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WOTL WORLD.BIN issue, which part assign formation screen sprite

Started by SilverRegret, June 06, 2013, 02:05:09 am

SilverRegret

i got this from the original FFT :

Quote from: pokeytax on April 29, 2011, 06:00:44 pm
To get the sprite working, you need to edit this table:


Special Unit Formation Location Assignment
WORLD.BIN
0xADE34

Notes:
- Order matches Job order in FFTPatcher
- Reads details from Formation Screen Sprite Details 0x0ADA44 - 0x0ADE33
- Does not affect palette
- Values match WLDFACE.BIN
- In Job Wheel selection correct palette is used (reason unknown)
- Does not affect anything in Battle Preparation
- Does not affect Portrait
- Presumably ends when reaching the generic jobs

Byte   Sprite
----   ------
00   Ramza1
00    Ramza1
01    Ramza2
02    Ramza3
03    Delita1
00    Ramza1
00    Ramza1
04    Algus
00    Ramza1
00    Ramza1
00    Ramza1
00    Ramza1
05    Ovelia
06    Orlandeau
00    Ramza1
07    Reis (Human)
00    Ramza1
0D    Gafgarion
09    Zalm
0A    Feuneral
0B    Young Priest
0C    Orlan
13    Mustadio
0D    Gafgarion
00    Ramza1
0E    Rapha
0F    Malach
00    Ramza1
10    Tita
00    Ramza1
17    Agrias
11    Beowulf
12    Balmafra
12    Balmafra
13    Mustadio
00    Ramza1
00    Ramza1
00    Ramza1
00    Ramza1
00    Ramza1
12    Balmafrla
0E    Rapha
14    Meliadoul
00    Ramza1
15    Alma
00    Ramza1
00    Ramza1
14    Meliadoul
15    Alma
00    Ramza1
16    Cloud
00    Ramza1
17    Agrias
00    Ramza1
00    Ramza1
00    Ramza1
00    Ramza1
00    Ramza1
00    Ramza1
00    Ramza1
00    Ramza1
00    Ramza1
00    Ramza1
00    Ramza1
00    Ramza1
00    Ramza1
00    Ramza1
00    Ramza1
00    Ramza1
00    Ramza1
00    Ramza1
00    Ramza1
00    Ramza1
00    Ramza1
00    Ramza1
00    Ramza1
00    Ramza1
00    Ramza1
00    Ramza1
00    Ramza1


Elmdor's entry, for instance, is base job 1B, between Malak and Teta.

Then you should be able to use FFTEVGRP, available in Downloads > Miscellaneous from the main page, to edit the sprites themselves. There are a few unused sprites (e.g. 08) which can be overwritten.

Pre-battle is still wrong, probably, but that's life.


my question now, is the value changed on WOTL? if it changed, anyone know which part now assign formation screen sprite?
thanks before and sorry if im asking some weird things..

SilverRegret

here's another things i found..

Quote from: RandMuadDib on July 14, 2010, 12:47:11 am
World.Bin is all zeros after 0xAC290, so the information from the Unit.Bin thread in the Sprites forum doesnt work for reassigning pointers to unit.bin (which starts at address 0xADE34 according to that thread).

I did, however, using a search function, find a list of values that coincides with the unit.bin values. They started at 0xA0CBC for job 0, 0xA0CBD for ch1 ramza, etc. After attempting to modify these values, however, the formation sprites did not change (they still pointed to their default unit.bin locations).

Has anybody had a similar problem, or has anyone attempted to change these pointers on WotL so we can use a few of the extra jobs for special characters? Any theories, feedback, or experience would be helpful.

Edit: After writing the initial post i also attempted to do the same thing with ATTACK.OUT so that the battle setup sprites would also be correct. Again they were not.
I found the list of values presented at the beginning of the UNIT.BIN thread, but they were not in the same spot. These started at 0x17186 for ch1 ramza. I am beginning to get frustrated and hope someone can help.


anyone know why it wont worked? or there's something else we need to change?
been a long time since the original FFT im trying to give special classes like Elmdor, Delita or the other templars their own formation sprite
and everywhere i look seems like dead end and just like RandMuadDib it starting to frustrate me..
any kind soul care know or care to help..?
thanks before..

Glain

I can tell you where the data is in the PSX ISO, but I don't know where it is in the PSP ISO.  The byte numbers correspond to the order the entries are in UNIT/WLDFACE.BIN, with 00 being the first.  The key would be to find the same tables in the PSP ISO, I imagine.  If you want to see the data/locations from my notes:


BYTE ARRAY : Each entry is 2 hex digits (1 byte) : (WORLD.BIN:0xADE34)

00000102030000040000000005060007000D090A0B0C130D000E0F00100017111212130000000000120E1400150000141500160017000000000000000000000000000000000000000000

HALFWORD ARRAY : Each entry is 4 hex digits (2 bytes) : (WORLD.BIN:0xAA168,0xAA8B8,0x74B14; ATTACK.OUT:0x16BB0)

000000000100020003007800790004007A007B007C007D00050006007E0007007F000D0009000A000B000C0013000D0081000E000F008200100083001700110085001200130086008700880089008A0012000E0014008B0015008D008E00140015008C00160000001700000000000000000000008D008E008F000000900000009100000000009200000093000000000018000000

A breakdown of what each table is for:

Formation, Unit, Sprite:     WORLD.BIN, 0xADE34
Formation, Unit, Palette:    WORLD.BIN, 0xAA168
Formation, Portrait, Image:    WORLD.BIN, 0xAA8B8

Pre-Battle, Unit, Sprite:    ATTACK.OUT, 0x16BB0
Pre-Battle, Unit, Palette:    ATTACK.OUT, 0x16BB0
Pre-Battle, Portrait, Image:    ATTACK.OUT, 0x16BB0

Unknown:          WORLD.BIN, 0x74B14
  • Modding version: Other/Unknown

SilverRegret

Thank you Glain i really appreciate your info, let me try checking it again..
btw i've tried editing the formation unit sprite part (the one RandMuadDib) found..
but it wont worked..the formation sprite stay same.. or should i change it all for it to work?
nvermind.. i'll try it myself :) i'll post the result if i succeeded..

SilverRegret

the result is.. following Glain the hex value i found the addresses on WORLD.BIN & ATTACK OUT.BIN, and tried to change it one by one..
here they are :

BYTE ARRAY : Each entry is 2 hex digits (1 byte) :
WORLD.BIN 00A0CBC

HALFWORD ARRAY : Each entry is 4 hex digits (2 bytes) :
WORLD.BIN 0074734
WORLD.BIN 009C384
WORLD.BIN 009C9D4
ATTACK.OUT 0017184

but somehow just like RandMuadDib those did not worked. the sprite still shown in the original value on prebattle & formation screen
dunno maybe like Glain said, it connected with the BOOT.BIN.
EDIT : After searched BOOT.BIN for a while, i found out there's similar addresses like the one Glain wrote.

BYTE ARRAY : Each entry is 2 hex digits (1 byte) :
BOOT.BIN 002DCF07

HALFWORD ARRAY : Each entry is 4 hex digits (2 bytes) :
BOOT.BIN 0029D1F0
BOOT.BIN 002D7594
BOOT.BIN 002F57CC
BOOT.BIN 0031134C
BOOT.BIN 00312DB0

we just need to search those values to determine which address that assign sprite..
but i think i'll stop here.. i spend too much research those addresses and neglect my real live assignment..

for now i'll be content by replacing MARA sprite with DILY2, editing their related events, assigning new job & edit the text..
but i wont give up yet..
those who curious or want to have special classes on WOTL without replacing any original party member sprite..
please continue my works..the rest is in your hand.
Best regards..