øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1242.msg16042e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexfaa0.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&topic=1242.30e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexfaa0.html.zxÀ=g^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ…¬ROKtext/htmlISO-8859-1gzip@øÕRÿÿÿÿÿÿÿÿTue, 10 Mar 2020 07:28:23 GMT0ó°° ®0®P®€§²ð®¿=g^ÿÿÿÿÿÿÿÿ&R Basic Sprite editing

Author Topic: Basic Sprite editing  (Read 18452 times)

Paladin

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Re: Basic Sprite editing
« Reply #30 on: May 18, 2011, 09:17:18 AM »
It's offset 0x0E01F8 w/Header FWIW.

:edit:

FF-II SNES v1.0
« Last Edit: May 18, 2011, 03:16:37 PM by Paladin »

Zozma

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Re: Basic Sprite editing
« Reply #31 on: May 18, 2011, 03:12:17 PM »
oh that's right, it could vary depending on the version? i guess
eh, what do I care...

Paladin

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Re: Basic Sprite editing
« Reply #32 on: May 18, 2011, 03:18:10 PM »
oh that's right, it could vary depending on the version? i guess

I'm sure they're always in the same relative place in the SFC/SNES versions of the game. The offset may be different between versions (I qualified my previous post).

fedorajoe

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Re: Basic Sprite editing
« Reply #33 on: May 18, 2011, 07:00:48 PM »
Sweet, thanks again to all!

Zozma

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Re: Basic Sprite editing
« Reply #34 on: May 23, 2011, 10:17:14 PM »
btw for anyone who wants it...

this is an updated anna portrait im using, theres an enlarged one to view here and then the version that is ready to insert using tiled
provided that anyone actually wants it.
eh, what do I care...

fedorajoe

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Re: Basic Sprite editing
« Reply #35 on: May 24, 2011, 07:33:10 AM »
Wow!  That is some excellent pixel work!

You should do a post on all the elements/changes you're putting into your ROM hack.  I'd be interested to know what the party setup will look like.

BTW I have discovered that keeping Edward alive in the Toroia region is NOT easy.

Zozma

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Re: Basic Sprite editing
« Reply #36 on: May 24, 2011, 08:51:00 AM »
what do you mean? because of his hp? well I gave him an hp growth more similar to rosa's in my patch but around lvl 20~25 it is still pretty low. however in my patch his songs are so much more useful in this part of the game. You do not have control of his songs but their success rates are very high and multi target. inflicting any of the following : Sleep, Charm, Curse, Hold, and Toad if he is a Toad.

just the songs alone this time around make him uniquely useful for this part of my patch. that and his 3rd harp isn't magnetic so up until dark elf his offensive is probably as useful as yang's.

I imagine rydia would be hard to keep alive at this point in the game too as her hp is similar to default edwards
eh, what do I care...

fedorajoe

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Re: Basic Sprite editing
« Reply #37 on: May 24, 2011, 09:32:30 PM »
Well, Edward at level 25 has about 280 HP...  :(  Considerably less even than Rydia.  But, I put some non-magnetic gear in the Toroia armor shop that only Edward can use (Scholar cap and robe) and made them quite strong.  So he ended up having about the same staying power as everyone else, even with that low HP.  It was fun taking him through Cave Magnes and the Tower of Zot.  The game should have been that way to begin with!

Zozma

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Re: Basic Sprite editing
« Reply #38 on: May 25, 2011, 08:44:33 AM »
well in my patch he also has the advantage of speed as well making it easy to use a song before most of the enemies attack, and lullaby and song of charm are as accurate as they can get, definitely not missing as much as their white/black magic versions. I still may have to make the magnet cave enemies stronger because you have a party of 5 here, Baigan is with you and since he cant use his sword or axe hes more useful here with his paladin white magic.
eh, what do I care...

Agahnim

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Re: Basic Sprite editing
« Reply #39 on: January 16, 2014, 10:30:39 PM »
hey. sorry for necroposting. i want to change some battle sprites with tile molester but i have some issues.

im following the method from the second post of this topic. i opened the tile molester, open the rom, then i navigate into the correct offset and then... this:



the question is... how can i find the correct palettes?

thanx in advance. please answer me with image examples :D because my english isnt very well (im from greece)

chillyfeez

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Re: Basic Sprite editing
« Reply #40 on: January 16, 2014, 11:31:27 PM »
The palette offsets are in this thread, too, I believe.
View them with SNESPal.
You'll have to change the palette manually in Tile Layer, but you can save it in order to easily use it again.
Let me know if you understand that. I tend to use "Big" English.

 :edit:
Hmm... I've never used tile molester. I don't know for sure you can save palettes. Probably, though. If not, get tile layer.
Phoenix gives the offset for battle character palettes in the second post in this thread. Each character has its own palette. They follow the same order (dk cecil, kain, young rydia, tellah,.etc.)
« Last Edit: January 17, 2014, 12:01:19 AM by chillyfeez »

Paladin

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Re: Basic Sprite editing
« Reply #41 on: January 17, 2014, 05:44:40 AM »
Here's some stuff:  :terrydia:

PNG With the 16 Color Default Palettes for Battle Sprites
http://www.finalfantasyiv.net/Emulation/Documents/FFIV-Bat-Sprite-Palettes.png

Excel Spreadsheet with the RGB values for all the default Battle Sprite Palettes
http://www.finalfantasyiv.net/Emulation/Documents/FF4PalettesRGBValues.xls

PNG With the 8 Color Default Palettes for Menu Avatars
http://www.finalfantasyiv.net/Emulation/Documents/Avatar-Palettes.png

And probably more immediately helpful; my actual Tile Layer Pro palette files I use for GFX mods:
http://www.finalfantasyiv.net/Emulation/Documents/Palettes/FF4_TileLayerPro_Palettes.rar

The file names of the palettes in the RAR should be pretty easy to figure out what they're for. "Weapons" are the battle sprite effects for weapons if you want to work with those graphics. "Grayscale Finder" is just a group of palettes that can be useful to view the graphics tiles without knowing or having the correct palette (and you're trying to figure out what you're looking at). It probably has some that make more sense in different bit plane modes (for example if you're looking at fonts in 2bpp, map sprites in 3bpp, or battle sprites at 4bpp).

Hope these help, have fun modding GFX  :clocke:



Grimoire LD

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Re: Basic Sprite editing
« Reply #42 on: January 17, 2014, 08:56:32 AM »
Hey Paladin has it ever been a long time since I've seen you around! Always glad to see a familiar face on the boards. Thanks for these documents, they should come in handy.

Agahnim

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Re: Basic Sprite editing
« Reply #43 on: January 19, 2014, 05:38:08 AM »
Code: [Select]
E7F00-E80FF Character Battle Palette Data
all i want is to insert the hex values (from the second post of this topic) into tile molester and get the correct palettes. is it so hard to do?

i really dont know how to use snespal :D

Gedankenschild

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Re: Basic Sprite editing
« Reply #44 on: January 19, 2014, 06:51:15 AM »
i really dont know how to use snespal :D

If you don't like using snespal maybe you should take a look at Digisalt's SNES Palette tools:

http://digisalt.de/main.php?ccat=1256&site=1301483992&part=0&lang=GB

I used that one for my mobile sprites hack knowing absolutely nothing about all this and it worked out very well...

Regards!
You've got to be kidding me with that Dynasty Warriors registration question??!!
I barely know such a series exists...