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Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


Unit.bin

Started by Vanya, December 03, 2008, 01:33:58 am

LastingDawn

April 16, 2009, 11:26:41 am #80 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
You mean they cut off access to the unused 100-112?
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

FFaddic

April 16, 2009, 11:50:36 am #81 Last Edit: December 31, 1969, 07:00:00 pm by FFaddic
Not sure, haven't tested it much yet. Just changed Ramza to portrait 7C which was Larg. In Cheetah's chart Larg is labeled as 8C. So basically subtract 16h from the values after 70.

LastingDawn

April 16, 2009, 12:02:47 pm #82 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
That's very odd... since I know they can be accessed with the Attack.out portions of things. In any case this is fantastic work! Ah yes, a little thing we found yesterday (not really important but just a bit humorous)

"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

Vanya

April 16, 2009, 12:34:10 pm #83 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
OK. That's just nuts! Can you imagine managing all those units! LOL ^_^
  • Modding version: Other/Unknown
¯\(°_0)/¯

LastingDawn

April 16, 2009, 12:58:22 pm #84 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
Haha! Indeed! A 60 party roster is a bit much, I would imagine...
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

Cheetah

April 16, 2009, 04:04:54 pm #85 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
You are absolutely right FFaddict. I had it how you said when I originally tested but, then forgot when I got in the mode of just copying a pasting all those numbers. I will correct and repost it soon.
Current Projects:

FFaddic

April 19, 2009, 03:14:37 am #86 Last Edit: December 31, 1969, 07:00:00 pm by FFaddic
So I was retarded. Palette data was right at AA16A. While messing around, I also figured out that portraits do not require any palette data.

And 74B16 is portrait data for when you use select and press Circle on a character's name. Why this is different than the regular portrait I dunno, but that's what it changes, heh.

Vanya

April 19, 2009, 05:57:44 am #87 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Cool. And just to clarify, AA16A are the actual palettes, not the palette assignments?
  • Modding version: Other/Unknown
¯\(°_0)/¯

Xifanie

April 19, 2009, 08:58:19 am #88 Last Edit: December 31, 1969, 07:00:00 pm by Xifanie
if you want to modify the palettes, they are at the end of UNIT.BIN.
  • Modding version: PSX
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Anything is possible as long as it is within the hardware's limits. (ie. disc space, RAM, Video RAM, processor, etc.)
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Vanya

April 19, 2009, 12:12:35 pm #89 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
OK. SO.. what? World.bin sets up the palette assignments for Unit.bin or something.
Bloody hell, I think I've confused myself. =P
  • Modding version: Other/Unknown
¯\(°_0)/¯

FFaddic

April 19, 2009, 12:52:38 pm #90 Last Edit: April 19, 2009, 12:53:28 pm by FFaddic
Sorry, I worded my post badly.  It was like 3 in the morning.

I was referring to the formation screen portraits. You can use world.bin to change the portrait and sprite assignment for each character. However, sprite assignment also requires an additional value for palette assignment. Portrait assignment does not. It uses the palette that matches the assigned portrait.

Edit:  AA16A = Palette assignment

Vanya

April 19, 2009, 09:49:38 pm #91 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Ah. Cool. Is that it then? Are these bastards finally fully editable? I'm about to begin a major overhaul of the sprites in my patch and I'd like to keep unsavory surprises to a minimum. ^_^
  • Modding version: Other/Unknown
¯\(°_0)/¯

Cheetah

April 21, 2009, 02:50:13 am #92 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
Okay I updated the WLDFACE sheet so that it is correct. I think I'm going to go through a bit more of this stuff and document it a bit more thoroughly.

PS: Okay it took me like 4 tries but now I actually have a fully accurate WLDFACE chart up there. Those "empty" spots can totally be used btw.
Current Projects:

FFaddic

April 21, 2009, 10:16:54 am #93 Last Edit: December 31, 1969, 07:00:00 pm by FFaddic
Is there available palette data for the empty spaces in WLDFACE.bin?

Cheetah

April 21, 2009, 02:08:43 pm #94 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
There is definitely room for palettes for all those blank spots, they are right where you would think they should be in order with the other palettes. Also note that there is generally a lot of room for more palettes besides that.
Current Projects:

Vanya

May 20, 2009, 11:42:15 pm #95 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Are the words in the circle used?
  • Modding version: Other/Unknown
¯\(°_0)/¯

Cheetah

May 21, 2009, 12:27:22 am #96 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
I feel like they likely aren't. Everything else here actually appears in the Battle Prep screen or in the Formation Screen, but I don't see how that text would be there. Worth testing.
Current Projects:

Zozma

May 21, 2009, 01:05:16 am #97 Last Edit: December 31, 1969, 07:00:00 pm by Zozma
yes leaving temp is used for certain when units are on propositions

missing probably is too. infact, equipped is probably shown over all units eqipped with any item you search for when looking at your inventory in the menu.
  • Modding version: Other/Unknown
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!

LastingDawn

May 21, 2009, 02:27:33 am #98 Last Edit: December 31, 1969, 07:00:00 pm by LastingDawn
I know that Missing is used when you leave a character "behind" when you clear a chapter if they were on a proposition.
"Moment's anger can revert to joy,
sadness can be turned to delight.
A nation destroyed cannot be restored,
the dead brought back to life."

Art of War

Beta & Gretchen Forever!!!!

Kuraudo Sutoraifu

May 21, 2009, 02:55:34 am #99 Last Edit: December 31, 1969, 07:00:00 pm by Kuraudo Sutoraifu
Wow, this game is over 11 years old, and I just learned that "Missing" thing.