Modding => PSX FFT Hacking => Topic started by: Mando on January 30, 2011, 11:45:34 pm
Title: weapon sprites (in battle)
Post by: Mando on January 30, 2011, 11:45:34 pm
Currently I have a small snag in my patch. Since I added new items. Changed up weapons via removal. I have to match up whats in the item screen and the animation for when it calls forth the sprite. Does anyone here know the number of colors that maybe used on the WEP palettes? OR how to make it call forth the correct color I changed it to. Either one would be helpful.
Title: Re: weapon sprites (in battle)
Post by: Vanya on January 31, 2011, 12:17:39 pm
Those can be hex edited. Give me a little while to look through my notes and I'll post back later.
Title: Re: weapon sprites (in battle)
Post by: Mando on January 31, 2011, 04:22:43 pm
I love you vanya ;)
Title: Re: weapon sprites (in battle)
Post by: RavenOfRazgriz on February 01, 2011, 08:18:46 pm
I actually needed this info as well, because I remember seeing the need for hex editing being posted before but couldn't google-fu the answer, so I'm also much interested in these notes.
Title: Re: weapon sprites (in battle)
Post by: Vanya on February 01, 2011, 11:00:43 pm
Here's a big chunk of data I got from Cheetah.
-----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 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) ?:??? Example: Dagger E0 00 ? ? ?: palette on the left is (0,3 ~ F before), the right color effects??Missile (1: red 2: yellow, 3: green, 4: Brown, 5: White, 6: Purple ... F up also the same color) ?: 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.
I've done some research and have found that the values depend on the weapon type chosen and that they are split up into certain groups. For example, swords, ninjato, knight swords, katana, rods and staves share the same graphic area. The Bytes on the left are palette stuff and the one on the right is the graphics pointers. All weapon groups I've tested use increments of 2 except Axe/Flail. I still need to test weapon types after spears & poles.
Title: Re: weapon sprites (in battle)
Post by: RavenOfRazgriz on February 01, 2011, 11:49:39 pm
This is great, thanks very much Vanya.
...Though, can I get the retard-friendly version because my brain is currently a piece of mush that somehow feels like its missing something after fighting with Graphics Gale all day? I get the feeling I'm not the only one who'll need it anyway.
Title: Re: weapon sprites (in battle)
Post by: Vanya on February 02, 2011, 12:43:39 am
After loading BATTLE.BIN in a hex editor search for this address: 0x02D3E6 Every 2 bytes = one equipment slot corresponding to the order in the patcher.
xxyy
xx=palette yy=graphic slot from WEP1.SPR
The specific graphic that is linked to each value depends on the item type set in the patcher.
swords, ninjato, knight swords, katana, rods and staves share the same section of WEP1.SPR The other shared sections I know of are axes/flails, knives, & spear/poles. I haven't tested anything beyond that. It's possible to redraw some parts of WEP1.SPR to add more graphics of certain types be overwriting some unused graphics.
Title: Re: weapon sprites (in battle)
Post by: RavenOfRazgriz on February 02, 2011, 01:51:47 am
xx is easy enough, it shares the same 0-F palette info used by FFTPatcher I assume.
You lost me on yy. I have WEP1 opened but I don't see any correlation between the bytes in your quoted notes from Cheetah and what's actually on the sheet, unless I'm reading things horribly wrong. So, do I set the Item Type in FFTPatcher, which loads a base "table" to draw from, and then change the byte itself in Battle.bin which tells it which graphic off that table to reference? This is what I infer when I read you talking about how things "share sections", since they seem to be grouped based in very similar graphics. (The various sword types, rods, and staves are all similar in terms of graphic size, as are Spears/Poles, as are Flails/Axes, so this seems to be a sensible deduction.)
But even deducing this, it still doesn't tell me exactly what value to set for YY to call up a specific graphic, just that the graphics are called by the Item Type and YY together. Is there an easy way to do this?
Title: Re: weapon sprites (in battle)
Post by: Vanya on February 02, 2011, 12:48:01 pm
Quote from: RavenOfRazgriz on February 02, 2011, 01:51:47 am So, do I set the Item Type in FFTPatcher, which loads a base "table" to draw from, and then change the byte itself in Battle.bin which tells it which graphic off that table to reference?
This is correct. They do indeed work together. You start with yy =00 for the first graphic in each section. So if you were to set a Rod to 00 it would look like the first sword at the top with that rod's palette. For most graphic sections you increment by 2 to get the next complete graphic, otherwise you are using the bottom of one and the top of the next. Therefore if yy = 02, you are setting the rod to the second sword graphic from the top. Axes/Flails use increments of 3.
Title: Re: weapon sprites (in battle)
Post by: RavenOfRazgriz on February 02, 2011, 01:10:00 pm
That actually should make things fairly simple, knowing that.
Now that I know how to read it, it also looks like Longbows and Crossbows use increments of 3, Guns use increments of 2, and Shields use increments of 6.
This should help me greatly and now should be retard-friendly enough for almost anyone to use, barring someone who needs a visual aide. Thanks much.
Title: Re: weapon sprites (in battle)
Post by: Vanya on February 02, 2011, 08:49:14 pm
You're welcome! ^_^ I really should finish documenting this whole thing and write it up so we know what works what doesn't and what values use what areas of WEP1.SPR
Title: Re: weapon sprites (in battle)
Post by: RandMuadDib on February 21, 2011, 02:32:37 am
hey just wondering if you ever finished documenting everything for us retard-strong out here? If not i'll try messing with it tomorrow and see if i can understand what you're saying.
Title: Re: weapon sprites (in battle)
Post by: Vanya on February 21, 2011, 12:56:16 pm
Naw. I've been too busy dealing with some really heavy life issues. So, by all means, feel free to continue the documentation and post back your findings. ^_^
Title: Re: weapon sprites (in battle)
Post by: RandMuadDib on February 21, 2011, 08:01:01 pm
i myself am busy as well but if i get a chance to mess around with it i'll post what i find. good luck with your 'heavy life stuff' and i hope its not too heavy
Title: Re: weapon sprites (in battle)
Post by: Vanya on February 22, 2011, 06:22:47 am
Thanks. I'm gonna need all the luck I can get.
Title: Re: weapon sprites (in battle)
Post by: RandMuadDib on February 23, 2011, 02:55:44 am
Well here's what i've discovered so far. Its not much and i think most of it has been posted elsewhere on the site.
XY ZZ
As we know there's two bytes for each item slot. The first byte is comprised of two single-digit hex values, X and Y. The second byte is (most likely) a single two-digit value. Granted i haven't tested past daggers yet.
X controls the palette according to WEP1 in Shishi's. This controls the color of the weapon, essentially. Some palettes are more well defined than others. Y controls the palette of the weapon effect (slashing blur, etc) of the attack, as defined in WEP2, below. While you can browse the palettes in shishi's, i'll say here that it seems to cycle various colors, including blue, red, yellow, green, brown, purple and grey (or gray).
Although now that i think about it i may have to test to see if perhaps the two ZZ digits are actually ZA, where A is the weapon sprite (determined by type) and Z is the effect sprite (also, most likely, determined by type). Needs further testing, will update with results.
Edit: So that last thought was wrong. The two ZZ digits are definitely connected. After testing two daggers that were 00 00 and 00 10 i was expecting the same daggers with the same palettes to produce different swoosh effects, and instead i got a dagger and a pole. Definitely still XY ZZ.
Edit 2: Alright well. I finished testing the daggers. Its mostly garbage when ZZ is higher than 06, though you can definitely tell that the garbage is parts of other items (if you're looking at WEP1). When ZZ was 20, it looped back around. Some quick math revealed that each single increment of ZZ is 8 pixels. (i.e. 01 is 8 px lower than 00) Its late and i'll move on to whatever weapon group is next tomorrow. gross, ninja blades. i can't even pick one out on WEP1.
Title: Re: weapon sprites (in battle)
Post by: Vanya on February 23, 2011, 04:57:08 am
Are you certain about the palette being two single digit values? 'Cause that's pretty significant.
Title: Re: weapon sprites (in battle)
Post by: RandMuadDib on February 23, 2011, 02:07:57 pm
I am fairly certain. There was a similar thread i saw a while back that suggested this, and i just checked to confirm. Let me see if i can find the thread.
Yup here it is. http://ffhacktics.com/smf/index.php?topic=534.20 (http://ffhacktics.com/smf/index.php?topic=534.20)
In fact, it was your post Vanya that led me to this conclusion.
XY ZZ X = main weapon palette. Y = projectile palette. ZZ = specific graphic within it's group.
Although i'm not sure what you meant by projectile. I thought you meant arrows and crossbow bolts, but it turned out to be the swoosh/blur effects i mentioned before.
Edit: Another thing i've found, or at least have been confused about: When i was going through the dagger sprites, I found that there are more than one picture or perhaps frame per sprite, and i could not tell them apart from the screenshots i took in PSx. For example, a weapon with type Knife and a ZZ value of 00 seems to correspond to the first -row- of daggers in WEP1, not just one of them. I haven't yet figured out if one is used for the attack animation and the other is used for, say, weapon guard. I'm going to have to recolor them to figure it out.
Edit 2: Further testing reveals that each row is essentially the same sprite, just different frames within the sprite.
Title: Re: weapon sprites (in battle)
Post by: Vanya on February 24, 2011, 06:03:47 am
Quote from: RandMuadDib on February 23, 2011, 02:07:57 pm Edit: Another thing i've found, or at least have been confused about: When i was going through the dagger sprites, I found that there are more than one picture or perhaps frame per sprite, and i could not tell them apart from the screenshots i took in PSx. For example, a weapon with type Knife and a ZZ value of 00 seems to correspond to the first -row- of daggers in WEP1, not just one of them. I haven't yet figured out if one is used for the attack animation and the other is used for, say, weapon guard. I'm going to have to recolor them to figure it out.
Edit 2: Further testing reveals that each row is essentially the same sprite, just different frames within the sprite.
That's correct. It's the same with all the weapon sprites. I think your confusion might stem from a misuse of the term sprite. In video games a sprite is a collection of images used to represent an object. It's often the case that an object needs only one image, but in this case the object doesn't technically have a sprite. It just has a graphic.
Title: Re: weapon sprites (in battle)
Post by: RandMuadDib on February 26, 2011, 03:07:25 am
Alright i've cataloged all of the weapons, their battle.bin offsets, and the ZZ values for everything. it doesnt look like i've discovered anything truly new at this point, but a proper list is always handy to have. I wont have time to post my findings for a few days as i just got promoted and i've got a terrible cold, but as soon as i have a day off i'll post the list and a few .png files for everyone.
Title: Re: weapon sprites (in battle)
Post by: Vanya on February 26, 2011, 11:03:56 am
Sweet. Congrats on the promotion! Get well soon. Looking forward to seeing your results & thanks for the effort. And, finally, can I haz ur olde j0b?
Title: Re: weapon sprites (in battle)
Post by: RandMuadDib on February 27, 2011, 01:32:06 am
Lol sorry its already been filled. And i doubt you live in Wisconsin (or would want to).
Here We Go
Hex
Name
Offset
X
Y
ZZ
01
Dagger
0x02D3E6
E
0
00
02
Mythril Knife
0x02D3E8
F
0
02
03
Blind Knife
0x02D3EA
E
0
04
04
Mage Masher
0x02D3EC
3
0
06
05
Platina Dagger
0x02D3EE
D
0
00
06
Main Gauche
0x02D3F0
3
0
02
07
Orichalcum
0x02D3F2
5
1
04
08
Assassin Dagger
0x02D3F4
4
0
06
09
Air Knife
0x02D3F6
4
0
02
0A
Zorlin Shape
0x02D3F8
8
2
04
Hex
Name
Offset
X
Y
ZZ
0B
Hidden Knife
0x02D3FA
E
0
08
0C
Ninja Knife
0x02D3FC
E
0
0A
0D
Short Edge
0x02D3FE
F
0
08
0E
Ninja Edge
0x02d400
3
0
08
0F
Spell Edge
0s02D402
4
0
0A
10
Sasuke Knife
0x02D404
D
0
08
11
Iga Knife
0x02D406
6
0
0A
12
Koga Knife
0x02D408
5
2
0A
Hex
Name
Offset
X
Y
ZZ
13
Broad Sword
0x02D40A
E
0
00
14
Long Sword
0x02D40C
E
0
02
15
Iron Sword
0x02D40E
3
0
04
16
Mythril Sword
0x02D410
F
0
06
17
Blood Sword
0x02D412
6
0
04
18
Coral Sword
0x02D414
7
0
02
19
Ancient Sword
0x02D416
8
0
06
1A
Sleep Sword
0x02D418
F
0
00
1B
Platinum Sword
0x02D41A
D
0
06
1C
Diamond Sword
0x02D41C
4
0
04
1D
Ice Brand
0x02D41E
7
0
02
1E
Rune Blade
0x02D420
5
0
00
1F
Nagrarock
0x02D422
8
1
02
20
Materia Blade
0x02D424
8
1
02
Yes, this does mean that Nagrarock and Materia Blade look exactly the same in battle. I was baffled.
Hex
Name
Offset
X
Y
ZZ
21
Defender
0x02D426
8
0
0C
22
Save the Queen
0x02D428
F
0
0C
23
Excalibur
0x02D42A
8
0
0E
24
Ragnarok
0x02D42C
E
0
0E
25
Chaos Blade
0x02D42E
5
0
0C
Hex
Name
Offset
X
Y
ZZ
26
Asura Knife
0x02D430
D
0
10
27
Koutetsu Knife
0x02D432
D
0
12
28
Bizen Boat
0x02D434
D
0
14
29
Murasame
0x02D436
5
0
10
2A
Heaven's Cloud
0x02D438
4
0
12
2B
Kiyomori
0x02D43A
3
0
14
2C
Muramasa
0x02D43C
6
0
10
2D
Kikuichimonji
0x02D43E
E
0
12
2E
Masamune
0x02D440
F
0
14
2F
Chirijiraden
0x02D442
8
0
10
Hex
Name
Offset
X
Y
ZZ
30
Battle Axe
0x02D442
D
0
00
31
Giant Axe
0x02D446
B
0
00
32
Slasher
0x02D448
E
0
00
Hex
Name
Offset
X
Y
ZZ
33
Rod
0x02D44A
E
0
16
34
Thunder Rod
0x02D44C
9
2
18
35
Flame Rod
0x02D44E
9
1
16
36
Ice Rod
0x02D450
C
0
18
37
Poison Rod
0x02D452
9
0
16
38
Wizard Rod
0x02D454
F
0
18
39
Dragon Rod
0x02D456
A
0
16
3A
Faith Rod
0x02D458
B
0
18
Hex
Name
Offset
X
Y
ZZ
3B
Oak Staff
0x02D45A
D
0
1A
3C
White Staff
0x02D45C
7
0
1A
3D
Healing Staff
0x02D45E
4
0
1A
3E
Rainbow Staff
0x02D460
E
0
1A
3F
Wizard Staff
0x02D462
D
0
1C
40
Gold Staff
0x02D464
4
0
1C
41
Mace of Zeus
0x02D466
5
0
1C
42
Sage Staff
0x02D468
7
0
1C
Hex
Name
Offset
X
Y
ZZ
43
Flail
0x02D46A
F
0
03
44
Flame Whip
0x02D46C
9
0
03
45
Morning Star
0x02D465
A
0
03
46
Scorpion Tail
0x02D470
D
0
03
Hex
Name
Offset
X
Y
ZZ
47
Romanda Gun
0x02D472
D
1
00
48
Mythril Gun
0x02D474
A
1
00
49
Stone Gun
0x02D476
E
1
00
4A
Blaze Gun
0x02D478
D
1
02
4B
Glacier Gun
0x02D47A
E
1
02
4C
Blast Gun
0x02D47C
B
1
02
Hex
Name
Offset
X
Y
ZZ
4D
Bow Gun
0x02D47E
E
0
00
4E
Night Killer
0x02D480
F
0
00
4F
Cross Bow
0x02D482
A
0
00
50
Poison Bow
0x02D484
B
0
03
51
Hunting Bow
0x02D486
3
0
03
52
Gastrafitis
0x02D488
F
0
03
Hex
Name
Offset
X
Y
ZZ
53
Long Bow
0x02D48A
D
0
00
54
Silver Bow
0x02D48C
7
0
00
55
Ice Bow
0x02D48E
E
0
00
56
Lightning Bow
0x02D490
F
0
00
57
Windslash Bow
0x02D492
3
0
00
58
Mytril Bow
0x02D494
E
0
03
59
Ultimus Bow
0x02D496
C
0
03
5A
Yoichi Bow
0x02D498
B
0
03
5B
Perseus Bow
0x02D49A
F
0
03
Hex
Name
Offset
X
Y
ZZ
5C
Ramia Harp
0x02D49C
8
0
00
5D
Bloody Strings
0x02D49E
6
0
00
5E
Fairy Harp
0x02D4A0
F
0
00
Hex
Name
Offset
X
Y
ZZ
5F
Battle Dict
0x02D4A2
D
0
00
60
Monster Dict
0x02D4A4
E
0
00
61
Papyrus Plate
0x02D4A6
A
0
00
62
Madlemgen
0x02D4A8
B
0
00
Hex
Name
Offset
X
Y
ZZ
63
Javelin
0x02D4AA
D
0
00
64
Spear
0x02D4AC
D
0
02
65
Mythril Spear
0x02D4AE
F
0
00
66
Partisan
0x02D4B0
A
0
02
67
Oberisk
0x02D4B2
4
0
00
68
Holy Lance
0x02D4B4
F
0
02
69
Dragon Whisker
0x02D4B6
C
0
00
6A
Javelin II
0x02D4B8
8
0
02
Hex
Name
Offset
X
Y
ZZ
6B
Cypress Rod
0x02D4BA
C
0
04
6C
Battle Bamboo
0x02D4BC
A
0
06
6D
Musk Rod
0x02D4BE
F
0
04
6E
Iron Fan
0x02D4C0
3
0
06
6F
Gokuu Rod
0x02D4C2
6
0
04
70
Ivory Rod
0x02D4C4
C
0
06
71
Octagon Rod
0x02D4C6
E
0
04
72
Whale Whisker
0x02D4C8
B
0
06
Hex
Name
Offset
X
Y
ZZ
73
C Bag
0x02D4CA
E
2
00
74
FS Bag
0x02D4CC
A
2
00
75
P Bag
0x02D4CE
D
2
00
76
H Bag
0x02D4D0
D
2
00
Hex
Name
Offset
X
Y
ZZ
77
Persia
0x02D4D2
F
2
00
78
Cashmere
0x02D4D4
A
2
00
79
Ryozan Silk
0x02D4D6
9
2
00
Hex
Name
Offset
X
Y
ZZ
7A
Shuriken
0x02D4D8
E
0
00
7B
Magic Shuriken
0x02D4DA
6
0
00
7C
Yagyu Darkness
0x02D4DC
4
0
00
Hex
Name
Offset
X
Y
ZZ
7D
Fire Ball
0x02D4DE
6
0
00
7E
Water Ball
0x02D4E0
7
0
00
7F
Lightning Ball
0x02D4E2
8
0
00
P.S. For the last picture, that's Sword, Ninja Sword, Knight Sword, Katanas, Rods, and Staves (Plural of Staff) in that order. Weapons without pictures only have one possible value for ZZ, which is 00.
Title: Re: weapon sprites (in battle)
Post by: DrBreen on March 01, 2011, 02:28:46 pm
But what about "dolls"? Have you encountered(even if glitchy) them while doing this research?
Title: Re: weapon sprites (in battle)
Post by: Cheetah on March 01, 2011, 04:19:15 pm
Great work Rand. This needs to get onto the Wiki as well.
Title: Re: weapon sprites (in battle)
Post by: RandMuadDib on March 01, 2011, 04:45:10 pm
@ Cheetah: I'll get right on that. http://ffhacktics.com/wiki/Item_Graphics (http://ffhacktics.com/wiki/Item_Graphics)
As for the dolls, i did encounter partials during the cataloging of daggers and harps, but it seems that the only successful way of using them in-game is to physically replace another weapon graphic in WEP1 (my favorite is harp, then it looks like the character is messing with the doll like a Voodoo Doll.) I shall upload a pic as soon as i can put together an animated .gif
Title: Re: weapon sprites (in battle)
Post by: Cheetah on March 01, 2011, 11:01:07 pm
Rand have you been experimenting with the weapon animations as well? That is where you will find if we can actually get the dolls, boomerang and whatever else is still sitting there working. I thought for sure I knew was this was.
LD or Vanya might have it in there notes as well. I'm not going to get a chance to look for a good long while.
Title: Re: weapon sprites (in battle)
Post by: RandMuadDib on March 01, 2011, 11:21:10 pm
Nah nothing with animations. I'll take a look and see if I can find any of those notes you mentioned and go from there.
Edit: Wiki is up at http://ffhacktics.com/wiki/Item_Graphics (http://ffhacktics.com/wiki/Item_Graphics). If i left anything out please let me know.
Title: Re: weapon sprites (in battle)
Post by: LastingDawn on March 02, 2011, 09:48:06 am
I Know a member long ago found a rather interesting value revolving around weapon sprites that changed them on will. I could have sworn I kept those notes, but I've had no luck finding them on the board or otherwise.
This may be a rediscovery of that? But it's really hard to tell. Like RandMuadib I could only bring out fragments of the doll in a normal sword strike.
Title: Re: weapon sprites (in battle)
Post by: RavenOfRazgriz on March 02, 2011, 10:27:08 am
If you go through testing again, I'd recommend documenting exactly what combinations you used to make Dolls appear. If you can call half of them, it's worth getting whatever values allow you to do so together and performing some pattern recognition to try and divine how to get the other halves of the bastards. A quick look at the WEP1 sheet and at what you've said about them, RandMuadDib, it looks like the Dolls are stashed somewhere in the Dagger call. If Harps are calling half the Doll and Daggers are calling half as well, for example... if they're calling different halves, that's also useful for figuring out a combination to make them show up, etc. I'd also bet the boomerang is buried somewhere in the Longbow section, considering its size, shape, and location on the sheet, because honestly it looks more like an unfinished Longbow graphic they realized they didn't need more than anything. Or if it is a boomerang, something that's definitely only half completed.
Regardless, this makes changing Item Graphics around really easy now, so thanks for going through and making the uber-retard-friendly guide. Though, you did forget to document the Shields. I wouldn't be surprised if the Dolls actually are triggered as Shield graphics as well, given the way they're drawn and arranged, honestly.
Title: Re: weapon sprites (in battle)
Post by: RandMuadDib on March 02, 2011, 11:03:28 pm
Well, the dolls will not be triggered by shields, since they're out of horizontal alignment. I did get part of dolls for both daggers and harps, but as i checked each value for ZZ (not just the ones that produced full weapons) there is no way to do it without altering WEP1. It looks like they were going to originally include them, and would have had a separate call for them, but either could find no place for them or didnt have time to finish (very similar to many of the portraits in UNIT.BIN and WLDFACE.BIN)
Title: Re: weapon sprites (in battle)
Post by: Cheetah on March 03, 2011, 02:37:25 am
For the record I think any other info I got on this stuff I got my interpreting the Japanese Wiki and finding where their offsets matched up with the US.
Title: Re: weapon sprites (in battle)
Post by: Vanya on March 08, 2011, 12:57:44 am
For the dolls and boomerang they should use a different item type value as set in FFTpatcher. They don't perfectly align with any other weapon type value. If anything try finding the actual digits that the item types represent, then see if any are unused, and if there are set those manually in Battle.bin or where ever the hell those values are in the game.
Title: Re: weapon sprites (in battle)
Post by: RavenOfRazgriz on May 25, 2011, 06:21:27 am
I'm making a Spreadsheet of this but there's still no documentation on Shields.
Can anyone hook me up with the documentation and default values for them?
Title: Re: weapon sprites (in battle)
Post by: RavenOfRazgriz on May 25, 2011, 08:56:51 am
Nevermind, found it on my own.
Title: Re: weapon sprites (in battle)
Post by: Mando on May 28, 2011, 02:16:31 pm
Wow sorry, raven I hadn't looked in this thread lately been patching.
Title: Re: weapon sprites (in battle)
Post by: RavenOfRazgriz on May 28, 2011, 07:56:01 pm
It's fine, I just needed it for this thing (http://ffhacktics.com/smf/index.php?topic=7220.0) but apparently they were posted earlier in the thread. No big deal.
Title: Re: weapon sprites (in battle)
Post by: Mime on May 11, 2015, 09:06:22 am
I am aware that this is an old post and I found no other thread suitable for this question. I hope I didn't cross any forum rules. So, does anybody have the information for shield offset, X, Y, and ZZ? I am referring to this link http://ffhacktics.com/wiki/Item_Graphics
Title: Re: weapon sprites (in battle)
Post by: Choto on May 12, 2015, 09:12:38 pm
I'm not sure if we have it or not... but I would imagine it's at the end of wherever taht data is for weapons.
Title: Re: weapon sprites (in battle)
Post by: Mime on May 13, 2015, 08:26:24 am
Thanks for the answer Choto. I saw some values after the ones for weapons that might be the ones for shields but then I have to do a research first to find out "which is what" and I dunno if I have enough time for that so I hope someone would have this information to help me restart with the in-battle coloring because I ended up realizing that I still have shields to match the 1 > F palette series :(