23 PM
:happy: No big deal, it's not like I went into a lengthy explanation or something.

The answer to your question is actually there in that post. You probably overlooked it because you figured it would be more complicated. The first byte simply gives the hex number of the 8x8 tile in the tileset. As in 00 being the first, 01 being the second. Take another look at the pics I posted. We were talking about the save point. The first bytes are F6, F7, F8, F9. Count through the tilset until you arrive at the save point tiles.

Woah! Do you mean you can have a tileset use graphics from one of the other tilesets!? Sounds like very interesting info!

You can't freely use whatever tiles you want, I don't think that's what he meant.
However: The game loads a standard of (I think) 384 tiles into VRAM. Most tileset are smaller than that (Tower/Big Whale being the exception). As a result the beginning of the next set is usually loaded as well.
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: chillyfeez on February 17, 2016, 04:18:34 PM
Yeah, what Gedanknschild said. Also, bear in mind that you're still at the mercy of the palettes, so you might be able to put house tiles in a cave (for example, I don't know for sure), but they'd still be cave-colored.

I didn't even notice that BZ called it "tile properties." Those (minus the world map tile properties) are editable with FF4kster now, so I was pretty sure that wasn't what he was talking about.
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Bahamut ZERO on February 23, 2016, 01:36:36 PM
Yeah, what Gedanknschild said. Also, bear in mind that you're still at the mercy of the palettes, so you might be able to put house tiles in a cave (for example, I don't know for sure), but they'd still be cave-colored.



Actually, that also interests me a good bit. There's been more than one occasion where I've wanted to do just that so I wouldn't have to copy n' paste graphics in YYCHR and waste space. :)


The other day I looked at the House tileset and noticed it had more than half a dozen tiles made up of the top 2 8x8 squares used for the stove graphic, in a blue palette. I started analyzing the graphics to see what I could Frankenstein into new things, but there isn't a whole lot I can work with.  Being able to use graphics from, say the Castle Interior tileset, would be quite awesome!
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: chillyfeez on February 23, 2016, 03:59:15 PM
I actually looked into it this past week - I was turning one of those blue stovetop tiles into a special floor tile that NPCs can't walk on (interesting info: NPCs won't step on a "bridge layer" tile) - so since I was already halfway there I played around with it a bit. Gedankenschild is absolutely right - 384 tiles are loaded into VRAM, which means you can use essentially half a tile sheet more than what is typically used by default by any tileset. It doesn't allow for too many possibilities, really, but if you look hard enough you might find a gem or two.
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Bahamut ZERO on February 23, 2016, 05:13:25 PM
I actually looked into it this past week - I was turning one of those blue stovetop tiles into a special floor tile that NPCs can't walk on (interesting info: NPCs won't step on a "bridge layer" tile) - so since I was already halfway there I played around with it a bit. Gedankenschild is absolutely right - 384 tiles are loaded into VRAM, which means you can use essentially half a tile sheet more than what is typically used by default by any tileset. It doesn't allow for too many possibilities, really, but if you look hard enough you might find a gem or two.

Oh boy! That's good to know. :D And great idea with the special floor tile that NPC's can't walk on - that'll give the ability to basically  have custom npc paths in a sense!


So.... totally got sidetracked again, and decided to play around with the Twins' NPC sprites. Basically I'm trying to make them not look like Fat Velmas (smaller/slimmer bodies, and eyes that don't remind me of Velma's glasses from Scooby-Doo).


To speed up the process and give myself an idea of what I'll be working with, I'm  essentially cutting and pasting Palom's head onto the Little Boy NPC's body and giving it a cape. So far I've got the down facing pose done and it doesn't look half bad, minus Palom's head looking a bit big on the body.

These damn Velmas are gonna get whipped into shape!
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: chillyfeez on February 23, 2016, 05:56:10 PM
That does look quite a bit better.
I think their chubbiness bothered me, too, but I never gave it much thought.
Nice work!
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Grimoire LD on February 26, 2016, 12:09:14 AM
I actually looked into it this past week - I was turning one of those blue stovetop tiles into a special floor tile that NPCs can't walk on (interesting info: NPCs won't step on a "bridge layer" tile) - so since I was already halfway there I played around with it a bit. Gedankenschild is absolutely right - 384 tiles are loaded into VRAM, which means you can use essentially half a tile sheet more than what is typically used by default by any tileset. It doesn't allow for too many possibilities, really, but if you look hard enough you might find a gem or two.

Oh boy! That's good to know. :D And great idea with the special floor tile that NPC's can't walk on - that'll give the ability to basically  have custom npc paths in a sense!


So.... totally got sidetracked again, and decided to play around with the Twins' NPC sprites. Basically I'm trying to make them not look like Fat Velmas (smaller/slimmer bodies, and eyes that don't remind me of Velma's glasses from Scooby-Doo).


To speed up the process and give myself an idea of what I'll be working with, I'm  essentially cutting and pasting Palom's head onto the Little Boy NPC's body and giving it a cape. So far I've got the down facing pose done and it doesn't look half bad, minus Palom's head looking a bit big on the body.

These damn Velmas are gonna get whipped into shape!

That does look much better. They clearly were never intended to look so disproportionate... don't tell that to the guy who made their American concept art (the worst Concept Art, of All Time!!)

(http://vignette2.wikia.nocookie.net/finalfantasy/images/9/95/FFIV-Palom-Porom-USArt.png/revision/latest/scale-to-width-down/150?cb=20111128225910)

*shiver*
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: chillyfeez on February 26, 2016, 01:32:16 AM
Oh, wow. It's like a cross between Tweedle Dee and Tweedle Dum and something straight out of a nightmare.
And I'm really, truly sorry to point this out, but what's with the bulge in the pants of the one I must assume is Palom? Not only is is unnecessary regardless, but he's FIVE.
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Grimoire LD on February 26, 2016, 10:52:00 AM
An LPer thinks that Katsuya Terada didn't even really try here and likely only had the sprites for reference (clearly not the battle sprites! Likely didn't even have genders available to him). I do have to give him credit where its due though...


(https://s-media-cache-ak0.pinimg.com/236x/59/db/b7/59dbb734d56a5174db09cbcc54e4aed7.jpg)

The things he gets right on a portrayal of Edward are actually rather telling. My favorite part is the bevy of potions he has wrapped around him, almost definitely a clear reference to the cut Salve command. But... that's about all he gets right. Everything else is kind of silly... at best.
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Bahamut ZERO on February 29, 2016, 03:09:41 PM
Photoshop some Velma heads on that Twins concept art and you get a good idea of what I see when I look at their sprites lmfao.


Spent a good chunk of free time yesterday playing around with graphics (a recurring trend lately) and began poking around in the graphics for Final Fantasy Legend 3. Not a whole lot of it came of it, other than finding out I can easily convert and colorize game boy graphics lol. Hell I might use some of the town tile graphics form that as a reference to how i'm gonna go about the house changes I wanna do in FU ReMIX.

I also found out it's as easy as copy and pasting when it comes to using some parts of FFL3's font too! I found that the numbers in FFL3 fit in nicely with my skinny font in FU. I also ported the FU font to FFl3, and looks pretty badass!

Also finished up the sprites for Palom and Porom, so I'll throw up screens!


Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Grimoire LD on February 29, 2016, 09:33:02 PM
That is a really nice Black Magic symbol! That new font and numbers also look pretty grand. Having played Romancing Saga you may be surprised to see that the graphics look very similar to FFIV, so if you want to mix and match that might be a thing to look at.
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Bahamut ZERO on March 01, 2016, 06:04:34 PM
Thanks for the kind words Grimoire! The icon came from Mr.Richards' icon set that's linked in his sig over on the RHDN Forums. I've edited it a bit, mostly so I could use that icon's styling for the White and Summoning too.

Quote
Having played Romancing Saga you may be surprised to see that the graphics look very similar to FFIV, so if you want to mix and match that might be a thing to look at.

Oh WOW. You're right it looks strikingly similar! Ironically enough, the tile graphics in Romancing SaGa are in 4BPP, but I don't see really any of them using more than 8 colors (which should make porting a breeze compared to other games I've tried porting from).


 This'll certainly help me get the ball rolling in the graphics department.  :happy:

Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Bahamut ZERO on March 02, 2016, 04:37:05 PM
Some screens of today's dickering with RS1's Graphics in FF4. Granted nothing's set in stone yet (in terms of what I'm using) but MAN is it coming along nicely!

To say that I'm extremely surprised how well these fit in with FF4 is an understatement.  :omg:

Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Grimoire LD on March 02, 2016, 08:59:43 PM
Those graphics are definitely bold! It may need a bit of work to make it fit a little better, but it still looks pretty good.
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: chillyfeez on March 02, 2016, 10:38:04 PM
I like the castle exterior floors a lot. The rest, I could take or leave, honestly.
Is that Rosa's Mom also from RS, or is that your own?
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Gedankenschild on March 05, 2016, 03:13:32 AM
I always found the chubby twins charming, although I will admit that their overworld sprites are bordering on obese... :D
You might like the mobile version's battle sprites, they put them on a bit of a diet as well. :cookie:

(https://dl.dropbox.com/s/912fplswyxdw4ur/FF4_mobile_twins.PNG?dl=0)

The Romancing Saga graphics I really like. I'm still eyeing the Rudra mountains for the 4bpp graphics backport myself...
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Bahamut ZERO on March 11, 2016, 06:10:37 PM
Throwing a little update on the progress of the house graphics changes. Also found a wall tile for Castle Interior I find quite pleasing to the eye!
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: chillyfeez on March 11, 2016, 08:46:11 PM
I like that castle wall. The texture seems much more real than the original. Is that from something, or did you make it?
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Bahamut ZERO on April 10, 2016, 05:51:06 PM
I like that castle wall. The texture seems much more real than the original. Is that from something, or did you make it?

It's from Romancing SaGa 1 if I remember correctly.




Guess who got bored this afternoon..
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: chillyfeez on April 10, 2016, 06:23:34 PM
Does he have a spell called "Diabeatiss?"
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Bahamut ZERO on April 11, 2016, 03:49:55 PM
Does he have a spell called "Diabeatiss?"

LMFAO. I could always give him a spell called Beetis that can only target Self, that gives him Blink + Sap status. XD

I'd just have to remember to remove that spell from that spellset when FuSoYa joins, since in my hack they share the same one (to make room for Edward's White/black spellsets)

I've already got NPC and mostly done Battle Sprites for him. Well, they're really just bald, beardless Tellah graphics but the Brimley-ness of it's pretty hilarious.



On an unrelated note: Does anyone know how the palettes are set to the playable characters' NPCs/Battle sprites? 

Like, I know for NPCs the palettes themselves have to be shared amongst the characters, but is it possible to set which of those palettes a specific character uses? Judging from the looks of the savestates I load into YYCHR, the four palettes used for other NPCs (townsfolk, etc) are always loaded alongside the ones used for actor sprites. What I'm hoping to do (if possible) is set Yang's overworld sprite to use the blue palette used by town NPC's so I can make him African-american instead of... blue.  :laugh:
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: chillyfeez on April 11, 2016, 08:28:31 PM
You would have to change one of the four PC palettes so that it was the same as the blue townsfolk palette. While it may be possible to reroute the palette loading code so that Yang uses a townsfolk palette, there are more than four townsfolk palettes, and they change depending on the location (part of the map data is an assignment of two "NPC palettes" that are each actually two palettes each, so that each map has four palettes, but not necessarily all the same four).
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Bahamut ZERO on April 13, 2016, 02:23:16 PM
You would have to change one of the four PC palettes so that it was the same as the blue townsfolk palette. While it may be possible to reroute the palette loading code so that Yang uses a townsfolk palette, there are more than four townsfolk palettes, and they change depending on the location (part of the map data is an assignment of two "NPC palettes" that are each actually two palettes each, so that each map has four palettes, but not necessarily all the same four).

Ahh, I see. In that case I'll dick around with the PC palette Yang uses to change the "dark tan" color to "dark brown".  Since DK Cecil's face is behind a helmet and Edge uses that color for some of clothing (if I'm remembering right) then I should be able to pull it off.

I'll also have to go and do that to the palette Rosa/Edward/Tellah share, since I had the bright idea of recoloring Rosa's hair brown the other day haha. I figured it made no sense for her PC to have white hair when comparing it to her portrait/battle sprite.

Speaking of not making sense - anyone else ever notice the inconsistencies in Tellah's sprites? I didn't really notice it until I was editing his sprites to make the Oat Man.


On that note, I leave you all with some screenshots! Wilford's battle sprite's 80% complete as far as the fave goes (got one more pose to do then comes the fun of editing the remaining puzzle pieces), a screen of Rosa's PC edit (my attempt to make her look a bit more like a white mage) and possibly the smallest graphical edits I've done yet: noses for all humanoid NPC's sideviews (minus the twins as I couldn't make it look right at the time)
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Bahamut ZERO on April 26, 2016, 01:24:24 PM
Been playing around with the House graphics some more. For now I restored the old floor graphic (tho still wanting to change it to something else) and moved the ported wood floor over the tile that was used for the black chocobo farm.
Now the wood is wood colored!

Here's a screenshot of the wood flooring in action. Made a background map for it using the first Glitch World map, and made a 2nd background specifically for the Agart Inn.

As you can see, the Agart Inn-specific background isn't align right with the tiles. Still currently messing around in the map info editor to see if I can make it stay put, so.... progress in action haha.


The all-wood floor screenshot is me testing out the wood floor background map, while the 2nd screenshot is me attempting to make a background where the Inn's bar has stone flooring, with the actual Inn section is wood floored.

EDIT: Never mind, I'm an idiot. Looking at another house map's map info showed me the correct settings.

Throwing up a 3rd screenshot with Agart Inn's fixed background, and 4th showing the House of Wishes because I'm digging the color contrasts.

Now hopefully tonight I can add a pattern to the wood floor that makes it look less like super loooong planks, but for now it's getting hot in the room I work in, so I'm hopping off for now.
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Bahamut ZERO on April 30, 2016, 05:16:13 PM
Got most of the wall objects for the House/Castle Interior edited with the new patterns. Even got the castle lamp done.  :happy:

Had to settle with black on the detail lines though. It doesn't stand out too much, but I might go ahead and give the main wall texture that treatment if it's an eyesore or something. You decide!

Also, if anyone's interested in anything I've done and want to use some in their project I'm just a PM away. It's what the thread's here for ya know!

EDIT: Forgot to add screens because I'm in idiot.
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Gedankenschild on May 01, 2016, 01:23:07 PM
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.
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Bahamut ZERO on May 01, 2016, 04:03:21 PM
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:     
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Gedankenschild on May 04, 2016, 09:58:11 AM
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?
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Bahamut ZERO on May 07, 2016, 11:34:51 AM
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:
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Bahamut ZERO on May 12, 2016, 04:50:33 PM
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:
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: chillyfeez on May 12, 2016, 08:18:35 PM
I think fedorajoe must have typoed and meant to say AB4FA.
And that's with a header, so AB2FA if you're unheadered.
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Bahamut ZERO on May 13, 2016, 01:12:25 PM
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

Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Bahamut ZERO on May 17, 2016, 01:16:34 PM
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. :)
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: chillyfeez on May 17, 2016, 04:31:57 PM
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.
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Bahamut ZERO on May 21, 2016, 12:21:17 PM
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:
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Bahamut ZERO on June 08, 2016, 11:48:01 AM
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.
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: chillyfeez on June 08, 2016, 01:44:13 PM
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.
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Bahamut ZERO on June 16, 2016, 12:41:19 PM
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.
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: chillyfeez on June 17, 2016, 04:40:13 PM
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)...

(http://memberfiles.freewebs.com/22/01/115500122/photos/vhopppcc/Eds%20Head.png)

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:
(http://memberfiles.freewebs.com/22/01/115500122/photos/vhopppcc/14b89d_04.jpg)
(http://memberfiles.freewebs.com/22/01/115500122/photos/vhopppcc/14b99d_04.jpg)

(to be continued...)
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: chillyfeez on June 17, 2016, 04:44:38 PM
(continued from above)

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

Check out Eddy's head now:

(http://memberfiles.freewebs.com/22/01/115500122/photos/vhopppcc/Eds%20Headless.png)

To confirm, now the data looks like this:
(http://memberfiles.freewebs.com/22/01/115500122/photos/vhopppcc/14b89d_24.jpg)
(http://memberfiles.freewebs.com/22/01/115500122/photos/vhopppcc/14b99d_24.jpg)

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.
Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Bahamut ZERO on June 18, 2016, 01:26:27 PM
Quote
Try subtracting 20. See what happens.

Worked like a charm!  :happy:

Thanks for the help man! Next time I dabble in this I'm going to keep Gerdankenchild's info close by so don't mess up like this again!


Title: Re: BZ's FF4SNES Graphics Resources (Pigs 2 Moogles & Blimps patches released!)
Post by: Bahamut ZERO on July 16, 2016, 12:19:58 PM
About to get to work on the Town Exterior tileset! After months of brainstorming ideas while being sidetracked by 1876321376 other things I came up with a way for my idea to work:

IDEA:Essentially to retool the buildings to have sloped roofs so every building in the game doesn't look like something from the desert town in Star Wars episode IV. In an effort to maximize space, I figure the best approach here would be to basically to have towns be comprised of two maps:

Map 1 being the background, comprised of grass/walkways/water. Water would be just the plain, full squares of water so those border and river tiles still look as intended.

Map 2 being details like houses/wells/jars/trees/bushes. This will dramitcally cut down the amount of space needed to make different roof types AND solves my problem of finding palattes that have grass and wall colors for detail tiles. This will also have the benefit of jars and other detail tiles that before used solid colors in an effort to APPEAR to be sitting on grass or road to actaully BE on the grass or road.


Now, this means it will take more maps and spare bytes to make this happen. There are 7 towns in the overworld (fairly certain there's at least enough glitch world maps normally to cover that), and like 1 maybe 2 in the Underworld.


On an unrelated note, made my first battleback edit!  No idea how they're assembled data wise, but played around with the graphics themselves a little. So far just rotate the grass so it's pointed upward like grass but hey gotta start off somewhere right? ;)

EDIT: Added an in progress pic of the new roof.
Title: Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
Post by: Bahamut ZERO on July 17, 2016, 04:32:50 PM
WIP pic of the new roof in action.  Also shows off the benefits of the 2-map approach for towns I'm doing. No more multiple tiles to show a well or bush on roads or grass!

Title: Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
Post by: chillyfeez on July 17, 2016, 11:12:30 PM
Wow that looks really good.
The old man behind the roof - does he only look weird because he's in motion? I mean, if you stand still behind the roof, does it mask you diagonally like it should?
Title: Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
Post by: Bahamut ZERO on July 18, 2016, 03:38:48 PM
Wow that looks really good.
The old man behind the roof - does he only look weird because he's in motion? I mean, if you stand still behind the roof, does it mask you diagonally like it should?

Lol he looks weird atm because I'm still ironing out the tiles. In the end it's going to be like you ask, but for now they're set as behind the character. He just happens to spawn in that spot and I didn't move him.

Hopefully I'll have enough space in the tileset to add a couple extra things like a horizontal roof section so one could mansions and such (I figure at the most would be 6 tiles) and a chimney (2 of the same one, 1 horizontally flipped). A cross so one could make a church (1 or 2 tiles, depending on if I have space for a variant) and fencing (already made 1 fence tile, so only need 2 tiles for the sides).

Since I'm not using a lot of the alternate tree tops or bottoms I have a little extra space right off the bat. So I might have enough room for everything I'm planning lol.

Title: Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
Post by: Bahamut ZERO on July 18, 2016, 05:14:30 PM
tweaked the roof tiles so you can walk under them properly. Primarily the top two rows  (so the point and the row of three under it). Also changed one of the useless tiles I had to be an "In front of" version of the mid section tile.  :cycle:

Pic of the roof in action (don't mind the buildings, haven't bothered adding building tiles to the town's background map yet). Haven't made the extra pieces yet so used the blue roof tile as a placeholder.

And since I got a pic up, anyone have any suggestions on how the buildings themselves should look? After making a new roof I figure I might as spice up the buildings to go along with.
Title: Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
Post by: Bahamut ZERO on July 20, 2016, 05:13:45 PM
Added some horizontal pieces to the mix:

Left and Right connecting pieces
Top piece with horizontal pattern
One tile is all horizontal pattern

Gonna have to make a 2nd left/right connectors as the current ones don't line up with the vertical portion at all, yet fit well when combining two of the smaller roof tiles.

Hope that doesn't sound half as confusing as that was to type.  :hmm:


Anyway, need some feedback on some things. Does the new roof fit in from the attached screenshots? And the other old roof (the blue one), should it stay in or should I say "fuck that other roof" and use the space for other stuff?

Also, I want to redo the building parts of the houses, but haven't quite decided on a general design. Anyone got any suggestions? I'd feel like I'm half assing this if I didn't mess with the buildings themselves at this point lol.
Title: Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
Post by: chillyfeez on July 20, 2016, 06:31:38 PM
I like the idea of differing roof motifs depending on what town you're in. Original FFIV does that a little bit, with Silvera, Agart and Toroia using primarily the shingled roof and Baron and Kaipo using the Tattooine roof.
But I think you could improve on that theme. The houses you're making now are sort of reminiscent of Tudors to me, so I would think, like, Baron and Toroia using that style, as they'd be the wealthy castle towns. Podunk Agart, silvera and Mist would use the (old) shingled roof. Kaipo would continued use to use Tattooine, cuz it's desert-like. I don't really know where Mysidia would fall in that spectrum.
Anyway, that's just my opinion - take it or leave it.
Title: Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
Post by: Bahamut ZERO on July 21, 2016, 06:09:19 PM
Hmm, I have enough space to reimplement parts of the tattooine roof so that could be possible, actually. As it stands I have about 7-9 tiles left in the formation, and almost as much graphics space in rom.

It should also help that I cut the blue roof down to two tiles instead of three (1 being the topper, the other just all roof pattern). I don't think I have enough space to re-add the capital building-style dome tiles though.

Then again, I probably shouldn't count my chickens before they hatch, as I've got a fence to finish adding in haha. That'll end up being 5 tiles in the formation data (main part, and the corners), so after that I'll recheck my free space (which might increase once my lazy ass finally edits the building tiles).

... I have too much fun messing with this shit.  :happy:
Title: Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
Post by: Bahamut ZERO on July 23, 2016, 05:54:44 PM
Turns out the fence ate up 7 tiles in the TFD, but I also realized two of the roof tiles I put in are worthless (they were from my first pass at adding them in).

As of right now I should have 3 or 5 tiles left on the tileset to  change, then I'll throw up a patch so anyone may use it for their projects.
Title: Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
Post by: Gedankenschild on July 31, 2016, 09:17:54 AM
This looks really great. The Romancing SaGa and Mystic Quest tiles fit in very nicely!
Looking at the screens I want to play it.  :happy:

If you are interested in playing around with the field battle background, I could give you some more details about how it's set up and where the maps are stored.
Title: Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
Post by: Bahamut ZERO on July 31, 2016, 01:22:42 PM
This looks really great. The Romancing SaGa and Mystic Quest tiles fit in very nicely!
Looking at the screens I want to play it.  :happy:

If you are interested in playing around with the field battle background, I could give you some more details about how it's set up and where the maps are stored.

Thanks for the kind words! Glad to see you back on the forum!

And as for the battle background- YES. I am TOTALLY interested in changing that, and the other ones up, so any info on them would be greatly appreciated!
Title: Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
Post by: Gedankenschild on July 31, 2016, 03:27:42 PM
Thanks for the welcoming words. I never really went away, but I just had to take a break because I suffered a hard drive failure that cost me the latest progress on my hack and that really pissed me off! (I managed to access the drive again at some point and salvage the data, so nothing is lost.)

I'll check out my notes and give you the info on the field bg soon. :wink:
Title: Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
Post by: Bahamut ZERO on August 01, 2016, 05:45:55 PM
Thanks for the welcoming words. I never really went away, but I just had to take a break because I suffered a hard drive failure that cost me the latest progress on my hack and that really pissed me off! (I managed to access the drive again at some point and salvage the data, so nothing is lost.)

I'll check out my notes and give you the info on the field bg soon. :wink:

Yeowch! Glad you were able to recover your work, man. Had the same thing happen to me a few years ago with my old computer back when I was balls deep into RPG Maker VX Ace. Only a few weeks ago did I finally managed to salvage everything from that drive (including my old RPG Maker project, even though I'll prolly never touch RPG Maker again at this point).

Thanks for taking a look through your notes for the field bg info! At this point I want to crack at changing up as many of them as I can, and that'll be a great way to cut my teeth on it.  :happy:

In other news, still burnt out on editing the Town Tileset further atm, so I decided to turn the Fat Chocobo into a stash now that I'm using Chillyfeez's Cache Mod alongside the Trashcan mode he helped me out with. Gonna edit the Trashcan into a chest as well at some point, but don't feel like it atm haha.

EDIT: Cool little bit of info for those out there that are interested - The palette the Fat Chocobo seems to have two use the same shade of orange 2 times back to back! So if one wanted they could change it to have a little bit more variety.
Title: Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
Post by: chillyfeez on August 02, 2016, 02:01:13 AM
Are those two of the 3BPP monster images you mentioned from FFV?
Title: Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
Post by: Bahamut ZERO on August 02, 2016, 02:50:13 PM
Yeah, that's a few of the ones I managed to come across when I prowling through an FF5 rom a good while back. Want to use any of them in TFW? If so I'll send 'em your way, I think there's at least a half dozen of them or so.
Title: Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
Post by: Squall on August 02, 2016, 04:53:55 PM
In FF5 some of the monsters are in 3bpp format - just ready to use :D
Title: Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
Post by: chillyfeez on August 02, 2016, 06:52:02 PM
I seem to recall you being unimpressed with the 3bpp offerings from ffv...
Any chance that any of them are aquatic- or alien-looking? I'm eventually gonna need non-ffiv monsters that fit those descriptions. Though the dungeons they'll appear in are a LONG way off from being created.
Title: Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
Post by: Squall on August 03, 2016, 02:44:07 AM
Quote
I seem to recall you being unimpressed with the 3bpp offerings from ffv...
yeah  :laugh:

Its funny because there are so many animals but almost no aquatic. There are Turtle variations, Sucker (12) and Octoraken (13).
Aliens ... Catastroph (344) and maybe Sand Porky (63) as alien plant :D
Except SanPorky the rest are 4bpp so color reduction may come in play ...
Title: Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
Post by: Gedankenschild on August 07, 2016, 11:21:49 AM
Almost forgot! :whoa:

These are the tile maps for the battle backgrounds as they are stored in the ROM:

Code: [Select]
000B6F80-000B7070: (Field 1)

04 05 06 07 08 09 04 05 06 07 08 09 04 05 06 07
08 09 04 05 06 07 08 09 04 05 06 07 08 09 04 05
0A 0B 0C 0D 0E 0F 0A 0B 0C 0D 0E 0F 0A 0B 0C 0D
0E 0F 0A 0B 0C 0D 0E 0F 0A 0B 0C 0D 0E 0F 0A 0B
10 11 12 13 14 15 10 11 12 13 14 15 10 11 12 13
14 15 10 11 12 13 14 15 10 11 12 13 14 15 10 11
16 17 18 19 1A 1B 16 17 18 19 1A 1B 16 17 18 19
1A 1B 16 17 18 19 1A 1B 16 17 18 19 1A 1B 16 17
96 97 98 99 9A 9B 96 97 98 99 9A 9B 96 97 98 99
9A 9B 96 97 98 99 9A 9B 96 97 98 99 9A 9B 96 97
90 91 92 93 94 95 90 91 92 93 94 95 90 91 92 93
94 95 90 91 92 93 94 95 90 91 92 93 94 95 90 91
1C 1D 1E 1F 20 21 1C 1D 1E 1F 20 21 1C 1D 1E 1F
20 21 1C 1D 1E 1F 20 21 1C 1D 1E 1F 20 21 1C 1D
62 62 62 62 62 62 62 62 62 62 62 62 62 62 62 62
62 62 62 62 62 62 62 62 62 62 62 62 62 62 62 62

000B7080-000B7170: (Forest 1)

51 52 53 55 5E 5C 5C 5D 5C 57 5E 55 5E 5C 5C 5D
5C 5D 58 57 01 02 03 51 52 53 58 55 58 5B 56 53
00 01 02 03 55 58 59 56 51 52 53 54 55 58 59 56
54 59 5A 54 04 05 06 00 01 02 03 51 51 52 53 54
05 04 05 51 52 52 52 53 00 01 02 03 51 52 53 52
53 51 52 53 07 08 09 05 04 05 06 00 01 02 03 51
08 07 08 06 00 01 02 03 06 04 05 06 00 01 02 03
00 01 02 03 0A 0B 0C 08 07 08 09 05 04 05 06 05
0B 0A 0B 09 05 04 06 05 09 07 08 09 06 04 05 06
05 04 08 0B 4F 50 4F 0B 0A 0B 0C 08 07 08 09 08
4D 4E 4D 0C 08 07 09 08 0C 0A 0B 0C 09 07 08 09
08 07 0B 4E 4D 4E 4D 4E 4D 4E 4D 0B 0A 0B 0C 0B
4F 50 4F 50 0B 0A 0C 0B 4F 50 4F 50 0C 0A 0B 0C
0B 0A 4F 50 4F 50 4F 50 4F 50 4F 50 4F 50 4F 50
4D 4E 4D 4E 4D 4E 4D 4E 4D 4E 4D 4E 4D 4E 4D 4E
4D 4E 4D 4E 4D 4E 4D 4E 4D 4E 4D 4E 4D 4E 4D 4E

000B7180-000B7270: (Mountain 1)

00 01 02 03 04 05 00 01 02 03 04 05 00 01 02 03
04 05 00 01 02 03 04 05 00 01 02 03 04 05 00 01
06 07 08 09 0A 0B 06 07 08 09 0A 0B 06 07 08 09
0A 0B 06 07 08 09 0A 0B 06 07 08 09 0A 0B 06 07
0C 0D 0E 0F 10 11 0C 0D 0E 0F 10 11 0C 0D 0E 0F
10 11 0C 0D 0E 0F 10 11 0C 0D 0E 0F 10 11 0C 0D
52 53 54 55 56 57 52 53 54 55 56 57 56 57 56 57
56 57 52 53 52 53 54 55 56 57 52 53 54 55 56 57
59 58 59 5A 59 5A 59 58 59 5A 59 5A 59 5A 59 5A
59 5A 59 58 59 58 59 5A 59 5A 59 58 59 5A 59 5A
5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C
5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C
59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A
59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A
5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C
5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C

000B7280-000B7370: (House/Castle Interior 1)

41 46 47 48 49 40 41 4D 4E 4F 4E 40 41 40 41 4A
4B 4C 4B 4C 4B 4C 4B 40 41 4A 4B 40 41 4C 4B 40
41 4A 4B 4C 4B 40 41 4A 10 11 4B 40 41 40 41 4D
4E 4F 4E 4F 4E 4F 4E 40 41 4D 4E 40 41 4F 4E 42
43 4D 4E 4F 4E 40 41 46 47 48 49 40 41 40 41 4A
10 11 4B 4C 10 11 4B 40 41 58 59 40 41 57 56 44
45 5D 54 55 54 40 41 4A 4B 4C 4B 40 41 40 41 46
47 48 49 4E 47 48 49 40 41 56 57 42 43 59 5C 55
52 53 52 53 52 42 43 4D 4E 4F 4E 42 43 40 41 4A
4B 4C 4B 4C 4B 4C 4B 40 41 58 59 44 45 5B 52 53
54 55 54 55 54 44 45 5D 54 55 54 44 45 42 43 4D
4E 4F 4E 4F 4E 4F 4E 42 43 56 5D 55 54 55 54 55
52 53 52 53 52 53 52 53 52 53 52 53 52 44 45 5B
52 53 52 53 52 53 52 44 45 5B 52 53 52 53 52 53
54 55 54 55 54 55 54 55 54 55 54 55 54 55 54 55
54 55 54 55 54 55 54 55 54 55 54 55 54 55 54 55

000B7380-000B7470: (Cave 1)

1D 42 43 19 23 23 44 45 23 23 23 42 43 9B 9C 23
23 44 45 23 1D 23 40 41 23 23 23 1D 23 19 23 23
1E 44 45 1A 1F 23 46 47 23 19 23 44 45 9A 23 1D
23 46 47 23 1E 23 42 43 23 19 23 1E 23 1A 23 1F
23 46 47 1B 1C 23 48 49 23 1A 1F 46 47 99 A3 1E
23 48 49 23 23 23 44 45 23 1A 23 23 20 1B 1C 23
1F 48 49 23 23 54 4A 4B 21 1B 1C 48 49 23 23 23
54 4A 4B 23 23 23 46 47 23 1B 1C 20 23 58 56 55
54 4A 4B 23 58 4C 4D 4E 4F 57 54 4A 4B 1F 23 58
4C 4D 4E 4F 57 23 48 49 23 23 21 23 64 62 62 62
4C 4D 4E 4F 62 50 51 52 53 62 4C 4D 4E 4F 56 62
50 51 52 53 62 57 4A 4B 23 64 55 56 62 62 62 62
50 51 52 53 62 62 62 62 62 62 50 51 52 53 62 62
62 62 62 62 62 4C 4D 4E 4F 62 62 62 62 62 62 62
62 62 62 62 62 62 62 62 62 62 62 62 62 62 62 62
62 62 62 62 62 50 51 52 53 62 62 62 62 62 62 62

000B7480-000B7570: (Moon 1) Index verschoben?

41 04 43 04 45 46 04 42 43 04 45 46 04 04 04 04
45 46 41 04 43 04 04 46 41 42 43 04 04 46 41 42
07 42 09 0A 0B 0C 07 08 09 0A 0B 0C 07 41 09 0A
0B 0C 07 08 09 0A 0B 0C 07 08 09 0A 0B 0C 07 41
0D 0E 0F 10 11 12 0D 0E 0F 10 11 12 0D 0E 0F 10
11 12 0D 0E 0F 10 11 12 0D 0E 0F 10 11 12 0D 0E
13 14 15 16 17 18 13 14 15 16 17 18 13 14 15 16
17 18 13 14 15 16 17 18 13 14 15 16 17 18 13 14
59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A
59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A
5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C
5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C
59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A
59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A
5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C
5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C

000B7580-000B7670: (Airship 1)

00 01 02 03 04 05 00 01 02 03 04 05 00 01 02 03
04 05 00 01 02 03 04 05 00 01 02 03 04 05 00 01
06 07 08 09 0A 0B 06 07 08 09 0A 0B 06 07 08 09
0A 0B 06 07 08 09 0A 0B 06 07 08 09 0A 0B 06 07
0C 0D 0E 0F 10 11 0C 0D 0E 0F 10 11 0C 0D 0E 0F
10 11 0C 0D 0E 0F 10 11 0C 0D 0E 0F 10 11 0C 0D
52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52
52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52
53 53 53 53 53 53 53 53 53 53 53 53 53 53 53 53
53 53 53 53 53 53 53 53 53 53 53 53 53 53 53 53
54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54
54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54
55 57 56 58 55 57 56 55 57 56 58 55 57 56 55 57
56 58 55 57 56 55 57 56 58 55 57 56 55 57 56 58
55 57 56 58 55 57 56 55 57 56 58 55 57 56 55 57
56 58 55 57 56 55 57 56 58 55 57 56 55 57 56 58

000B7680-000B7770: (Default 1)

04 05 06 07 08 09 04 05 06 07 08 09 04 05 06 07
08 09 04 05 06 07 08 09 04 05 06 07 08 09 04 05
0A 0B 0C 0D 0E 0F 0A 0B 0C 0D 0E 0F 0A 0B 0C 0D
0E 0F 0A 0B 0C 0D 0E 0F 0A 0B 0C 0D 0E 0F 0A 0B
10 11 12 13 14 15 10 11 12 13 14 15 10 11 12 13
14 15 10 11 12 13 14 15 10 11 12 13 14 15 10 11
16 17 18 19 1A 1B 16 17 18 19 1A 1B 16 17 18 19
1A 1B 16 17 18 19 1A 1B 16 17 18 19 1A 1B 16 17
40 41 40 41 40 41 40 41 40 41 40 41 40 41 40 41
40 41 40 41 40 41 40 41 40 41 40 41 40 41 40 41
42 43 42 43 42 43 42 43 42 43 42 43 42 43 42 43
42 43 42 43 42 43 42 43 42 43 42 43 42 43 42 43
40 41 40 41 40 41 40 41 40 41 40 41 40 41 40 41
40 41 40 41 40 41 40 41 40 41 40 41 40 41 40 41
42 43 42 43 42 43 42 43 42 43 42 43 42 43 42 43
42 43 42 43 42 43 42 43 42 43 42 43 42 43 42 43

000B7780-000B7870: (Field 2)

41 42 43 62 62 62 62 62 62 62 62 62 62 62 62 62
62 62 62 62 62 62 62 62 62 62 62 62 62 62 62 62
63 63 63 42 43 62 62 62 62 62 62 62 62 62 62 62
62 62 62 62 62 62 62 62 62 62 62 62 62 62 62 62
63 C1 C1 C2 C3 62 62 62 62 62 62 62 62 62 62 62
62 62 62 62 62 62 62 62 62 62 62 62 62 62 62 62
C3 62 62 62 62 62 62 62 62 62 62 62 62 62 62 62
62 62 62 62 62 62 62 62 62 62 62 62 62 62 62 62
62 62 62 62 62 62 62 62 62 62 62 62 62 62 62 62
62 62 62 62 64 65 66 42 43 62 62 62 62 62 62 62
62 62 62 62 62 62 64 67 65 66 42 43 62 62 62 62
62 64 65 66 63 63 63 63 63 42 43 62 62 62 62 62
62 62 62 62 64 65 63 63 63 63 63 E6 42 43 62 64
65 63 63 63 63 63 63 E6 E6 C2 C3 62 62 62 62 62
64 65 66 66 63 63 63 63 63 C2 C3 62 E4 E5 66 63
63 63 63 63 C2 C3 C3 62 62 62 62 62 62 62 62 62

000B7880-000B7A70: (Final Battle 1)

07 06 07 00 01 02 03 04 05 06 07 16 0D 12 07 00
01 02 03 04 02 03 04 05 06 00 01 02 03 04 05 06
00 01 02 03 04 05 0C 00 01 02 03 04 05 12 13 14
15 06 00 01 05 11 00 01 02 03 04 05 12 13 14 15
A2 A3 A4 A5 A2 A3 A4 A5 A2 A3 A4 A5 A2 A3 A4 A5
A2 A3 A4 A5 A2 A3 A4 A5 A2 A3 A4 A5 A2 A3 A4 A5
9E 9F A0 A1 9E 9F A0 A1 9E 9F A0 A1 9E 9F A0 A1
9E 9F A0 A1 9E 9F A0 A1 9E 9F A0 A1 9E 9F A0 A1
16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16
16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16
1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1C 1B 18
19 1A 1B 1C 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D
1E 1F 20 21 1E 1F 20 21 1E 1F 20 21 1E 1F 20 21
1E 1F 20 21 1E 1F 20 21 1E 1F 20 21 1E 1F 20 21
22 23 24 25 22 23 24 25 22 23 24 25 22 23 24 25
22 23 24 25 22 23 24 25 22 23 24 25 22 23 24 25
02 03 04 05 06 00 01 02 03 04 05 06 07 06 07 00
01 02 03 04 05 06 07 06 07 06 07 00 01 02 03 04
05 11 00 01 02 03 04 05 12 13 14 15 00 01 02 03
04 05 0C 00 01 02 03 04 05 12 13 14 15 06 00 01
04 05 10 12 0A 0B 00 01 02 03 04 05 08 09 0A 0B
00 01 02 03 04 05 0B 0C 00 01 02 03 04 05 0B 17
0F 12 13 14 15 09 0A 0B 17 17 10 11 0B 66 12 09
0A 0B 08 09 0A 0B 17 27 27 12 0B 0E 0F 08 09 0A
0D 08 0A 0B 0E 0F 17 10 09 0A 0B 0E 0F 27 27 17
12 13 14 0A 17 10 0A 0B 0D 27 0C 10 11 17 0E 0F
03 04 05 0B 27 12 13 14 15 0A 00 01 02 03 04 05
0B 27 27 12 0A 0B 00 01 02 03 04 05 0B 0D 12 00
0E 0F 0B 0D 27 17 12 08 09 0A 0B 27 10 11 12 13
14 15 0E 0F 0B 27 27 66 0D 08 09 0A 0B 0C 0A 0B
11 0B 08 09 0A 0B 17 0D 17 27 0E 0F 27 27 17 0E
10 09 0A 0B 27 0E 0C 0B 27 27 17 12 13 0A 0B 08

000B7A80-000B7AB0: (Field 3)

63 63 63 63 63 63 63 C2 C3 62 62 62 62 62 E4 E5
E6 E6 C2 C3 62 62 62 62 62 62 62 62 62 62 62 62
63 63 63 63 63 C2 C3 62 62 62 62 62 62 62 62 62
62 62 62 62 62 62 62 62 62 62 62 62 62 62 62 62

000B7AC0-000B7AF0: (Mountain 2)

59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A
59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A
5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C
5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C

000B7B00-000B7B30: (Airship 2)

55 57 56 58 55 57 56 55 57 56 58 55 57 56 55 57
56 58 55 57 56 55 57 56 58 55 57 56 55 57 56 58
55 57 56 58 55 57 56 55 57 56 58 55 57 56 55 57
56 58 55 57 56 55 57 56 58 55 57 56 55 57 56 58

000B7B40-000B7B70: (Default 2)

40 41 40 41 40 41 40 41 40 41 40 41 40 41 40 41
40 41 40 41 40 41 40 41 40 41 40 41 40 41 40 41
42 43 42 43 42 43 42 43 42 43 42 43 42 43 42 43
42 43 42 43 42 43 42 43 42 43 42 43 42 43 42 43

000B7B80-000B7BB0: (Cave 2)

40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40
40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40
40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40
40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40

000B7BC0-000B7BF0: (????)

00 01 00 01 00 01 00 01 00 01 00 01 00 01 00 01
00 01 00 01 00 01 00 01 00 01 00 01 00 01 00 01
02 03 02 03 02 03 02 03 02 03 02 03 02 03 02 03
02 03 02 03 02 03 02 03 02 03 02 03 02 03 02 03

000B7C00-000B7C30: (Final Battle 2)

02 03 04 05 0B 00 01 02 03 04 05 0B 08 09 0A 0B
0D 66 00 01 02 03 04 05 0B 66 0E 0F 10 00 01 02
04 05 66 0E 0F 17 27 0E 00 01 02 03 04 05 0B 12
0B 08 09 0A 0B 27 17 17 0D 00 01 02 03 04 05 0E


Field: Field 1+Field 2+Field 3
Forest: Forest 1+Default 2
Mountain: Mountain 1+Mountain 2
House/Castle Interior: House/Castle Interior 1+Default 2
Cave: Cave 1+Cave 2
Moon: Moon 1+Default 2
Airship: Airship 1+Airship 2
Cave (Water): Default 1+2
Magnes/Sealed Cave: Default 1+2
Desert: Default 1+2
Beach: Default 1+2
Land of Monsters/Sylphs: Default 1+2
Tower/Giant: Default 1+2
Lunar Subterrane: Default 1+2
Crystal Room/Lunar Core: Default 1+2
Underworld: Default 1+2
Final Battle: Final Battle 1+Final Battle 2

Every byte represents one 8x8 tile. Every battle bg has two palettes.
00 would be the first tile of the set displayed as is, using palette 1.
If you want it to use palette 2, you just add 40.
To flip a tile vertically, you add 80.

I think that's pretty much it. Correct me if I'm wrong, this is from memory. It's probably best to just compare the field map with a screenshot and the tiles set. ;)
Title: Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
Post by: fedorajoe on August 07, 2016, 06:50:30 PM
Just jumping in to say... the Windia town graphics from Mystic Quest would look stunning in FFIV, I think.  Similar stylistically but different enough to jump out.
Title: Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
Post by: Bahamut ZERO on August 09, 2016, 01:41:40 PM
Almost forgot! :whoa:

These are the tile maps for the battle backgrounds as they are stored in the ROM:

Code: [Select]
000B6F80-000B7070: (Field 1)

04 05 06 07 08 09 04 05 06 07 08 09 04 05 06 07
08 09 04 05 06 07 08 09 04 05 06 07 08 09 04 05
0A 0B 0C 0D 0E 0F 0A 0B 0C 0D 0E 0F 0A 0B 0C 0D
0E 0F 0A 0B 0C 0D 0E 0F 0A 0B 0C 0D 0E 0F 0A 0B
10 11 12 13 14 15 10 11 12 13 14 15 10 11 12 13
14 15 10 11 12 13 14 15 10 11 12 13 14 15 10 11
16 17 18 19 1A 1B 16 17 18 19 1A 1B 16 17 18 19
1A 1B 16 17 18 19 1A 1B 16 17 18 19 1A 1B 16 17
96 97 98 99 9A 9B 96 97 98 99 9A 9B 96 97 98 99
9A 9B 96 97 98 99 9A 9B 96 97 98 99 9A 9B 96 97
90 91 92 93 94 95 90 91 92 93 94 95 90 91 92 93
94 95 90 91 92 93 94 95 90 91 92 93 94 95 90 91
1C 1D 1E 1F 20 21 1C 1D 1E 1F 20 21 1C 1D 1E 1F
20 21 1C 1D 1E 1F 20 21 1C 1D 1E 1F 20 21 1C 1D
62 62 62 62 62 62 62 62 62 62 62 62 62 62 62 62
62 62 62 62 62 62 62 62 62 62 62 62 62 62 62 62

000B7080-000B7170: (Forest 1)

51 52 53 55 5E 5C 5C 5D 5C 57 5E 55 5E 5C 5C 5D
5C 5D 58 57 01 02 03 51 52 53 58 55 58 5B 56 53
00 01 02 03 55 58 59 56 51 52 53 54 55 58 59 56
54 59 5A 54 04 05 06 00 01 02 03 51 51 52 53 54
05 04 05 51 52 52 52 53 00 01 02 03 51 52 53 52
53 51 52 53 07 08 09 05 04 05 06 00 01 02 03 51
08 07 08 06 00 01 02 03 06 04 05 06 00 01 02 03
00 01 02 03 0A 0B 0C 08 07 08 09 05 04 05 06 05
0B 0A 0B 09 05 04 06 05 09 07 08 09 06 04 05 06
05 04 08 0B 4F 50 4F 0B 0A 0B 0C 08 07 08 09 08
4D 4E 4D 0C 08 07 09 08 0C 0A 0B 0C 09 07 08 09
08 07 0B 4E 4D 4E 4D 4E 4D 4E 4D 0B 0A 0B 0C 0B
4F 50 4F 50 0B 0A 0C 0B 4F 50 4F 50 0C 0A 0B 0C
0B 0A 4F 50 4F 50 4F 50 4F 50 4F 50 4F 50 4F 50
4D 4E 4D 4E 4D 4E 4D 4E 4D 4E 4D 4E 4D 4E 4D 4E
4D 4E 4D 4E 4D 4E 4D 4E 4D 4E 4D 4E 4D 4E 4D 4E

000B7180-000B7270: (Mountain 1)

00 01 02 03 04 05 00 01 02 03 04 05 00 01 02 03
04 05 00 01 02 03 04 05 00 01 02 03 04 05 00 01
06 07 08 09 0A 0B 06 07 08 09 0A 0B 06 07 08 09
0A 0B 06 07 08 09 0A 0B 06 07 08 09 0A 0B 06 07
0C 0D 0E 0F 10 11 0C 0D 0E 0F 10 11 0C 0D 0E 0F
10 11 0C 0D 0E 0F 10 11 0C 0D 0E 0F 10 11 0C 0D
52 53 54 55 56 57 52 53 54 55 56 57 56 57 56 57
56 57 52 53 52 53 54 55 56 57 52 53 54 55 56 57
59 58 59 5A 59 5A 59 58 59 5A 59 5A 59 5A 59 5A
59 5A 59 58 59 58 59 5A 59 5A 59 58 59 5A 59 5A
5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C
5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C
59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A
59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A
5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C
5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C

000B7280-000B7370: (House/Castle Interior 1)

41 46 47 48 49 40 41 4D 4E 4F 4E 40 41 40 41 4A
4B 4C 4B 4C 4B 4C 4B 40 41 4A 4B 40 41 4C 4B 40
41 4A 4B 4C 4B 40 41 4A 10 11 4B 40 41 40 41 4D
4E 4F 4E 4F 4E 4F 4E 40 41 4D 4E 40 41 4F 4E 42
43 4D 4E 4F 4E 40 41 46 47 48 49 40 41 40 41 4A
10 11 4B 4C 10 11 4B 40 41 58 59 40 41 57 56 44
45 5D 54 55 54 40 41 4A 4B 4C 4B 40 41 40 41 46
47 48 49 4E 47 48 49 40 41 56 57 42 43 59 5C 55
52 53 52 53 52 42 43 4D 4E 4F 4E 42 43 40 41 4A
4B 4C 4B 4C 4B 4C 4B 40 41 58 59 44 45 5B 52 53
54 55 54 55 54 44 45 5D 54 55 54 44 45 42 43 4D
4E 4F 4E 4F 4E 4F 4E 42 43 56 5D 55 54 55 54 55
52 53 52 53 52 53 52 53 52 53 52 53 52 44 45 5B
52 53 52 53 52 53 52 44 45 5B 52 53 52 53 52 53
54 55 54 55 54 55 54 55 54 55 54 55 54 55 54 55
54 55 54 55 54 55 54 55 54 55 54 55 54 55 54 55

000B7380-000B7470: (Cave 1)

1D 42 43 19 23 23 44 45 23 23 23 42 43 9B 9C 23
23 44 45 23 1D 23 40 41 23 23 23 1D 23 19 23 23
1E 44 45 1A 1F 23 46 47 23 19 23 44 45 9A 23 1D
23 46 47 23 1E 23 42 43 23 19 23 1E 23 1A 23 1F
23 46 47 1B 1C 23 48 49 23 1A 1F 46 47 99 A3 1E
23 48 49 23 23 23 44 45 23 1A 23 23 20 1B 1C 23
1F 48 49 23 23 54 4A 4B 21 1B 1C 48 49 23 23 23
54 4A 4B 23 23 23 46 47 23 1B 1C 20 23 58 56 55
54 4A 4B 23 58 4C 4D 4E 4F 57 54 4A 4B 1F 23 58
4C 4D 4E 4F 57 23 48 49 23 23 21 23 64 62 62 62
4C 4D 4E 4F 62 50 51 52 53 62 4C 4D 4E 4F 56 62
50 51 52 53 62 57 4A 4B 23 64 55 56 62 62 62 62
50 51 52 53 62 62 62 62 62 62 50 51 52 53 62 62
62 62 62 62 62 4C 4D 4E 4F 62 62 62 62 62 62 62
62 62 62 62 62 62 62 62 62 62 62 62 62 62 62 62
62 62 62 62 62 50 51 52 53 62 62 62 62 62 62 62

000B7480-000B7570: (Moon 1) Index verschoben?

41 04 43 04 45 46 04 42 43 04 45 46 04 04 04 04
45 46 41 04 43 04 04 46 41 42 43 04 04 46 41 42
07 42 09 0A 0B 0C 07 08 09 0A 0B 0C 07 41 09 0A
0B 0C 07 08 09 0A 0B 0C 07 08 09 0A 0B 0C 07 41
0D 0E 0F 10 11 12 0D 0E 0F 10 11 12 0D 0E 0F 10
11 12 0D 0E 0F 10 11 12 0D 0E 0F 10 11 12 0D 0E
13 14 15 16 17 18 13 14 15 16 17 18 13 14 15 16
17 18 13 14 15 16 17 18 13 14 15 16 17 18 13 14
59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A
59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A
5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C
5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C
59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A
59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A
5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C
5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C

000B7580-000B7670: (Airship 1)

00 01 02 03 04 05 00 01 02 03 04 05 00 01 02 03
04 05 00 01 02 03 04 05 00 01 02 03 04 05 00 01
06 07 08 09 0A 0B 06 07 08 09 0A 0B 06 07 08 09
0A 0B 06 07 08 09 0A 0B 06 07 08 09 0A 0B 06 07
0C 0D 0E 0F 10 11 0C 0D 0E 0F 10 11 0C 0D 0E 0F
10 11 0C 0D 0E 0F 10 11 0C 0D 0E 0F 10 11 0C 0D
52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52
52 52 52 52 52 52 52 52 52 52 52 52 52 52 52 52
53 53 53 53 53 53 53 53 53 53 53 53 53 53 53 53
53 53 53 53 53 53 53 53 53 53 53 53 53 53 53 53
54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54
54 54 54 54 54 54 54 54 54 54 54 54 54 54 54 54
55 57 56 58 55 57 56 55 57 56 58 55 57 56 55 57
56 58 55 57 56 55 57 56 58 55 57 56 55 57 56 58
55 57 56 58 55 57 56 55 57 56 58 55 57 56 55 57
56 58 55 57 56 55 57 56 58 55 57 56 55 57 56 58

000B7680-000B7770: (Default 1)

04 05 06 07 08 09 04 05 06 07 08 09 04 05 06 07
08 09 04 05 06 07 08 09 04 05 06 07 08 09 04 05
0A 0B 0C 0D 0E 0F 0A 0B 0C 0D 0E 0F 0A 0B 0C 0D
0E 0F 0A 0B 0C 0D 0E 0F 0A 0B 0C 0D 0E 0F 0A 0B
10 11 12 13 14 15 10 11 12 13 14 15 10 11 12 13
14 15 10 11 12 13 14 15 10 11 12 13 14 15 10 11
16 17 18 19 1A 1B 16 17 18 19 1A 1B 16 17 18 19
1A 1B 16 17 18 19 1A 1B 16 17 18 19 1A 1B 16 17
40 41 40 41 40 41 40 41 40 41 40 41 40 41 40 41
40 41 40 41 40 41 40 41 40 41 40 41 40 41 40 41
42 43 42 43 42 43 42 43 42 43 42 43 42 43 42 43
42 43 42 43 42 43 42 43 42 43 42 43 42 43 42 43
40 41 40 41 40 41 40 41 40 41 40 41 40 41 40 41
40 41 40 41 40 41 40 41 40 41 40 41 40 41 40 41
42 43 42 43 42 43 42 43 42 43 42 43 42 43 42 43
42 43 42 43 42 43 42 43 42 43 42 43 42 43 42 43

000B7780-000B7870: (Field 2)

41 42 43 62 62 62 62 62 62 62 62 62 62 62 62 62
62 62 62 62 62 62 62 62 62 62 62 62 62 62 62 62
63 63 63 42 43 62 62 62 62 62 62 62 62 62 62 62
62 62 62 62 62 62 62 62 62 62 62 62 62 62 62 62
63 C1 C1 C2 C3 62 62 62 62 62 62 62 62 62 62 62
62 62 62 62 62 62 62 62 62 62 62 62 62 62 62 62
C3 62 62 62 62 62 62 62 62 62 62 62 62 62 62 62
62 62 62 62 62 62 62 62 62 62 62 62 62 62 62 62
62 62 62 62 62 62 62 62 62 62 62 62 62 62 62 62
62 62 62 62 64 65 66 42 43 62 62 62 62 62 62 62
62 62 62 62 62 62 64 67 65 66 42 43 62 62 62 62
62 64 65 66 63 63 63 63 63 42 43 62 62 62 62 62
62 62 62 62 64 65 63 63 63 63 63 E6 42 43 62 64
65 63 63 63 63 63 63 E6 E6 C2 C3 62 62 62 62 62
64 65 66 66 63 63 63 63 63 C2 C3 62 E4 E5 66 63
63 63 63 63 C2 C3 C3 62 62 62 62 62 62 62 62 62

000B7880-000B7A70: (Final Battle 1)

07 06 07 00 01 02 03 04 05 06 07 16 0D 12 07 00
01 02 03 04 02 03 04 05 06 00 01 02 03 04 05 06
00 01 02 03 04 05 0C 00 01 02 03 04 05 12 13 14
15 06 00 01 05 11 00 01 02 03 04 05 12 13 14 15
A2 A3 A4 A5 A2 A3 A4 A5 A2 A3 A4 A5 A2 A3 A4 A5
A2 A3 A4 A5 A2 A3 A4 A5 A2 A3 A4 A5 A2 A3 A4 A5
9E 9F A0 A1 9E 9F A0 A1 9E 9F A0 A1 9E 9F A0 A1
9E 9F A0 A1 9E 9F A0 A1 9E 9F A0 A1 9E 9F A0 A1
16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16
16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16
1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1C 1B 18
19 1A 1B 1C 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D 1D
1E 1F 20 21 1E 1F 20 21 1E 1F 20 21 1E 1F 20 21
1E 1F 20 21 1E 1F 20 21 1E 1F 20 21 1E 1F 20 21
22 23 24 25 22 23 24 25 22 23 24 25 22 23 24 25
22 23 24 25 22 23 24 25 22 23 24 25 22 23 24 25
02 03 04 05 06 00 01 02 03 04 05 06 07 06 07 00
01 02 03 04 05 06 07 06 07 06 07 00 01 02 03 04
05 11 00 01 02 03 04 05 12 13 14 15 00 01 02 03
04 05 0C 00 01 02 03 04 05 12 13 14 15 06 00 01
04 05 10 12 0A 0B 00 01 02 03 04 05 08 09 0A 0B
00 01 02 03 04 05 0B 0C 00 01 02 03 04 05 0B 17
0F 12 13 14 15 09 0A 0B 17 17 10 11 0B 66 12 09
0A 0B 08 09 0A 0B 17 27 27 12 0B 0E 0F 08 09 0A
0D 08 0A 0B 0E 0F 17 10 09 0A 0B 0E 0F 27 27 17
12 13 14 0A 17 10 0A 0B 0D 27 0C 10 11 17 0E 0F
03 04 05 0B 27 12 13 14 15 0A 00 01 02 03 04 05
0B 27 27 12 0A 0B 00 01 02 03 04 05 0B 0D 12 00
0E 0F 0B 0D 27 17 12 08 09 0A 0B 27 10 11 12 13
14 15 0E 0F 0B 27 27 66 0D 08 09 0A 0B 0C 0A 0B
11 0B 08 09 0A 0B 17 0D 17 27 0E 0F 27 27 17 0E
10 09 0A 0B 27 0E 0C 0B 27 27 17 12 13 0A 0B 08

000B7A80-000B7AB0: (Field 3)

63 63 63 63 63 63 63 C2 C3 62 62 62 62 62 E4 E5
E6 E6 C2 C3 62 62 62 62 62 62 62 62 62 62 62 62
63 63 63 63 63 C2 C3 62 62 62 62 62 62 62 62 62
62 62 62 62 62 62 62 62 62 62 62 62 62 62 62 62

000B7AC0-000B7AF0: (Mountain 2)

59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A
59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A 59 5A
5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C
5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C 5B 5C

000B7B00-000B7B30: (Airship 2)

55 57 56 58 55 57 56 55 57 56 58 55 57 56 55 57
56 58 55 57 56 55 57 56 58 55 57 56 55 57 56 58
55 57 56 58 55 57 56 55 57 56 58 55 57 56 55 57
56 58 55 57 56 55 57 56 58 55 57 56 55 57 56 58

000B7B40-000B7B70: (Default 2)

40 41 40 41 40 41 40 41 40 41 40 41 40 41 40 41
40 41 40 41 40 41 40 41 40 41 40 41 40 41 40 41
42 43 42 43 42 43 42 43 42 43 42 43 42 43 42 43
42 43 42 43 42 43 42 43 42 43 42 43 42 43 42 43

000B7B80-000B7BB0: (Cave 2)

40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40
40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40
40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40
40 40 40 40 40 40 40 40 40 40 40 40 40 40 40 40

000B7BC0-000B7BF0: (????)

00 01 00 01 00 01 00 01 00 01 00 01 00 01 00 01
00 01 00 01 00 01 00 01 00 01 00 01 00 01 00 01
02 03 02 03 02 03 02 03 02 03 02 03 02 03 02 03
02 03 02 03 02 03 02 03 02 03 02 03 02 03 02 03

000B7C00-000B7C30: (Final Battle 2)

02 03 04 05 0B 00 01 02 03 04 05 0B 08 09 0A 0B
0D 66 00 01 02 03 04 05 0B 66 0E 0F 10 00 01 02
04 05 66 0E 0F 17 27 0E 00 01 02 03 04 05 0B 12
0B 08 09 0A 0B 27 17 17 0D 00 01 02 03 04 05 0E


Field: Field 1+Field 2+Field 3
Forest: Forest 1+Default 2
Mountain: Mountain 1+Mountain 2
House/Castle Interior: House/Castle Interior 1+Default 2
Cave: Cave 1+Cave 2
Moon: Moon 1+Default 2
Airship: Airship 1+Airship 2
Cave (Water): Default 1+2
Magnes/Sealed Cave: Default 1+2
Desert: Default 1+2
Beach: Default 1+2
Land of Monsters/Sylphs: Default 1+2
Tower/Giant: Default 1+2
Lunar Subterrane: Default 1+2
Crystal Room/Lunar Core: Default 1+2
Underworld: Default 1+2
Final Battle: Final Battle 1+Final Battle 2

Every byte represents one 8x8 tile. Every battle bg has two palettes.
00 would be the first tile of the set displayed as is, using palette 1.
If you want it to use palette 2, you just add 40.
To flip a tile vertically, you add 80.

I think that's pretty much it. Correct me if I'm wrong, this is from memory. It's probably best to just compare the field map with a screenshot and the tiles set. ;)

Tyvm for this info! Now I can really start playing around with the backgrounds!


Just jumping in to say... the Windia town graphics from Mystic Quest would look stunning in FFIV, I think.  Similar stylistically but different enough to jump out.

Ooh, thanks for the suggestion I'll check em out! If you have more suggestions feel free to voice them, as I plan on messing around with the majority of the tilesets as I go forward.
Title: Re: BZ's FF4SNES Graphics Resources (Town Tileset Edits In-Progress)
Post by: Bahamut ZERO on August 30, 2016, 01:14:05 PM
In case I haven't shown anything of it yet (80% sure I said something about it) here's some screens of a Stash Chest that replaces the Big Chocobo and the Trashcan respectively. I'm kind of proud of how well the trashcan replacement went, as I wasn't expecting to get it to resemble the large version as much as it does.  :cycle:
Title: Link's Awakening Font Port - Patch Here
Post by: Bahamut ZERO on September 01, 2016, 05:07:47 PM
So I got bored today and ported Link's Awakening's font to FF4. Here's a pic of it in action. After a few minor tweaks I'll make a patch in case anyone's interested in it.  :cycle:

EDIT: Forgot to attach a pic  :lame:


EDIT: Patch ready. Apply to an unheadered Final Fantasy II V1.1 rom and enjoy. :D
Title: Re: FF4SNES Graphics Resources (Link's Awakening Font patch released)
Post by: Bahamut ZERO on September 02, 2016, 06:28:38 PM
While messing with the font yesterday I also ported over some random graphics from Link's Awakening as well. Here's some pics of me messing around with a bush and a pot.

Not 100% on whether or not the bush'll stay, as I'm figuring out space to add a signpost and a tombstone, but I'm digging the pot replacement.
Title: Re: FF4SNES Graphics Resources (Link's Awakening Font patch released)
Post by: chillyfeez on September 02, 2016, 07:36:30 PM
Hmm... Trying to figure out if I like that tombstone better than the one I have in TfW...
Title: Re: FF4SNES Graphics Resources (Link's Awakening Font patch released)
Post by: Bahamut ZERO on September 03, 2016, 12:27:08 PM
Hmm... Trying to figure out if I like that tombstone better than the one I have in TfW...

What does the one you're using look like? After I get the LA tombstone ingame I'll throw up another pic for comparison.

Hmm, I think might just nix out the fence tiles from the Town Tileset. That way I'll have 7 tiles to do whatever with, not to mention have some extra wiggle room when I finally figure out a style for the house tiles. :isuck:

Title: Re: FF4SNES Graphics Resources (Link's Awakening Font patch released)
Post by: Bahamut ZERO on September 03, 2016, 06:20:53 PM
Alright, signpost and Tombstone are officially ingame. I rigged the signpost to work how I want by making it a Talk-over tile and placing an invisable npc behind it (might just make the sign itself an NPC at some point).

Fence has been nixed for more space.
Title: Re: Graphics Edits Showcase (Link's Awakening Font patch released)
Post by: fedorajoe on September 18, 2016, 10:10:52 PM
OK, Bahamut ZERO... Forgive the spam but you did invite me to post my stuff here.

The lovely restored Damcyan:  :)

(http://i135.photobucket.com/albums/q155/fedorajoe/harley01_zpsh5sxnxrj.png)

(http://i135.photobucket.com/albums/q155/fedorajoe/harley02_zpsagjniekw.png)

(http://i135.photobucket.com/albums/q155/fedorajoe/harley04_zpsgefuqhpv.png)

(http://i135.photobucket.com/albums/q155/fedorajoe/harley05_zps0etvnimr.png)

This mini-hack only has a handful of playable characters. This means all of the major NPCs use playable character graphic slots, allowing for a full set of poses. This also means I have lots of NPC slots open for new types of townspeople, including several from FFIII and FFV.

(http://i135.photobucket.com/albums/q155/fedorajoe/harley03_zpsp8r7yiqs.png)

(http://i135.photobucket.com/albums/q155/fedorajoe/harley06_zpshbasf2bd.png)

Harley is the main character. The first ally to join her is her mentor Dr. Unne, the king's current private secretary, who is nearing retirement. Harley uses her stats from The After Years, while Unne's stats are pretty close to Leonora's.  Rods in this hack are replaced by Books, which are Unne's main weapon.

(http://i135.photobucket.com/albums/q155/fedorajoe/harley08_zpsjc4xog37.png)

(http://i135.photobucket.com/albums/q155/fedorajoe/harley09_zpsmylhupko.png)

(http://i135.photobucket.com/albums/q155/fedorajoe/harley07_zps7p4p27id.png)

The first main challenge, before even leaving the castle, is exploring the catacombs. They're based on the design of Edward's trial from FFIV Advance, but shrunk down and simplified.

(http://i135.photobucket.com/albums/q155/fedorajoe/harley10_zpszwdcqxeu.png)

Unne's abilities: Econo is an improved Salve; Trick is an improved Recall (randomly cast any one of eight debuffs/status ailments on all enemies); Bore is a modified Cry (Sleep on all enemies, costs no MP). The idea is that Unne is a rather long-winded teacher but he's also a bit of a wily politician who can pull one over on you.

(http://i135.photobucket.com/albums/q155/fedorajoe/harley11_zpsb1mlpoby.png)

Here's Unne performing Trick and coming up with Slow, and you can see Harley's abilities. Only Sight will be unlocked when you start, but they're all available here for testing purposes. Blue Magic spells are learned through events, and Gil Toss will be taught to her by a later party member.

(http://i135.photobucket.com/albums/q155/fedorajoe/harley12_zpsi4ywkmp9.png)

After the first dungeon you can leave the castle. Next door is a small township called Damcyan Oasis where you can buy better gear and get clues and stuff.

(http://i135.photobucket.com/albums/q155/fedorajoe/harley13_zps8hza91xh.png)

(http://i135.photobucket.com/albums/q155/fedorajoe/harley15_zpsd13nnofj.png)

The Damcyan Chancellor and his wife live in a nice house here.

(http://i135.photobucket.com/albums/q155/fedorajoe/harley14_zpsz3m1fppu.png)

And here's direction to our next destination. Don't dally, get a move on!

(http://i135.photobucket.com/albums/q155/fedorajoe/harley16_zpsdi6tfhuj.png)

Later characters will include a Bard and a Red Mage.  No White Mage or Black Mage in this game, it's set up so you really have to use abilities like Unne's, items, staves, and a very limited pool of White and Black Magic to get by. And... that's enough for now, I think. :)
Title: Re: Graphics Edits Showcase (Link's Awakening Font patch released)
Post by: chillyfeez on September 19, 2016, 01:07:26 AM
Looks like a fun hack, joe.
I'll try not to ask too many gameplay related questions, but I gotta get one out:
So no "tanks," then? Interesting...
The spriting is gorgeous. Did you make those portraits all on your own? And are they really still 3BPP, or did you figure out how to convert them to 4?
Title: Re: Graphics Edits Showcase (Link's Awakening Font patch released)
Post by: Bahamut ZERO on September 20, 2016, 04:44:53 PM
Those are some badass graphics, fedorajoe! No need to apologize about posting them, it's what I've been using this thread for like over a year or so now haha.

Finally got the thread's first post reworked with links to the patches and other helpful stuff. Many thanks to Squall for telling me how hyperlinks work (as I had completely forgot how to set them up proper)!

Looking through the thread I noticed that I never uploaded a patch of the Slim Twins (damn Velmas), some of the random single edits I forgot to do patches for (like the cash register, or coffin chests, etc) and the fact I started yammering about the Town Tileset edits literally over a year ago. I need to get my shit in gear!  :bah:

EDIT: Oh boy, I'm a train now! Choo chooo~!
Title: Re: Graphics Edits Showcase (Link's Awakening Font patch released)
Post by: fedorajoe on September 21, 2016, 06:53:04 PM
Thanks for the comments on the sprite work! It's probably my favorite part of these projects. Harley's portrait is basically "traced" from the PSP version of The After Years, but I did Unne's myself from scratch.  They're still in 3BPP, I wouldn't know how to change it if I tried!  But you get a unique set of seven colors for each portrait (none of them share a palette, not even Palom and Porom, who use identical sets of colors), and you can get a lot of mileage out of that.
Title: Re: Graphics Edits Showcase (Link's Awakening Font patch released)
Post by: thepatirckinator on December 04, 2016, 09:27:11 PM
Weren't you going to use the Cybez sprite as Golbez's new hit sprite for your Playable Golbez project? You can make Golbez's victory pose a palette swap of Cecil's. The old victory pose can now be the unused second attack. Here are the picture files for Golbez's new hit sprite and victory pose. Maybe that will complete Golbez's Playable Battle sprites. Good luck!
Title: Re: Graphics Edits Showcase (Link's Awakening Font patch released)
Post by: Bahamut ZERO on December 05, 2016, 12:19:45 PM
When I see the word Cybez, I think of a Cyborg Golbez (which sounds super hardcore).  :banonsmash:

Hmm, once I get a Link's Awakening hack I'm currently working on into a stable spot, I might do a Terminator-styled spoof! It would be a fun way of dusting off the cobwebs, so to speak.

Now, the real question here is: Would Cybez be the machine sent into the past to save the main character from the threat from the future, or would he be the machine sent into the past to kill the main character?  :bored:

Also... I need to add something to this damn thread lmao. It's been waaaay too long since I've done something productive with FF4 graphics. Perhaps I ought to release the font I made, or finally finish that town tileset upgrade...  :isuck:
Title: Re: Graphics Edits Showcase (Link's Awakening Font patch released)
Post by: thepatirckinator on December 05, 2016, 01:27:14 PM
Fedorajoe could use the Cybez sprite from this site as a new Golbez hit sprite. Golbez's new victory pose could be a palette swap of Cecil's victory pose.
Title: Re: Graphics Edits Showcase (Link's Awakening Font patch released)
Post by: thepatirckinator on December 07, 2016, 09:26:14 PM
Here are the complete Golbez battle sprites for Fedorajoe's Final Fantasy IV: Playable Golbez hack. I thank Paladin, Fedorajoe, Square Enix, Bahamut ZERO, and this site for the Playable Golbez SNES Sprites. To make fedorajoe's dream come true, here are the complete battle sprites for Golbez. The old victory for Golbez is probably going to be unused as of version 3.1.