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Item Graphics Charts(PSX)

Started by Nevarie, July 03, 2008, 02:06:50 am

Zyro

March 14, 2009, 02:04:24 pm #20 Last Edit: December 31, 1969, 07:00:00 pm by Zyro
This makes things much easier, thank you Nevarie.

Clementine

August 09, 2009, 05:31:51 pm #21 Last Edit: December 31, 1969, 07:00:00 pm by Clementine
Quote from: "Voldemort"Row 5 gets my vote for trippiest colors.


Row five has a tendency to glitch out once in a while. D: I tried to use it on a Ribbon and it made it glitch and now only some of the pixels show up when my girls equip it.

Archael

August 09, 2009, 06:42:41 pm #22 Last Edit: December 31, 1969, 07:00:00 pm by Archael
yeah

I don't really like how it looks like in-game

Midnight

September 26, 2009, 11:17:00 am #23 Last Edit: December 31, 1969, 07:00:00 pm by Midnight
Hello how would you change the look of the weapons and shields in battle and not just in the menu?

Vanya

September 27, 2009, 03:05:01 pm #24 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Edit the WEP1 sprite it is near the end of the standard sprites.
To make a weapon into another type you'd change it's type it is set to in the ITEM tab of the Patcher. This isn't perfect yet though because we don't have info on how to change the specific graphic that is used.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Cheetah

September 27, 2009, 03:12:40 pm #25 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
Ah excellent. I think we have the two pieces to this puzzle. This is some information I found on the Japanese wiki. First byte changes the palette, the second byte changes the weapon icon I think but it looks all messed up. I believe if that if you coordinate the stuff in the Patcher with this information it should work perfectly!

Battle.BIN Information

Weapon Palettes and Animations
0x02D3E6

2-byte increments (no address offset)
例:ダガー Example: Dagger
E0 00
① ②
①: palette on the left is (0,3 ~ F before), the right color effects撃等Missile (1: red 2: yellow, 3: green, 4: Brown, 5: White, 6: Purple ... F up also the same color)
 ②: graphic (this value of the basic data items SLPS +05 h (item type) is determined by the value of graphics)

SLPS here also have the same value and the values are different and different graphics.
Current Projects:

Vanya

September 27, 2009, 03:22:11 pm #26 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Awesome! This should definitely be integrated into the Patcher.
Let's see if I'm understanding everything correctly...

XY ZZ
X = main weapon palette.
Y = projectile palette.
ZZ = specific graphic within it's group.

Is that the address for the US  or JAP version?
  • Modding version: Other/Unknown
¯\(°_0)/¯

Cheetah

September 27, 2009, 07:59:19 pm #27 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
The address I have there is the US one for sure. Oh I didn't understand the XY part before, but I think the Y is the hit/impact palette.
Current Projects:

Vanya

September 27, 2009, 08:02:04 pm #28 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
In your example:
E0 00

My format to refer to the numbers:
XY ZZ

Thus:
X=E
Y=1st 0
ZZ=2nd & 3rd 0
  • Modding version: Other/Unknown
¯\(°_0)/¯

Zozma

um, are we any closer to being able to change the weapon gfx in battle? we can change the colors of the icons but it doesnt change anything on weapons, making it impossible to create new things like knight swords etc without writing over ones that already exist
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

Cheetah

I believe it is completely possible, I think we simply need to ask Melonhead to include it. Though there are other ways to do it using TileMolester.
Current Projects:

Zozma

tile molester? hmm even tho im referring to changing a value such as changing the assigned gfx of the "broad sword" into that of the "save the queen" for example?
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

MasterGrand

Wow Good Job Nevarie  , I was search for new Items :D
Let's be together !!