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Spriting error

Started by IronJustice, August 02, 2008, 05:01:18 pm

IronJustice

August 02, 2008, 05:01:18 pm Last Edit: December 31, 1969, 07:00:00 pm by IronJustice
I had just finished my Tetsuo sprite sheet and when I tried to import it into the origional sprite sheet it failed and this happened. Does anyone have any idea what this mean?

I played with it a little and I suspect it is a problem with the 16 colors, perhaps I accidentally added one pixel of outside color to the sheet. But I went over it very throughly and I am certain there is nothing out of place.

Yes, the picture file is the exact same type that the shishi exported.

This is driving me crazy because the sheet has such potential!

QuoteSee the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid.
   at FFTPatcher.SpriteEditor.Sprite.ImportBitmap(Bitmap bmp, Boolean& foundBadPixels)
   at FFTPatcher.SpriteEditor.MainForm.importMenuItem_Click(Object sender, EventArgs e)
   at System.Windows.Forms.MenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.MenuItem.MenuItemData.Execute()
   at System.Windows.Forms.Command.Invoke()
   at System.Windows.Forms.Command.DispatchID(Int32 id)
   at System.Windows.Forms.Control.WmCommand(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
    CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
ShishiSpriteEditor
    Assembly Version: 1.0.0.271
    Win32 Version: 1.0.0.271
    CodeBase: file:///C:/Documents%20and%20Settings/Christine%20Ponder/Desktop/Games/FFT%20Stuff/FFT%20Editor/ShishiSpriteEditor.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
FFTPatcher
    Assembly Version: 1.0.0.271
    Win32 Version: 1.0.0.271
    CodeBase: file:///C:/Documents%20and%20Settings/Christine%20Ponder/Desktop/Games/FFT%20Stuff/FFT%20Editor/FFTPatcher.EXE
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

CidIII

August 03, 2008, 11:44:35 pm #1 Last Edit: December 31, 1969, 07:00:00 pm by CidIII
This happens to me all the time, and it really pisses me off!
I refuse to play Final Fantasy Tactics again until I am able to do my FF6 patch! And, FFT 1.3 doesn't technically count as FFT: so there!

Vanya

August 04, 2008, 12:12:39 am #2 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
If you post the sprite sheet we may be able to figure it out.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Tersius

August 04, 2008, 02:05:10 pm #3 Last Edit: December 31, 1969, 07:00:00 pm by Tersius
I believe most of the graphics programs have an option to count how many colors are actively in use.

IronJustice

August 16, 2008, 10:57:45 pm #4 Last Edit: December 31, 1969, 07:00:00 pm by IronJustice
Hey guys,

I know I've been gone for about 2 weeks without notice so I'm sorry to keep you guys waiting! I've been at the base working, as I will be next week too...

Anyway, heres the sheet! First one is the "pretty" version with a blue background to see the black hair easier and a white shirt. As I was trying to insert this sheet for Cloud, the second one is one that was supposed to be ready to go with black background and I colored his shirt an ugly color that should fit with Cloud's 16 colors.

Let me know if you guys can give me any clues as to  why this isn't working. Thanks a bunch!

Vanya

August 16, 2008, 11:48:37 pm #5 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
I can see that the problem with the first one is that you seem to have accidentally used some of the colors from the portrait palette. If you temporarily change the sprite palette to all black you can see exactly which pixels are using extra colors.
  • Modding version: Other/Unknown
¯\(°_0)/¯

IronJustice

August 17, 2008, 02:02:15 am #6 Last Edit: December 31, 1969, 07:00:00 pm by IronJustice
But if I load this custom sprite sheet into the palette editor.. How do I edit the portrait and make it affect the rest of the sheet?

I just don't have a firm grasp on these things yet. I'm still a lil green behind the gills with these matters

Vanya

August 17, 2008, 10:48:15 am #7 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Basically what I do is save the base palette and then swap the 16 portrait colors with the first 16 colors and save that as the portrait palette.

This way I can just switch palettes when I need to work on the portrait.

I don't know if you can do this with the program you're using, but its a simple task in NeoPaint.

Take a look at these as an example:
  • Modding version: Other/Unknown
¯\(°_0)/¯