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Topics - Xifanie

Pages: [1] 2 3 ... 11
Final Fantasy Tactics Hacking / ASM Hack Proposals
« on: August 14, 2014, 09:30:56 PM »
Why this topic? I think we need to discuss more about the hacks we make rather than just being like: "Here, I made dis." I'll u[date the topic as people submit their ideas.

With this topic, you can:
  • See if your idea is worth it or not
  • Get opinions about specificalities of the hack
  • Potentially get an ASM hacker interested in making the hack

Roster Reorganization by Xifanie

This hack would allow the player to create a custom order of units to view in the formation screen, and potentially also the order of selectable units in a squad for battle.

How do we do it? We cannot simply copy/paste the data inside the formation because it causes many glitches. I suggest either creating a new "Order Unit" list, or use "Number" or something else to make the game order the units as we want.
I was thinking the units could be moved around with a controller button combination as thus increasing/decreasing the list position, but all buttons have a function by default.

Excessive passive recovery is not displayed by Xifanie

This hack would make it prevent displaying HP/MP regeneration if you are already at full HP/MP with: Regen, Move-HP Up, Move-MP Up. I'm no good with formula stuff that isn't documented, so I'd rather leave this to someone else.

If a unit has 765/800 max HP, while regen heals for 1/8th max HP, should it display a regeneration of 35HP or 100HP?

Charge and Delay by Xifanie

Original topic:

All abilities would have a charge time, from 0 to very long, and would delay the user by a certain amount of CT after the skill revolves.

News / New accounts registration
« on: June 16, 2014, 05:31:00 PM »
There seems to have been an issue with the server being unable to send e-mails, and thus everyone trying to register was unable to so during the last 12 days.
I was only made aware of the issue yesterday, and it seems I was able to fix it...

I had SMF re-send activation e-mails for users that tried to register in the past 12 days, and it looks successful because just now one of those users posted. \o/

Sorry for the inconvenience.

Final Fantasy Tactics Hacking / Charge and Delay ASM hack proposal
« on: March 12, 2014, 01:11:14 AM »
This would essentially rid the game of the MP system.
All abilities would have a charge time, from 0 to very long, and would delay the user by a certain amount of CT after the skill revolves.
The hacking itself would require changing the 1 byte CT value into a 2 bytes half-word.

Movement: 80CT
Act: 80CT + Ability Delay
Movement + Act: 100CT + Ability Delay
Wait: 60CT

Ability Delays would be 0-255 CT (using the MP cost field)

For example:
A Wizard gets its turn at 500CT
It uses a very strong spell without moving, Fire 4, which has a Delay of 120CT
500CT - 120CT (Fire 4) - 30CT (act) = 350CT
But, the "Charging" status freezes CT, so it only starts going up again after the spell goes off.
So the Wizard only gets a new turn 120CT after the spell was successfully (or unsuccessfully) cast.

Abilities could also have the power to lower the target's CT up to -100, or 400/500CT. If it is already at 400 or lower, it won't lower it further.

Event Editing / Updated CONFIG.INI and Event Instructions section
« on: January 15, 2014, 11:02:37 PM »
A LOT of changes were recently made. Many instructions were altered, 50 new ones were found... so you really have to update your CONFIG.INI.

Sadly, right now EasyVent Super Perfect does not have the updated information which you can find here on the wiki

All the changes are listed on there. But we aware of the serious lack of compatibility: You will have to compile your events using your old CONFIG.INI and decompile them using the new CONFIG.INI.

Have fun everyone!


Final Fantasy Tactics Hacking / .xdelta format instead of .ppf
« on: December 16, 2013, 12:56:29 AM »
I'm making this topic because, well, ppf sucks.

If you want to give it a try:

  • Great compression*
  • Much faster patch creation (about 2-3 faster than PPF-Studio WITH compression)
  • GUI can associate to .xdelta files for quickly applying patches
  • Copies surrounding data to save file size, and avoid "raw patching" copyrighted data (as it stands, PPFs from shishi extended images are illegal)
  • Makes the image match the filesize of the original one used for creating the patch if it's too short
*JotF patch: .xdelta 4mb raw / 3.4mb 7zipped ... .ppf 20.4mb raw / 5.9mb 7zipped

  • Cannot be patched on unclean ISOs
  • The GUI is not official, and thus Windows only
  • Linux version of xdelta might be buggy

If we use .xdelta alongside FFTOrgASM .xml files, I don't see the necessity of using PPF anymore. Of course, I can't force anyone... but I always hated that we'd provide patches contained copyrighted data like that.

Help! / Don't forget to mark your topic as solved!
« on: December 14, 2013, 12:33:41 PM »
So that people can help you better by not wasting time reading issues that were already solved, we ask you to ―Mark As Solved― once you received an appropriate answer to your issue/question.

Final Fantasy Tactics Hacking / World/Battle Debug (new, stable codes!)
« on: December 13, 2013, 10:30:59 PM »

Gameshark Codes

World Debug

D0067000 8A44
8016EA02 00A0
D0067000 8A44
8016EA0A 00A0
D0067000 8A44
8016EA12 00A0
D0067000 8A44
8016EA18 A00F
D0067000 8A44
8016EA1A 0008
Battle Debug

D0067000 8888
80166D6E 0050
D0067000 8888
80166D76 0050
D0067000 8888
80166D7E 0050
D0067000 8888
80166D84 502C
D0067000 8888
80166D86 0003


Code: (xml) [Select]
<?xml version="1.0" encoding="utf-8" ?>
<Patch name="DEBUG World: Activate">
<Location file="WORLD_WORLD_BIN" offset="8EA02">A000</Location>
<Location file="WORLD_WORLD_BIN" offset="8EA0A">A000</Location>
<Location file="WORLD_WORLD_BIN" offset="8EA12">A000</Location>
<Location file="WORLD_WORLD_BIN" offset="8EA18">0FA0</Location>
<Location file="WORLD_WORLD_BIN" offset="8EA1A">0800</Location>
<Patch name="DEBUG Battle: Activate">
<Location file="BATTLE_BIN" offset="FFD6E">5000</Location>
<Location file="BATTLE_BIN" offset="FFD76">5000</Location>
<Location file="BATTLE_BIN" offset="FFD7E">5000</Location>
<Location file="BATTLE_BIN" offset="FFD84">2C50</Location>
<Location file="BATTLE_BIN" offset="FFD86">0300</Location>

World Debug Menu

1. Move
2. Formation
3. Brave Story
4. Tutorial
5. Data
6. Option

7. Battle
A menu will appear asking you to enter a number. This number will trigger a battle at the given map number.
Check here for a list of maps:

8. Flags
You will be presented with 10 flags which you can edit from 0 to 9999, but you can also scroll up and down to edit flags 0 to 1023.
Flag 0 automatically reverts to 0000: this is perfectly normal.
To scroll up/down pages, press ⬜ + ↑ or ⬜ + ↓
Check here for a list of currently known flags:
(Note: flag IDs are listed in hex, you will have to convert them yourself back to decimal)

It would be cool to be able to edit the values in hex, and from 0x00000000 to 0xFFFFFFFF. Of course, that would be trouble to hack considering that memory editing can do just as well (for emulators with that capabability & GameShark).

9. ENTD Team
Loads the specified ENTD slot as your team. Note that this is highly unstable on console.
Research is pending to find what causes the console and emulator to crash with some ENTDs.
To find a list of ENTDs, load your ISO using FFTPatcher and select the ENTD tab. ENTD IDs are listed in decimal, so you will have to convert them back to decimal.

Battle Debug Menu

1. AT
2. Unit List
3. Option

4. Debug
Allows you to edit the stats of characters. Originally only allows editing so many stats, even though more should technically be available as more are selectable. Press L1/R1 to switch between characters. Note that PA/MA aren't listed down there... and they might prove difficult to potentially implement with a hack.

0x00 = Level
0x01 = Experience
0x02 = Job (cannot be selected or edited)
0x03 = Brave
0x04 = Faith
0x05 = Zodiac Sign
0x06 = Move
0x07 = Jump
0x08 = Speed
0x09 = Right Hand (cannot be edited)
0x0A = Left Hand (cannot be edited)
0x0B = Head (cannot be edited)
0x0C = Body (cannot be edited)
0x0D = Accessory (cannot be edited)
0x0E = Primary (cannot be edited)
0x0F = Secondary (cannot be edited)
0x10 = Reaction (cannot be edited)
0x11 = Support (cannot be edited)
0x12 = Movement (cannot be edited)
0x13 = HP
0x14 = MP
0x15 = CT

  • I've been developing a hack to allow new stats/equipment/abilities to be edited, but it needs to be refined. As it stands, editing and saving items/skillsets/R/S/M is no issue.
  • I want to figure out how to recalculate HP/MP when changing equipment (it already updates when altering your level).
  • I want to figure out how to force the equip change routine to recalculate AI skills, sword requirement and other things.
  • I want to figure out how to give the player the ability to edit PA and MA, which is currently totally impossible, because there is no existing cursor for those two stats. The cursor data can be found in battle at: 0x801c6044 (the first word is the location of the stat).
  • Speed is reseted after leveling up... rather annoying.

Please help make a list of the compatible checksums, you can use things like HashTab to calculate them for you, just state the program you used to rip the image, or if you found it on the net!

Note: Only for unaltered images! ―no shishi restructuration―

Recommended Ripping Programs
  • ImgBurn
  • Alcohol 120%


Ripped using CDRWin v4
CRC32       BCC713AD
MD5 22BAF5027D68E7B98EE3A4151A78D56C
SHA-1 F10EBEDC17B4A8B93DE7D426792CF32B5099EA9B

Ripped with Alcohol 120%
CRC32       2E0394ED
SHA-1 3374C855F804BB84CB3975B3E1FC507380ACA44A

Found Online
CRC32       377F6510
MD5 B156BA386436D20FD5ED8D37BAB6B624

Found Online
CRC32       7EAFA3D9
MD5 5214B61D6711E72D010D7D3DAD735BB8


Even filling this section is important; if you patched successfully with a project patch on this website and you couldn't play, please provide your checksums so people know it won't work.

Final Fantasy Tactics Hacking / Synthesis Shop 1.00
« on: November 19, 2013, 12:28:59 AM »

Inspired from FFIX

Turn the Fur Shop into a Synthesis Shop.


Chameleon Robe + Leather Vest + 3000gil = C Bag
5 Potions + 200 Gil = Hi-Potion
3 White Robes + Crystal Mail + 50000gil = Venetian Shield

The fur shop's sold inventory would be automatically calculated based on the player's inventory. To not screw things up, poach items could be sent directly into player inventory instead of going through the Fur Shop, but it might still be possible to have it work without that.

There should probably be a new list of prices for each item or simply use the good old half or full price of the item, alongside the consumption of the other items in the player's inventory.

Event Editing / Camera Helper v1.01
« on: September 27, 2013, 02:51:34 AM »
This is an Excel 2007+ Workbook to help you create your Camera instructions. ***Requires VBA

It could get easier, but I think it will be easy enough with this.
I don't think I need to explain anything; download and enjoy!


  • Added detailed views of the maps to help locating tiles
  • Added Buttons to easily fetch the tile's height and change angles

  • Fixed a bug where the Z value was calculated incorrectly
  • Added Depth Function to help with units in water or floating

News / IRC server downtime
« on: September 04, 2013, 04:50:40 PM »
I'd like to apologize for the server downtime which start 2 hours ago. While trying to get the support to fix the issue, I found out the company shouldn't even be hosting IRCD, and sadly, we have to backup everything and move to a new server.

Toshiko & I are working our asses off to move everything to a new server, so please hang in there. It will still be on, don't worry.

Quote from: Chat log with xzibition's support
*** Processing connection to
*** Looking up your hostname...
*** Checking Ident
*** Got Ident response
*** Found your hostname
[ ] Please open a ticket via for support. - Ask question in here and wait for an @ please or open a ticket.
Topic set by layzkat!layz@admin.xzibition on Mon Jul 15 2013 05:49:11 GMT-0400 (EDT)
<ChanServ>: Welcome to our support channel, Xifanie.
<ChanServ>: We will never ask you for your shell or bnc passwords. Never give out your passwords.
<ChanServ>: Please state your problem in the channel and wait for an OP(@) to assist you.
<Xifanie>: I have my server running on nova... No IRC clients can connect to nova, yet the server is running. Why?
<layzkat>: your IP looks nulled by the datacenter
<layzkat>: did it just get nulled?
<Xifanie>: about 20min ago
<layzkat>: they usually auto unnull unless the attack was bad
<layzkat>: I will check your IP and email them in a couple hours if its still nulled
<Xifanie>: Well, 45min and obviously not coming back up. Not even 2 months and I can't say I'm pleased with my experience with xzibition so far.
<bryan>: We don't control the nulling.
<bryan>: Our upstream provider does.
<Xifanie>: What's the big deal about contacting them? They're going to bite? I can't believe I'll have to wait HOURS
<bryan>: if we request it be unnulled, and the attack is still ongoing, there is a good chance they'll null it for 24-48+ hours
<Xifanie>: what is the attack?

Spriting / Xifanie's sprites (french maid)
« on: August 09, 2013, 10:20:49 PM »
This might be my only submission forever... oh well.

French Maid

Well this is essentially a sprite of... me. As a french maid. Yup.

All tested in Shishi and Water frames tested in-game.
Full frame sheet here

Event Editing / Event Editing directly to a savestate (pSX only)
« on: May 07, 2013, 12:25:58 AM »
This tutorial assumes you can already use Xifanie's event compiler/decompiler or RavenOfRazgriz's EasyVent editor. If you don't, learn from Elric's tutorial here. This method will only work with pSX emulator's quicksaves, and not Epsxe's savetates because the are compressed... It might work if you manually uncompress the savestates every time and find out the right offset where the event starts in those file types, but I'm not going to cover that.

Make you have the latest CONFIG.INI, it helps to have all the instructions information up to date.

You will need to copy CONFIG.INI, the compiler, decompiler (and EasyVent if that's what you use), to your pSX \saves\ folder. You can make a copy anywhere, but it's less trouble if the compiler is in the same folder as the quicksave for this purpose.

Edit your \saves\ CONFIG.INI and set:
Code: [Select]
TESTEVT='quicksave_SCUS_942.21_1.psv'         // Or whichever custom quicksaves your patch uses
Offset='0004A96C'                             // This is the address where events are always stored in the quicksave
I also recommend setting TEXTFILE= to the complete filepath where your event.txt or whichever file you're editing is at. This will make both compilers able to work from the same file, but it's not mandatory.

* To use the new method, you will have to apply the newest version of my Event Instruction Upgrade hack. More information about it on the wiki.

That's it, you're done setuping! Now on to the real deal.

Savestate Event Editing

Compile to TEST.EVT and import
Run the compiler in your main, TEST.EVT folder to compile your recently edited event.
Import your TEST.EVT to your FFT image using CdMage/cdprog.

Create your quicksave
Run the game, and load your event. Reach the point in your event where you want to start editing and make your #1 quicksave there (F6 key). I recommend making a quicksave while a dialogue box is still opened, it's simply safer this way, though again not mandatory. Don't save on the loading screen or before, your event has to be loaded, i.e. running. This means you still have to write some instructions first. If you're lazy and don't want to code anything before quicksave editing, you can simply make Pause() your first instruction, quicksave when you're sure the event has loaded, then add your instructions and only remove the Pause() after you're done editing your quicksave. Note: Pause() require the press of confirm/cancel/select to resume the event.

Re-setup your event for quicksave editing
Copy your event information to your pSX \saves\ folder. (usually event.txt)
Comment the Offset() with // ; This will force the compiler to use the Offset in CONFIG.INI instead, which you should have changed to 0004A96C at the start of this tutorial.
Code: ("Example") [Select]
//Offset(x00002000)Why comment it? Trust me, you want to keep that Offset(). You probably won't remember on your own.

Edit your event
Now you can just view what you need to fix, and then edit your event accordingly... but remember, you cannot touch anything that the game already read. Editing all the text data is fine, but not the instructions before the point reached in your savestate.

Now you can compile your event using the compiler in your /saves/ folder.

Load your quicksave, and see your edits, if they don't suit you, edit away again!

At this point you can keep making your way into the event, making a new quicksave after every part you fix, until the event's over.

Return to TEST.EVT format, compile & import
Now your event should be all perfected.
Copy back your event information to your TEST.EVT folder. (usually event.txt)
Make sure you remove the comment // from the Offset(). Only now can you compile your event to your TEST.EVT and import it back to your FFT image. If you reload your event now, it should work just like it did during your savestate editing.

General / Game idea for my own profit
« on: July 16, 2012, 11:25:14 PM »
As many of you know, I haven't worked in 2 years now, and seriously need a stable source of income (heck even unstable would help). I'll be broke in a few months and can't afford anything right now, but if this idea would work, and if I had the motivation to complete it within a reasonable amount of time, it might be the solution I've long seeked. But for that I need people's opinion to know if this would be worth it.

Crap aside:
I've had this idea for over a year.

- Player VS Monster
- Player VS Player
- Turned based (more like FFT's CT)

- Appraisal
- Numerous stats
- No generic item, each will likely be unique (i.e. my health potion can restore 167HP while yours restores 180HP depending on ingredients quality and alchemy skill)
- Most built items will have parts that can be detached/attached by a proper craftsman, given the parts are of the same type (i.e. a katana blade wouldn't fit on a longsword handle)
- Imbue your equipment with a certain skill, which you can use without consuming your own mana, but rather the weapon/accessory/etc.'s energy.

Item Appraisal:
- Players will be able to appraise their own items, before buying from another player or ask an appraiser for a report
- The worse you are at appraisal, the more times you'll need to appraise to have a good idea of the real stats of the item
- The better you are, the least time it will take you and you'll be able to even make it a job

- Power can be adjusted before attacking to save energy, or use a lot more for powerful blows
- You can select what to do when predicting your enemy's next move; favour blocking with shield/evasion + (counterattacking).

- Heavily customisable; angle of attack, number of projectiles, shape of projectiles, spread of attack, status infliction, etc.
- You gain mastery for your custom skills if you don't modify them, allowing you to spend less mana/energy when using them and raising accuracy

- Each weapon type (increases attack and accuracy)
- Elemental attack (increased damage)
- Elemental Defense (reduces damage)
- Skills and combos (decreases mana cost and increases accuracy)

- Drains stamina faster
- Can land more hits in the same amount of time
- Once you start missing, your chance of missing again will be higher and you'll be more vulnerable to counterattacks

Global skills:
- Mining
- Fishing
- Alchemy
- Blacksmithing
- Appraisal
- Running (to flee more easily)
- etc.

- 2+ Players fighting against another team or against a monster.

Everything would have an exponentially reduced effect as you put more points in it.

For example, if you have 10000 Fire Mastery, your spell could damage by 500 and if you equip a staff that adds 10000 more, it would raise your damage to ~700.

FFT Arena / Memory Card Generator v2.02 - Arena 1.38
« on: June 19, 2012, 08:00:39 PM »
Note: This file has Arena v1.38 as a base, but it can be adapted to any other patch.

Memory Card Generator 2
This utility allows you to easily build AI Battles/Tournament teams with a lot of information, statistics and error-checking provided along with high customisability. It can be adapted to any patch when used with the AI Tournament Hack. This version comes with all the submitted Arena teams to date, as of 2012/08/22. Credits to Barren for updating the teams.

  • Microsoft Excel 2007 or higher with macros enabled (forget about OpenOffice/LibreOffice/whatever, won't do!)

  • FDC's hack to get rid of the save checksum (not needed for Arena)

New Features:
- Complete overhaul
- Auto ripping of the SCUS data and text data (you still have to paste them in the spreadsheet)
- Powerful error checking for any type or error you can think of
- Powerful import function from forum text
- Quick export to forum format
- Supports up to 1024 teams
- The team list is automatically sorted from A to Z
- Ability to save memory cards directly to .gme/.bin/.mc/.mcr without having to convert
- Alternate names for Abilities, Jobs, Items and Skillsets
- Saves team directly to Hex in ASCII format, allowing a smooth transition to newer versions
- A crazy number of settings

Future Features:
- Calculated formulas based on current unit targeting a chosen member of the same party or of another team (This one will probably never be implemented)
- Only show most recent teams when generating a memory card
- All Geomancy and such will be automatically recognized as the entire skillset learned (next version)
- Total JP and available jobs will be calculated when generating the memory card to avoid forced team updates (2.02)
- Adding .mcr as a Memory Card type (2.01)
- Keep old Player Name, Team Name, Colours, Last Revision if they were not detected during the import (2.01)

Known bugs:
- Users with the Macintosh version of Excel 2007-2011 cannot save memory cards (no fix/alternative)
- R/S/M which aren't assigned to any generic job defaults to Squire instead of being unavailable
- 2 Hands bonus is not applied (2.02)
- Wrong palettes are selected when generating memory cards (2.02)
- Awareness' global evasion bonus isn't displayed (2.01)
- Move & Jump+1/2/3 bonuses aren't displayed (2.01)
- # of Item dupes is mistakenly linked to # of Job dupes (2.01)
- Mimes can equip accessories (2.01)
- The Export function forcefully enables all action abilities (2.01)

- Upgrade to Arena 1.38
- Bug fixes
- Note: FFMaster applied the checksum hack to this new version, so it doesn't need to be reapplied.

Download Memory Card Generator v2.021
.xml checksum hack (credits to formerdeathcorps)


News / Working to fix the forum...
« on: June 15, 2012, 12:51:31 PM »
This might take a while, but I'll try to recover everything I can...
If there's anything that needs to be fixed, please PM

General / The spam board
« on: April 30, 2012, 07:38:52 PM »
This poll is mainly for my own curiosity.

General / 10 reasons to hate Furries
« on: April 13, 2012, 12:51:41 AM »
They have developed a sane, but unusual obsession with furry/anthropomorphic characters! (animals with human characteristics)

Most furries have developed their problem from a very young age, showing how vulnerable our children are to the mischievous Mickey Mouse!

Anthropophormic characters are EVERYWHERE!

Video games, children books, cartoons, movies, name it! They have begun their invasion and they aren't planning to stop now!

They think of humans as just another animal!

God has put us humans on Earth to rule over the other species, not to be their equal!

They have fursonas

They took the "which animal are you?" quizzes way too far; adopting the personality of an animal!

They raise funds to find home to homeless pets!

Instead of letting vetenarians kill off pets with no owner to retrieve them, they defy nature trying to "help" those animals by finding them new homes! They certainly weren't abandoned by their original owners for no reason in the first place!

Some of them wear fursuits!

They dress up in a mascot-like costume, and will try to fool you by being nice and huggy to everyone, but don't be fooled! Once they hug you, you might become one of them!
Note: Pepper spray tends to be useless against fursuits, but they'll stop hugging every non-furry afterward.

They Role Play as animals/fursonas...

Beware when they want to be petted or anything that may seem affectionate. They might be growing attached to you, so you should break bonds immediately before it's too late! It's just another way for them to try to convert you to their cause.

They are sneaky

The person you suspect the least may be a furry. They are in higher proportions from psychology and medical fields. Suspect anyone who seems unusually helpful and who likes animals!

They hide

They don't reveal their faces... those that will stop to nothing to show their furriness to the world may wear suits... But really, there must be something wrong about them for them to hide!

They are obviously confused with their sexuality

Some of them even think they are part animal or should've been born as an animal, yet zoophilia is uncommon among furries. Heck, there doesn't seem to be much sexual aspect in the fandom for the majority of furries. Sex is what brought them here and it's their reason to be; they defy nature! They aren't honest with themselves in one way or another. You can't trust these people!

Introduce Yourself! / Hey, new maid here
« on: March 28, 2012, 03:18:43 PM »
I thought I was time for me to finally make an introduction topic, with everyone else doing so, but I’m still taking it with some seriousness as I encourage open-mindness, and thus, I wish for people to understand my position.

I was hacking FFT when it was still cool…
Actually, I’m very impressed how much progress FFH has made since Voldemort was fired and when Eternal joined adminship. Even if he had a lot of trouble dealing with that decision, he helped me a lot when I was broken down, and I can’t pay back that to it.

Anyway, I’m going to split my introduction into three parts. Read whichever you want; Word tells me all my text has over 2700 words, so I expect a few tl;dr.

Spriting / The "misaligned portrait" glitch
« on: February 21, 2012, 12:12:59 AM »
There is no such thing as a misaligned portrait if you're careful...

Your portrait background colour (the beige colour) has to be the FIRST colour in your palette.

The game will take whatever the first colour is and print a line above the unit's portrait with that colour. In vanilla this is always the background colour and it's really hard to see unless you pay close attention to it since it seems everyone but me today confused that line with the scroll-like background. Essentially portraits in-game are of dimension 32x49, where that extra line above the portrait can only be defined by the first palette's colour and nowhere within the spritesheet image itself.

It was never a portrait misalignment. In fact it seems to be caused by a misunderstanding of how the engine works by nearly everyone that thought changing the slot for the background-colour would have no impact.

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