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Please use .png instead of .bmp when uploading unfinished sprites to the forum!

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 1 
 on: Today at 12:48:37 AM 
Started by Barren - Last post by Barren
FF12 TZA Struggle For Freedom Part 24

 2 
 on: February 15, 2019, 11:08:58 PM 
Started by Leonarth - Last post by Diedrik
The vast majority of my testing is using other engine hacks because I was doing it at the same time as building a team of gladiators to test 6 ignore heights at once. Speaking of which I think jump + 1 and ignore height should be swapped, because right now the gladiator has ignore height, and the dragoon has jump + 1.

 3 
 on: February 15, 2019, 08:53:13 PM 
Started by RavenOfRazgriz - Last post by Glain
The three values in the Animation tab are really just numbers, corresponding to certain IDs.  They don't represent a set of flags, so editing each bit individually makes no sense, and you can just edit the numbers directly in the textboxes.  The checkboxes were removed for that reason.

I'm pretty sure one of those numbers (the third?) is the ID of the quote that sometimes comes up when you use the corresponding ability, with 0 meaning no quote.

 4 
 on: February 15, 2019, 08:25:22 PM 
Started by yamish - Last post by yamish
Thanks for clearing that up

 5 
 on: February 15, 2019, 08:02:25 PM 
Started by yamish - Last post by Xifanie
Yes

 6 
 on: February 15, 2019, 05:55:42 PM 
Started by CONMAN - Last post by CONMAN
Wow, almost a year to the day of my last sprite post! While I have definitely dabbled here and there, I never had anything I really wanted to show until now!  My hope is that by posting this I'll feel the need to push on and finish this.

I'm hoping to have my own Lucavi bipedal griffin. Basically this is my signature Frankenstein mashup of beasts into something hopefully worthwhile.  These are probably not the final colors I'm going to use, I'm going to consolidate and create some free ones to make this look a little more like a classical griffin.  I'll probably change the head color, possibly to match the chest.  I think I'm going to change the feet into lion feet.  Mess with the tail to get that little lion puff. 

I'm using the cockatrice sprite sheet to match up.  This way I have 3 walking and 3 flying graphics to cycle. If you pop this into shishi and hit the animation tab, you need to go up until 15 and later to see the proper walking and flying poses in sequence.  I haven't yet checked to see if this is supported on the Lucavi sequences...

also here is the dragon lord as a bitmap.

edit: totally forgot my manners, Vanya made beaked chocobo's that I'm tweaking for the head!

 7 
 on: February 15, 2019, 04:51:11 PM 
Started by yamish - Last post by yamish
The Conflict Checker is divided into files. In each one it has the patch's memory location and which location is conflicting, as well as a patch number.

There are situations where a patch appears to be conflicting with itself. It lists its own location, which I'm going to assume is the start/beginning address (i don't know proper ASM semantics), its own patch number, then a conflict location that is always very near the patch's own listed location.

Is this the conflict checker throwing a false positive due to how the patch rewrites the instructions/variables or expanded/decreased memory block size or something like that? The conflicting memory location in the situations appear to be less than/before the write location of the selected patch.

 8 
 on: February 15, 2019, 02:41:43 PM 
Started by RavenOfRazgriz - Last post by Nizea
Ah, okay.  Thanks, Nyzer.

I did find the checkboxes convenient, but I can do it manually.  Indeed, I typically do a bit of both.
Or I could just reopen in 4.83 for animations tweaking...
Time will tell!

 9 
 on: February 15, 2019, 09:01:26 AM 
Started by Leonarth - Last post by Leonarth
Are you trying this on vanilla though?
Or using other engine hacks?

Learning isn't really working right now with 1bit abilities I think, on top of that as far as I know learning never checks if your race CAN have that ability, it just gives it to you if it has the learnable bit set and you have learnt equipped, since only humes can have learn and only abilities humes can learn have the bit set.
For other races I don't really know what happens but it certainly isn't working well.

At least it seems to be checking if the two units are on the same side or not instead of just checking if the unit is an enemy.

I'll look more into it in the future.

 10 
 on: February 15, 2019, 02:36:50 AM 
Started by RavenOfRazgriz - Last post by Nyzer
You don't want to use the Checkboxes.  Why Melonhead even has those there, I have no fucking idea.

Probably deliberately removed.

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