Author Topic: Graphics Edits Showcase (Link's Awakening Font patch released)  (Read 18199 times)

Bahamut ZERO

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Re: BZ's FF4SNES Graphics Resources (Title Sword Handle Edit Now Available)
« Reply #45 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.
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

Bahamut ZERO

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Re: BZ's FF4SNES Graphics Resources (Title Sword Handle Edit Now Available)
« Reply #46 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).
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

Bahamut ZERO

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Re: BZ's FF4SNES Graphics Resources (Title Sword Handle Edit Now Available)
« Reply #47 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:

« Last Edit: December 31, 2015, 02:25:16 PM by Bahamut ZERO »
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

Bahamut ZERO

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PORTRAIT DARK KNIGHT CECIL V.1 PATCH
« Reply #48 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:

I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

Grimoire LD

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Re: BZ's FF4SNES Graphics Resources (PDK Cecil V1 Now Available)
« Reply #49 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.

Bahamut ZERO

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Re: BZ's FF4SNES Graphics Resources (PDK Cecil V1 Now Available)
« Reply #50 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. :)
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

Gedankenschild

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Re: BZ's FF4SNES Graphics Resources (PDK Cecil V1 Now Available)
« Reply #51 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?
You've got to be kidding me with that Dynasty Warriors registration question??!!
I barely know such a series exists...

Bahamut ZERO

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Re: BZ's FF4SNES Graphics Resources (PDK Cecil V1 Now Available)
« Reply #52 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.
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

Gedankenschild

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Re: BZ's FF4SNES Graphics Resources (PDK Cecil V1 Now Available)
« Reply #53 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.
You've got to be kidding me with that Dynasty Warriors registration question??!!
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Bahamut ZERO

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Re: BZ's FF4SNES Graphics Resources (PDK Cecil V1 Now Available)
« Reply #54 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.
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

Gedankenschild

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Re: BZ's FF4SNES Graphics Resources (PDK Cecil V1 Now Available)
« Reply #55 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/
You've got to be kidding me with that Dynasty Warriors registration question??!!
I barely know such a series exists...

Bahamut ZERO

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Re: BZ's FF4SNES Graphics Resources (PDK Cecil V1 Now Available)
« Reply #56 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.

I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!

Grimoire LD

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Re: BZ's FF4SNES Graphics Resources (PDK Cecil V1 Now Available)
« Reply #57 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!

Gedankenschild

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Re: BZ's FF4SNES Graphics Resources (PDK Cecil V1 Now Available)
« Reply #58 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/
You've got to be kidding me with that Dynasty Warriors registration question??!!
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Bahamut ZERO

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PIGS 2 MOOGLES V1 PATCH
« Reply #59 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!

 
« Last Edit: January 27, 2016, 04:04:55 PM by Bahamut ZERO »
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!