Final Fantasy Hacktics

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.

-----Values in Battle.bin-----
0e 00 Dagger
0f 02 Mythril Knife
0e 04 Blind Knife
30 06 Mage Masher
d0 00 Platina Dagger
30 02 Main Gauche
51 04 Orichalcum
40 06 Assassin Dagger
40 02 Air Knife
82 04 Zorlin Shape

e0 08 Hidden Knife
e0 0a Ninja Knife
f0 08 Short Edge
30 08 Ninja Edge
40 0a Spell Edge
do 08 Sasuke Knife
60 0a Iga Knife
52 0a Koga Knife

e0 00 Broad Sword
e0 00 Long Sword
30 04 Iron Sword
f0 06 Mythril Sword
60 04 Blood Sword
70 02 Coral Sword
80 06 Ancient Sword
f0 00 Sleep Sword
d0 06 Platinum Sword
40 04 Diamond Sword
70 02 Ice Brand
50 00 Rune Blade
81 02 Nagrarock
81 02 Materia Blade

80 0c Defender
fo 0c Save the Queen
80 0e Excalibur
e0 0e Ragnarok
50 0c Chaos Blade

d0 10 Asura Knife
d0 12 Koutetsu Knife
d0 14 Bizen Boat
50 10 Murasame
40 12 Heaven's Cloud
30 14 Kiyomori
60 10 Muramasa
e0 12 Kikuichimoji
f0 14 Masamune
80 10 Chirijiraden

d0 00 Battle Axe
b0 00 Giant Axe
e0 00 Slasher

e0 16 Rod
92 18 Thunder Rod
91 16 Flame Rod
c0 18 Ice Rod
90 16 Poison Rod
f0 18 Wizard Rod
a0 16 Dragon Rod
b0 18 Faith Rod

d0 1a Oak Staff
70 1a White Staff
40 1a Healing Staff
e0 1a Rainbow Staff
d0 1c Wizard Staff
40 1c Gold Staff
50 1c Mace of Zeus
70 1c Sage Staff

f0 03 Flail
90 03 Flame Whip
a0 03 Morning Star
d0 03 Scorpion Tale

d1 00 Romanda Gun
a1 00 Mythril Gun
e1 00 Stone Gun
d1 02 Blaze Gun
e1 02 Glacier Gun
b1 02 Blast Gun

e0 00 Bow Gun
f0 00 Night Killer
a0 00 Cross Bow
b0 03 Poison Bow
30 03 Hunting Bow
f0 03 Gastrifitis

d0 00 Long Bow
70 00 Silver Bow
e0 00 Ice Bow
f0 00 Lightning Bow
30 00 Windslash Bow
e0 03 Mythril Bow
c0 03 Ultimus Bow
b0 03 Yoichi Bow
f0 03 Perseus Bow

80 00 Ramia Harp
60 00 Bloody Strings
f0 00 Fairy Harp

d0 00 Battle Dict
e0 00 Monster Dict
a0 00 Papyrus Plate
b0 00 Madlemgen

d0 00 Javelin
d0 02 Spear
f0 00 Mythril Spear
a0 02 Partisan
40 00 Oberisk
f0 02 Holy Lance
c0 00 Dragon Whisker
80 02 Javelin

c0 04 Cypress Rod
a0 06 Battle Bamboo
f0 04 Musk Rod
30 06 Iron Fan
60 04 Gokuu Rod
c0 06 Ivory Rod
e0 04 Octagon Rod
b0 06 Whale Whisker

e2 00 C Bag
a2 00 FS Bag
d2 00 P Bag
d2 00 H Bag

f2 00 Persia
a2 00 Cashmere
92 00 Ryozan Silk

e0 00 Shuriken
60 00 Magic Shuriken
40 00 Yagyu Darkness

60 00 Fire Ball
70 00 Water Ball
80 00 Lightning Ball

50 00 Escutcheon
e0 00 Buckler
e0 06 Bronze Shield
30 00 Round Shield
a0 06 Mythril Shield
f0 00 Gold Shield
80 06 Ice Shield
70 00 Flame Shield
60 06 Aegis Shield
60 00 Diamond Shield
d0 06 Platina Shield
d0 00 Crystal Shield
d0 06 Genji Shield
70 00 Kaiser Plate
30 06 Venetian Shield

80 00 Leather Helmet? New Data?
80 06
00 00
00 00
b6 00
06 01
2d 01
30 01
33 01
55 01
e9 01
00 02
72 02
ab 02
1d 03
00 04
55 05
56 05
8e 05
b0 05
c7 05
00 06
39 06
72 06
ab 06
cd 06
e3 06
1d 07
55 07
00 00
00 00
0x2d53f


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.


Quote from: Vanya on September 27, 2009, 03:22:11 pm
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.


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
Quote from: Vanya on February 26, 2011, 11:03:56 am
And, finally, can I haz ur olde j0b?

Lol sorry its already been filled. And i doubt you live in Wisconsin (or would want to).

Here We Go














HexNameOffset         X   Y   ZZ
01Dagger0x02D3E6E000
02Mythril Knife0x02D3E8F002
03Blind Knife0x02D3EAE004
04Mage Masher0x02D3EC3006
05Platina Dagger0x02D3EED000
06Main Gauche0x02D3F03002
07Orichalcum0x02D3F25104
08Assassin Dagger0x02D3F44006
09Air Knife0x02D3F64002
0AZorlin Shape0x02D3F88204












HexNameOffset         X   Y   ZZ
0BHidden Knife0x02D3FAE008
0CNinja Knife0x02D3FCE00A
0DShort Edge0x02D3FEF008
0ENinja Edge0x02d4003008
0FSpell Edge0s02D402400A
10Sasuke Knife0x02D404D008
11Iga Knife0x02D406600A
12Koga Knife0x02D408520A


















HexNameOffset         X   Y   ZZ
13Broad Sword0x02D40AE000
14Long Sword0x02D40CE002
15Iron Sword0x02D40E3004
16Mythril Sword0x02D410F006
17Blood Sword0x02D4126004
18Coral Sword0x02D4147002
19Ancient Sword0x02D4168006
1ASleep Sword0x02D418F000
1BPlatinum Sword0x02D41AD006
1CDiamond Sword0x02D41C4004
1DIce Brand0x02D41E7002
1ERune Blade0x02D4205000
1FNagrarock0x02D4228102
20Materia Blade0x02D4248102

Yes, this does mean that Nagrarock and Materia Blade look exactly the same in battle. I was baffled.









HexNameOffset         X   Y   ZZ
21Defender0x02D426800C
22Save the Queen0x02D428F00C
23Excalibur0x02D42A800E
24Ragnarok0x02D42CE00E
25Chaos Blade0x02D42E500C














HexNameOffset         X   Y   ZZ
26Asura Knife0x02D430D010
27Koutetsu Knife0x02D432D012
28Bizen Boat0x02D434D014
29Murasame0x02D4365010
2AHeaven's Cloud0x02D4384012
2BKiyomori0x02D43A3014
2CMuramasa0x02D43C6010
2DKikuichimonji0x02D43EE012
2EMasamune0x02D440F014
2FChirijiraden0x02D4428010







HexNameOffset         X   Y   ZZ
30Battle Axe0x02D442D000
31Giant Axe0x02D446B000
32Slasher0x02D448E000












HexNameOffset         X   Y   ZZ
33Rod0x02D44AE016
34Thunder Rod0x02D44C9218
35Flame Rod0x02D44E9116
36Ice Rod0x02D450C018
37Poison Rod0x02D4529016
38Wizard Rod0x02D454F018
39Dragon Rod0x02D456A016
3AFaith Rod0x02D458B018












HexNameOffset         X   Y   ZZ
3BOak Staff0x02D45AD01A
3CWhite Staff0x02D45C701A
3DHealing Staff0x02D45E401A
3ERainbow Staff0x02D460E01A
3FWizard Staff0x02D462D01C
40Gold Staff0x02D464401C
41Mace of Zeus0x02D466501C
42Sage Staff0x02D468701C








HexNameOffset         X   Y   ZZ
43Flail0x02D46AF003
44Flame Whip0x02D46C9003
45Morning Star0x02D465A003
46Scorpion Tail0x02D470D003










HexNameOffset         X   Y   ZZ
47Romanda Gun0x02D472D100
48Mythril Gun0x02D474A100
49Stone Gun0x02D476E100
4ABlaze Gun0x02D478D102
4BGlacier Gun0x02D47AE102
4CBlast Gun0x02D47CB102










HexNameOffset         X   Y   ZZ
4DBow Gun0x02D47EE000
4ENight Killer0x02D480F000
4FCross Bow0x02D482A000
50Poison Bow0x02D484B003
51Hunting Bow0x02D4863003
52Gastrafitis0x02D488F003













HexNameOffset         X   Y   ZZ
53Long Bow0x02D48AD000
54Silver Bow0x02D48C7000
55Ice Bow0x02D48EE000
56Lightning Bow0x02D490F000
57Windslash Bow0x02D4923000
58Mytril Bow0x02D494E003
59Ultimus Bow0x02D496C003
5AYoichi Bow0x02D498B003
5BPerseus Bow0x02D49AF003







HexNameOffset         X   Y   ZZ
5CRamia Harp0x02D49C8000
5DBloody Strings0x02D49E6000
5EFairy Harp0x02D4A0F000








HexNameOffset         X   Y   ZZ
5FBattle Dict0x02D4A2D000
60Monster Dict0x02D4A4E000
61Papyrus Plate0x02D4A6A000
62Madlemgen0x02D4A8B000












HexNameOffset         X   Y   ZZ
63Javelin0x02D4AAD000
64Spear0x02D4ACD002
65Mythril Spear0x02D4AEF000
66Partisan0x02D4B0A002
67Oberisk0x02D4B24000
68Holy Lance0x02D4B4F002
69Dragon Whisker0x02D4B6C000
6AJavelin II0x02D4B88002












HexNameOffset         X   Y   ZZ
6BCypress Rod0x02D4BAC004
6CBattle Bamboo0x02D4BCA006
6DMusk Rod0x02D4BEF004
6EIron Fan0x02D4C03006
6FGokuu Rod0x02D4C26004
70Ivory Rod0x02D4C4C006
71Octagon Rod0x02D4C6E004
72Whale Whisker0x02D4C8B006








HexNameOffset         X   Y   ZZ
73C Bag0x02D4CAE200
74FS Bag0x02D4CCA200
75P Bag0x02D4CED200
76H Bag0x02D4D0D200







HexNameOffset         X   Y   ZZ
77Persia0x02D4D2F200
78Cashmere0x02D4D4A200
79Ryozan Silk0x02D4D69200







HexNameOffset         X   Y   ZZ
7AShuriken0x02D4D8E000
7BMagic Shuriken0x02D4DA6000
7CYagyu Darkness0x02D4DC4000







HexNameOffset         X   Y   ZZ
7DFire Ball0x02D4DE6000
7EWater Ball0x02D4E07000
7FLightning Ball0x02D4E28000



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  :(