øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1657.30e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexcc86-3.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&board=17.80e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexcc86-3.html.zxÐ9h^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ °V6OKtext/htmlISO-8859-1gzip@øÕ6ÿÿÿÿÿÿÿÿWed, 11 Mar 2020 01:23:52 GMT0ó°° ®0®P®€§²ð®Ï9h^ÿÿÿÿÿÿÿÿâ(6 GBA portraits - Hack Completed!!

Author Topic: GBA portraits - Hack Completed!!  (Read 23046 times)

samurai goroh

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LZ77 compression
« Reply #30 on: November 04, 2011, 10:56:38 PM »
Here's the summarized information:

Quote from: SilverKnight
Offset 171A7C:


Offset 3223C8:


Offset 323250:


Quote from: Nintenlord
The graphics in 171A7C are compressed with LZ77 only. The decompressed data just has 8 bytes long header in the front that probably tells things like size or something. Same for 323250 and 3223C8.

Quote from: SilverKnight
I guess the header was throwing off tile editors and the image viewer in GBA Graphics Editor. I imagine if I remove the header, the images will appear as expected in various editors and such. I just need to figure out what the header in the decompressed images is for so that I can make proper ones for the new images I plan to insert.


LZ77 compression
Quote
LZ77 algorithms achieve compression by replacing repeated occurrences of data with references to a single copy of that data existing earlier in the input (uncompressed) data stream. A match is encoded by a pair of numbers called a length-distance pair, which is equivalent to the statement "each of the next length characters is equal to the characters exactly distance characters behind it in the uncompressed stream". (The "distance" is sometimes called the "offset" instead.)
That explains the repeated information & the odd behavior the images had...
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magicpants29

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Re: GBA portraits
« Reply #31 on: November 05, 2011, 12:50:29 AM »
Oh, believe me, I'm not satisfied with Lenna's portrait either, I have been redrawing it whenever I have time until I can get it right. The picture above was before I figured out how to work around those repetitions. Originally, the whole bottom left part of the portrait was transparent, so I had redrawn her to match that. When I did Faris though, I tried implementing the portrait a different way and was able to bypass the repeated information, which is why it looks the way I had intended it. Basically, I'm able to go back and fix the Galuf and Lenna portraits when I've got some time, and all the portraits from now on should implement any way I want.

samurai goroh

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Re: GBA portraits
« Reply #32 on: November 05, 2011, 06:32:28 PM »
That's good to hear :)

Using the program GBA Graphics Editor it was easy to spot where all the portraits are. I'm not sure if you have that information or not magicpants29, but can be useful for anyone...:

CharacterPortraitPalette
Bartz3223C8322AB8
Leena322B283231E0
Galuf323250323978
Faris3239E83240D0
Cara32414032481C
Boko324AF0324FBC
Cid32502C32576C
Mid3257DC325E94
Dorgann325F04326640
Kelger3266B0326E50
Xezat326EC03275E8
King Tycoon327658327D80
Gilgamesh327DF032850C
Exdeath32857C328C74
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magicpants29

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Re: GBA portraits
« Reply #33 on: November 05, 2011, 07:05:36 PM »
Awesome, that should save me some time. It was always a pain trying to find them haha

magicpants29

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Re: GBA portraits
« Reply #34 on: November 17, 2011, 10:37:05 PM »
Updated Galuf and Lenna's portraits and added Bartz as well. The method I used for adding Faris seems to work just fine. Let me know what you guys think of these portraits. Next batch I'll probably do Boco, King Tycoon, Krile/Cara, and Dorgann.






samurai goroh

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Re: GBA portraits
« Reply #35 on: November 29, 2011, 10:38:22 AM »
They look great.

I have one concern though. They look alike now (sprite & portrait) but their hair color isn't the same (for Bartz & Galuf). Do you have any plans on editing the sprites to match the new portraits?

Also, any progress on the other portraits so far?
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magicpants29

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Re: GBA portraits
« Reply #36 on: November 29, 2011, 11:26:16 AM »
Oh, I took the colors from the battle sprites, cuz I figured, since those were more detailed. I'm colorblind so it didn't even occur to me haha. I suppose I could edit the sprites, but I'm not sure where the palettes are stored, so I think that would come after I finish the other portraits. Maybe I should edit the walking around sprites (colors and some details) to match the battle sprites and portraits? Like, notice how Galuf is wearing a jumpsuit in his regular sprite, but a green coat in battle. I could try giving him his coat, and the white sleeves and collar for Bartz.

Nothing to show yet for the other portraits, just some crappy drawings that I'm not satisfied with haha. I ended up not having any time over Thanksgiving weekend, but when the semester ends in a couple weeks, I'll have more time than I know what to do with.

magicpants29

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Re: GBA portraits
« Reply #37 on: December 23, 2011, 10:12:08 PM »
Drew some preliminary portraits for Boco and Krile.



I could use some input on these since I will have time to touch them up if they need it.

- Boco is essentially the same as the original portrait, just redrawn to match my style of drawing
- Krile was tricky because most artwork shows her wearing a jacket, while none of her sprites do, so I had to guess what her dress looks like. Her expression is difficult for the same reason Galuf's is; her emotional range in the script is pretty varied. She's crying when Galuf dies, but she goofs around with Bartz when they're at Tycoon Castle. The hard part is drawing an expression that doesn't run the mood of either scene.

samurai goroh

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Re: GBA portraits
« Reply #38 on: December 27, 2011, 10:27:13 AM »
They look good to me (specially loved boko's one)

Though, something I was wondering is how they actually look with the game's resolution? As some gestures might be not that notorious as they do on the original drawings & that would be the same for any drawing in general...


Anyway, I always though of Krile as a person that doesn't know much about the outworld & I really dislike that in the original portrait she looks spoiled & cocky, like a miss know-it-all. So, having her look clueless fits well of how I see her :P
I'm the best in the universe! Just remember! [F-zero X]

magicpants29

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Re: GBA portraits
« Reply #39 on: January 10, 2012, 11:21:35 PM »
Here are the Krile and Boco portraits at normal resolution. I still need to implement them into the game (which doesn't take too long so I'll edit this post soon) to see how they'll really look and possibly make edits if something bothers me.



As a bonus, I did do a drawing of Dorgann, was a little tricky since there's not much art to work from. I'm trying to do King Tycoon but I've got the same issue.



Not sure if you can tell but I based Dorgann on a famous mustachioed actor. After King Tycoon, I'll do Cid and Mid.

samurai goroh

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Re: GBA portraits
« Reply #40 on: January 11, 2012, 11:47:34 AM »
I was about to post yesterday about how it was going, but seems there's no need, hehe.

Dorgann's image kind of reminds me of Haggar of Final Fight series...:
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magicpants29

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Re: GBA portraits
« Reply #41 on: January 20, 2012, 11:14:45 PM »
Krile and Boko's portraits fully implemented, which I'm pretty happy with.





Still working on Dorgann. After I draw them, I have to shrink them down to the proper size and touch them up using only 16 colors (including transparency), so it can be a little difficult. I did do a preliminary King Tycoon drawing:


Overall I think it's fine, but I feel like his helmet needs more style, and for some reason the colors are bothering me. More input would be appreciated, as always!

samurai goroh

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Re: GBA portraits
« Reply #42 on: January 24, 2012, 09:34:41 AM »
Mmm, I'm not sure I like the new look. I really liked how the king's portrait make him look mysterious (like he behaves most of the time, i.e. in the ancient ruins).

Maybe if you make his eyes barely visible or just block it completely with the helmet would do.

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magicpants29

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Re: GBA portraits
« Reply #43 on: January 24, 2012, 11:29:55 AM »
Yeah, I see what you mean. Looking at my drawing now, it looks too much like the ActRaiser guy, and not really King Tycoon. I left his eyes exposed because his sprite has them shown, but I agree with the bit about the ruins. That sort of mysterious vibe you get from him is definitely a good part of the mood when he shows up, so I'll try changing it.

edit: how's this?
« Last Edit: January 24, 2012, 08:10:43 PM by magicpants29 »

samurai goroh

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Re: GBA portraits
« Reply #44 on: January 25, 2012, 11:22:32 PM »
There's something that bothers me with the helmet, so I grabbed Paint & made a quick change.



As you might see, I removed the side & made the part that blocks the eyes to look more like fangs of a Hiryu! (I believe that's how his helmet is or should be - a Hiryu head -) I think that maybe leaning his head back to rise his chin or drawing part of his neck would be good, he looks kind of like a midget right now.

Also, I was thinking that maybe his mouth won't be noticed when you re-scale the image to the corresponding dimensions, so that's something to take into account...

BTW, I found some images of the Wind Drake that might help you if you decide to redo the helmet:
http://www.finalfantasy500.com/500/hiryu.htm
I'm the best in the universe! Just remember! [F-zero X]