Final Fantasy Hacktics

Modding => Spriting => Topic started by: melonhead on February 10, 2008, 02:28:54 pm

Title: Sprite Manager with compression support
Post by: melonhead on February 10, 2008, 02:28:54 pm
The new version of FFT Patcher has a copy of my new Sprite Manager with compression support. All thanks to Gemini on the ROMHacking forums for disassembling the decompression algorithm.

If you've used Merlin Avery's FFT Sprite Manager, this version works exactly the same. Check out Kyari's tutorial (http://auritech.byethost13.com/viewtopic.php?t=126) for detailed usage instructions.

Download (http://code.google.com/p/lioneditor/downloads/detail?name=FFTPatcher-v0.205.zip&can=2&q=) (You need both FFTPatcher.exe and ShishiSpriteEditor.exe in the same folder when you run it).
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Post by: Xifanie on February 10, 2008, 03:01:51 pm
Almost perfect!

All there is left to do is to add a check for the portrait and use corresponding portrait palette instead.

Think of it, it's pretty simple to do, and we'll be able to edit portraits easily too as they don't share the same color at all. It's hard to edit portarits with the sprite's color.
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Post by: melonhead on February 10, 2008, 03:26:58 pm
Quote from: "Zodiac"Almost perfect!

All there is left to do is to add a check for the portrait and use corresponding portrait palette instead.

Think of it, it's pretty simple to do, and we'll be able to edit portraits easily too as they don't share the same color at all. It's hard to edit portarits with the sprite's color.

So you think something like this?
When I export to bitmap, should it still look like that... With the portrait pixels being mapped to the portrait palette entries and the rest of the sprite pieces on the normal palette? I guess it could work.
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Post by: Kyari on February 10, 2008, 03:28:32 pm
I think I love you D:
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Post by: trickstardude7 on February 10, 2008, 04:12:10 pm
melonhead=AMAZING
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Post by: Kuraudo Sutoraifu on February 10, 2008, 04:41:16 pm
I just wet myself.  :)  Wonderful!
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Post by: trickstardude7 on February 10, 2008, 04:59:04 pm
Quote from: "Kuraudo Sutoraifu"I just wet myself.  :)  Wonderful!
haha lol has  anyone tryed it right now im on my psp so i cant
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Post by: karsten on February 10, 2008, 06:37:22 pm
damn WOW! :)

again, thanks, and thanks! we just miss a conbfortable way to edit the clas names and we're almost done for the editing!  :shock:
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Post by: Kourama on February 10, 2008, 10:44:24 pm
I'm looking forward to test out this program soon.

I'm going to start working on Luso's sprite and rework it so it doesn't look so bad and see what kind of improvements I can make.
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Post by: trickstardude7 on February 11, 2008, 05:55:49 am
Quote from: "Kourama"I'm looking forward to test out this program soon.

I'm going to start working on Luso's sprite and rework it so it doesn't look so bad and see what kind of improvements I can make.
haha good idea just get rid of  dumb hat and maybe different clothes color? but now im gonna try making Sephiroth!!
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Post by: Zozma on February 11, 2008, 02:22:18 pm
the program is great! it looks like there isnt really space to add in the empty stuff for the characters that never had it like the generic towns people but you can take their sprite and apply it to one that has enough space for full animation.

Quote from: "Zodiac"Almost perfect!

All there is left to do is to add a check for the portrait and use corresponding portrait palette instead.

Think of it, it's pretty simple to do, and we'll be able to edit portraits easily too as they don't share the same color at all. It's hard to edit portarits with the sprite's color.

at the least one thing that would be very helpful and save alot of sprite edit time would be to make it so you can extract a .bmp file based on which palette you've selected. as it is now no mater what palette you're on it extracts from the default 16 colors.
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Post by: Xifanie on February 11, 2008, 03:17:23 pm
No worries, I'm coding a palette swapper. You will just have to open the bmp and save with the palette of your choice and ta-dah! You won't lose any work, instead of using the first palette it will use the next one or any you wish.
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Post by: melonhead on February 11, 2008, 03:57:39 pm
Quote from: "Zozma"the program is great! it looks like there isnt really space to add in the empty stuff for the characters that never had it like the generic towns people but you can take their sprite and apply it to one that has enough space for full animation.
This might be possible. Before I try to add the functionality, someone could test it by overwriting 20W.SPR with something like AGURI.SPR, and then adding a unit w/ the 20 year old woman sprite to an event and see if the battle/movement sprites work.

Quote from: "Zozma"at the least one thing that would be very helpful and save alot of sprite edit time would be to make it so you can extract a .bmp file based on which palette you've selected. as it is now no mater what palette you're on it extracts from the default 16 colors.
If you open the exported bitmap in your image editor, and go to the palette screen, you can see that all 256 colors (16 colors * 16 palettes) are there, it's just that the pixels in the bmp are indexed to only use the first 16 colors. If you rearrange the colors in the palette, you might be able to get the effect you want.
I think I might add this feature anyway since it doesn't seem very hard.
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Post by: Zozma on February 11, 2008, 11:28:09 pm
ahh about the testing, i have tested this with Teta who is basically like one of the townspeople in that adding anything past the portrait seems to make it say the file is too big.... however i do not use cd mage therefore it doesn't ask me to truncate it either.... still the time i did use cd mage and put alma over teta it seemed to lack the said animations after the truncation when tested in game....

also inputting the palette option would be awesome in the sense that it would cut the time it takes to edit the portraits... i think it would be a great idea anyway. 8)
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Post by: Cheetah on February 15, 2008, 02:46:05 pm
Hey Melonhead or Zodiac. Do either of you know how exactly the sprite sheets are partitioned. Like could you create an example sprite sheet with a grid showing how much space each body piece can potentially take up? It would be helpful in creating more complex sprites without lots of testing.
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Post by: Kyari on February 15, 2008, 09:18:17 pm
Am I doing something wrong here or..?
Basically, if I try to import anything with the slightest pixel edit, I get the following error. If, for instance, I draw on a sprite and attempt to import it - this is what I get. If however I hit undo and resave it from my graphics program without the random bits drawn on it has no problem accepting it. I can get it to accept new palettes via the palette import, but that's about it. D:
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Post by: trickstardude7 on February 15, 2008, 09:23:03 pm
same thing for me too :shock:
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Post by: Kyari on February 15, 2008, 09:36:42 pm
Bummer! Has anyone gotten something to import?
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Post by: melonhead on February 15, 2008, 11:04:55 pm
Quote from: "Kyari"Am I doing something wrong here or..?
Basically, if I try to import anything with the slightest pixel edit, I get the following error. If, for instance, I draw on a sprite and attempt to import it - this is what I get. If however I hit undo and resave it from my graphics program without the random bits drawn on it has no problem accepting it. I can get it to accept new palettes via the palette import, but that's about it. D:

Can you post the BMP you are importing that causes this error?
And also the following info:
-The SPR file you are importing it on top of
-Image editing software you are using to make changes
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Post by: Kyari on February 16, 2008, 12:58:02 am
There's the bitmap I'm primarily concerned with, though it seems to happen any time I edit any bitmaps. I was attempting to import over MINA_W (Squire) and used Paint Shop Pro 7 to make changes.
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Post by: Xifanie on February 16, 2008, 07:43:50 am
- 256x488x8bit
- The bmp format is fine (made a new one from scratch and still got the error)

:/

System.IndexOutOfRangeException:
  at FFTPatcher.SpriteEditor.ExtensionMethods.DrawSprite(Bitmap b, Sprite s, Palette p)
  at FFTPatcher.SpriteEditor.ExtensionMethods.DrawSprite(Graphics g, Sprite s, Palette p)
  at FFTPatcher.SpriteEditor.SpriteViewer.OnPaint(PaintEventArgs e)
  at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer, Boolean disposeEventArgs)
  at System.Windows.Forms.Control.WmPaint(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.UserControl.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)
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Post by: melonhead on February 16, 2008, 10:23:36 am
Quote from: "Kyari"There's the bitmap I'm primarily concerned with, though it seems to happen any time I edit any bitmaps. I was attempting to import over MINA_W (Squire) and used Paint Shop Pro 7 to make changes.

The issue is that the pixels you added weren't from the first 16 colors in the BMP's palette. When the program saved the file, it used color "B" instead of color "A". The BMP importer expects all the pixels to be from the first 16 colors, so it crashed. I'll add a check for this and show a warning whenever you try to import a file that has out of range colors.

(http://istaken.org/rtload/palette-error.png)
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Post by: Kyari on February 16, 2008, 01:42:38 pm
Oh, I see! I thought I'd checked that, I did multiple things to get it to use the first row, too. Sorry to have wasted your time!
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Post by: Cheetah on February 19, 2008, 01:08:18 am
Kyari I'm really like the look of your female Red Mage. I'm impressed that you chose to do a completely different hat design. The color choice is definitely what I was thinking for my attempt at a female Red Mage.
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Post by: Kyari on February 19, 2008, 02:12:14 pm
To be fair, it's heavily FFXI inspired.
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Post by: Kuraudo Sutoraifu on February 19, 2008, 05:36:51 pm
As was mine!  Kudos!
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Post by: Zozma on February 21, 2008, 02:07:04 am
i have to agree the red mage looks great kyari
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Post by: Kourama on February 21, 2008, 03:23:05 am
QuoteTo be fair, it's heavily FFXI inspired.

Yeah it does remind me of FFXI, brought back some memories back when I played FFXI.