Final Fantasy Hacktics

Modding => Spriting => Topic started by: Lydyn on April 15, 2008, 05:39:11 pm

Title: Moved: Editing UNIT.BIN
Post by: Lydyn on April 15, 2008, 05:39:11 pm
Quote from: "Zozma"okay.. one moment let me try this again :cry:
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Post by: Cheetah on April 15, 2008, 06:40:19 pm
Smart plan haha. Once this gets figured out it should just be turned into an FAQ
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Post by: Zozma on April 16, 2008, 02:26:35 am
im not sure how to explain, gimp does open a few sprite edit windows for me but i still cant edit the arranged colors in unit.bin with it.

well(if you are in chapter 1 of the game)  try this, use the snespal open unit.bin with it and enter adress 00F000
change all the blue to red and save and re insert that unit.bin into the game.

look in the menu, is it different?
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Post by: Sen on April 16, 2008, 02:31:24 am
Edit: wrong post :lol:
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Post by: Lydyn on April 16, 2008, 12:35:19 pm
Quote from: "Sen"when I edited my RedMage portrait to reduce it to 16 colors I just edited the 20 yr old commoner which has 16 colored palettes then from paint copy the portrait then paste it to the 20 yr old commoner then I got my prtrait with 16 colore palettes.

^just a tip for editing sprites and portraits.

... uh, no offense, but that is so entirely off-topic from here, lol. We're talking about editing the UNIT.BIN which is the sprites that you see in formation and the battle setup screen and just how to edit it so things look right. :P

But, I'll try the program later Zozma and let you know what's going on.
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Post by: Lydyn on April 16, 2008, 02:10:11 pm
Quote from: "Zozma"im not sure how to explain, gimp does open a few sprite edit windows for me but i still cant edit the arranged colors in unit.bin with it.

well(if you are in chapter 1 of the game)  try this, use the snespal open unit.bin with it and enter adress 00F000
change all the blue to red and save and re insert that unit.bin into the game.

look in the menu, is it different?

I see what you're saying here now... as it'd change the 1st Chapter Ramza's blue outfit to a red one (at least in the menu and battle formation) ... but which one is the bard? What address and for that matter, how did you even find out Ramza was address "00F000"?

You know what, I don't even have any clue what address the first Ramza sprite stops on... sorry for being a pain.
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Post by: Vanya on April 16, 2008, 02:57:47 pm
From what I recall the palettes in unit.bin are arranged in the same order as the sprites appear in.

So like Zozma said, if you wanted to change Pig-tail girl's palette you'd have to go to the 17th palette since she's the 17th sprite.

Starting on address f0000 you'd have to skip 16 palette's worth of colors and since all palettes consist of 16 colors each... you do the math.

Get it? =)
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Post by: Lydyn on April 16, 2008, 03:09:22 pm
... no, not really.
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Post by: Zozma on April 17, 2008, 02:42:28 am
hmm so palette 59 for heavenly and 60 for chaos...

that SHOULD be right if there arent any secondary versions in the way, and there shouldnt be unless there are monsters and there arent that far up the sheet...

sooo you found and edited ramzas first job palette, number 2 is ramza 2, no 3 is ramza 3, number 4 delita, number 5 algus etc... well bard and dancer are all the way down the sheet... after all the special characters comes the generics, bard and dancer are almost the last human sprites there

see look at the sheet you just count across and down to find the right palette.. but as i said it should be the 59th and 60th
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Post by: Lydyn on April 17, 2008, 11:41:17 am
Okay... so they're the 59th and 60th palettes ... so, um .. what are the addresses so that information is actually useful to me? And not trying to sound mean, I'm just.. sort of frustrated by this now since after all this I still don't know enough to actually do anything.  :?
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Post by: Vanya on April 17, 2008, 12:53:32 pm
I *think* it's F720.
Each palette is 32 bytes long.
Times 59 palettes is 1888 bytes.
Which is 720 in hex.
The one right next to it should be the dancer.
Note: Each palette starts with black and a very dark gray.
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Post by: Zozma on April 18, 2008, 03:55:22 am
mmm no close tho

its F740 for the bard
and F760 for the dancer
the male mime follows right after....
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Post by: Kenshin72 on April 22, 2008, 10:48:18 am
I follow the steps but I keep getting an off color sprite. Any solution or is on my end?
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Post by: Zozma on April 22, 2008, 08:01:51 pm
did you put your sprite in AND change the color palette? or just put in the sprite
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Post by: Kenshin72 on April 22, 2008, 08:17:07 pm
I did what that lynd(spelling) dude said at the top of the page.
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Post by: Zozma on April 22, 2008, 08:36:46 pm
so, does the sprite appear correctly, just having the wrong colors?
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Post by: Kenshin72 on April 22, 2008, 09:08:54 pm
yep, anyone know why?
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Post by: Zozma on April 22, 2008, 09:16:32 pm
of course, you have to change the color palette for that specific frame as well in the unit.bin

i used a program called snespal to do it since i couldnt do it with my other programs. which sprite did you replace?
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Post by: Kenshin72 on April 22, 2008, 09:24:21 pm
the pig-tailed girl so I my custom teta sprite could appear in the formation screen. I can upload the pic if you need to look at it.
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Post by: Zozma on April 22, 2008, 10:16:33 pm
no.. but if you made a custom teta, she still cant use attack animations can she? btw i did make a complete sprite of her just in case yours is based off her sprite. (sorry getting off the subject huh)

use the snespal program and jump to address 00F000 (thats where all the color palettes start in order starting from ch1 ramza, scroll past 16 color palettes till you reach the 17th color palette that is pigtails girl, change it to teta's colors and save you're good to go then...
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Post by: Kenshin72 on April 22, 2008, 10:38:11 pm
I didn't make the Teta, some guy modified a thief sprite. All the animations work but it has messed up colors in the formation screen.

Just google snespal?

That's sprite. I cant find my .bmp version
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Post by: Vanya on April 22, 2008, 10:40:44 pm
Yeah... I believe Zozma made that sprite.
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Post by: Kenshin72 on April 22, 2008, 11:17:09 pm
Well then thank you Zozma! :D
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Post by: trickstardude7 on April 22, 2008, 11:21:05 pm
nah dont google the snespal , its somewhere in the unit bin topic
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Post by: Kenshin72 on April 22, 2008, 11:45:37 pm
I got it, man it download it fast. I downloaded it three times before I realized. So this should allow me to fix the portrait and formation sprite?

EDIT: What file do I stick in here? Sorry for the questions. I promise when I learn about this stuff I'll help others!
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Post by: Zozma on April 23, 2008, 12:42:08 am
(yeah i made the theif, i think it looks pretty sweet too... ah well)
hmmm well, ill tell you how to edit the palette but ill need to inform u of another obstacle youll face as well...

alright well open snespal and with it open unit.bin
in the adress box enter the value 00F000 you should see the beginning of ramza chapter 1's color palette and if you scroll right youll see each of his colors indifidually... after the first 16 colors it goes to the next sprite (ramza chapter 2) and so on, (pigtail girl starts at value 00F200) change all 16 colors starting from that point and to the right into teta's palette and you should be good to go... however...

however if you pasted her over the "baruna" sprite you're going to see gafgarion's sprite in the menu even if u put teta over pigtails girl. the only way to make it display properly (right now) is to paste that teta over gafgarions unit sprite (but even the other gaffy will use this same unit sprite :/)

at this current time, we dont know how to assign which sprite uses which unit picture. hopefully in a future version the toolkit will include this....

right now, unless you really dont mind overwriting someone like gaffy's menu sprite id leave it as is... i still dont know how to change the menu portrait which will be yet another obstacle.... its gonna look like gaffy again if you use the baruna sprite.

really tho, i suggest leaving it alone for now we probably should just bug them to add that editing capability to the editor. still its a step further anyway...
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Post by: Kenshin72 on April 23, 2008, 08:58:56 am
The whole baruna thing was a test. I'm still going over the pig tail girl.

I;m just going to tinker around and see if I can get it to do anything.

EDIT: It worked perfectly. She has the correct colors. Danka guys!
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Post by: Vanya on April 23, 2008, 06:53:03 pm
I have a question. Which of the unused pics in UNIT.BIN correspond to which sprite files?

I'm trying to get a feel for what combinations of sprites, jobs, and unit pics are usable for custom units.
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Post by: Zozma on April 24, 2008, 12:00:40 am
well the pigtails girl goes with Teta (1C)
then there is a priest that goes with one of alma's sprites
and then hmmm what else? zalmo, and another priest have a sprite in there but i dont think they connect properly to anything..... the rest of them are used i think
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Post by: Lydyn on April 24, 2008, 12:55:00 am
Okay, so I'm finally messing with this and ....... um, I'm having trouble.

On my colormap in GIMP, it gives me that this one color is 128 Red, Green, & Blue and has a HTML code or whatever, but the SNES Pal only goes to 31 Red/Blue/Green and doesn't have an HTML code.

So, how do you match the colors? >.<

Edit: Nevermind. Found the Readme on the internet. You devide the numbers by 8.
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Post by: Vanya on April 24, 2008, 10:01:02 am
So for the moment we can insert 2 truly complete customs that will show up correctly on the Formation screen? If Zalmo and the other priest work it would be 4, right?
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Post by: Zozma on April 24, 2008, 07:18:53 pm
but is the zalmo in unit.bin connected to the battel sprite version? i dontrecall i never used him
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Post by: FFaddic on April 24, 2008, 07:41:00 pm
Speaking of that priest that one of Alma's sprites uses... does anyone know of any negative effects by editing that sprite as well as the alma sprite that uses it (H82)?  The only thing I've found so far is that version of Alma is used in the last battle for her to be innately dead.  Should be able to work around this by using a different version of Alma throughout the game, I assume.

Also, as a test I was going to insert the SOURYO sprite over top of H82, but CD Mage says the file is larger.  Wasn't sure if it was safe to continue or not.  Comments?
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Post by: Zozma on April 24, 2008, 07:57:21 pm
you can consolidate alma into one or two sprites, removing the job that has auto dead status. you can create a new job strictly for the auto dead purpose use almas last remaining sprite in that battle but use entd editor to set her as that auto dead job. thats what i did, i removed auto dead from the 3 characters that have it so i could make use of new sprites, teta, malak and alma(face up).

the only drawback of getting rid of alma's face u version that has auto dead is, that her dead animation is specially made for that battle and at the end of it she will sit up, per event trigger. id say leave that one alone, and use celia or lede's duplicate sprites instead.
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Post by: FFaddic on April 24, 2008, 09:43:56 pm
Well the reason I would want to use Alma's H82 sprite is because it's linked to that Cleric's formation screen sprite.  That allows for a almost fully editable character.
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Post by: FFaddic on April 24, 2008, 10:18:50 pm
Btw, I just found out the same techniques can be applied to the WLDFACE.BIN file to edit menu portraits.  I successfully changed the Bard's bandana to green by using SNESPal... good times.

Also, WLDFACE4.BIN has some other faces in there, but I'm not sure where they're used.  Brave Story maybe?
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Post by: Vanya on April 24, 2008, 10:31:31 pm
Quote from: "FFaddic"Btw, I just found out the same techniques can be applied to the WLDFACE.BIN file to edit menu portraits.  I successfully changed the Bard's bandana to green by using SNESPal... good times.

Also, WLDFACE4.BIN has some other faces in there, but I'm not sure where they're used.  Brave Story maybe?

Awesome! Kenshin72 was just asking about that in another thread. =)
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Post by: Kenshin72 on April 24, 2008, 10:57:24 pm
Yes, I was Vanya. Yes, I was.
Has anyone been able to patch the PSP ISO after putting the fftpack.bin back into the ISO?
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Post by: Zozma on April 24, 2008, 11:07:08 pm
hmmm when i opened those they were compressed and i couldnt see the portraits....
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Post by: Vanya on April 24, 2008, 11:18:42 pm
Don't know about psp.

I opened them just fine, but the plain file (without the 4) does seem to be partially compressed or something weird like that. Either way this is just what we needed to get perfect customs.

Anyone tried completely replacing a portrait yet?
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Post by: Kenshin72 on April 24, 2008, 11:21:53 pm
I'll try, just answering some messages on my PS3 real quick like
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Post by: Vanya on April 24, 2008, 11:23:00 pm
Cool. I really hope it works.
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Post by: Kenshin72 on April 24, 2008, 11:52:31 pm
I just replaced the Chp 1 ramza face with the Chp 4 Ramza face and ALL my faces just got bojangled. I'm going to try to just use SNESPal to alter some colors. But I'm going to shower first, I'll be back!
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Post by: Vanya on April 25, 2008, 12:01:58 am
ShIshi probably can't read all the data properly or reinsert it. So close...
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Post by: Kenshin72 on April 25, 2008, 12:13:17 am
It inserted it, the face was there just all the colors on all faces were garbled.

EDIT: None of the faces in battle were bojangled but my ramza still had his Chp 1 Face.

The plot thickens...

EDIT: I'm going to throw in my three cents here. Rip it apart if you wish.

It is 100% proved the menu and formation sprites are held in the UNIT.BIN file.

It is 100% proved the menu and formation faces are held in the WLDFACE.bin.

The battle sprites are in the battle folder.

MY logic is the face in the Battle folder (example BARUNA.SPR has gaffy's face) so it displays the gaffy face but when you overwrite it should replace the face. But it doesn't. I am leaning towards something in the battle folder controls the battle faces.

Thats my three cents.

EDIT: I'm sorry I keep adding stuff to this but either I was retarded or something change. I replaced BARUNA.spr with a Teta sprite and the face was Teta! I don't know if it was always like that or I just never noticed! Rejoice!
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Post by: Zozma on April 25, 2008, 03:22:18 am
well heres how it is with battle portraits...
technically they ARE part of the battle sprite itself. so if you were to totally paste a different image over gaffys in the battle sprite then thats what youll see....

there are only certain exceptions (example miluda battle, her portrait is an overwrite of the generic female knight)
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Post by: Kenshin72 on May 04, 2008, 09:38:22 pm
*sigh*
No matter how hard I try, I cannot get the sprite I pasted over rafa to have the correct colors.
I'm really sure rafa's numbers in SNESpal are 00F1C0. No matter how much I change colors she always takes on Gaffy's colors which is the sprite before her.

Any fix?
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Post by: Zozma on May 04, 2008, 10:01:29 pm
hmm there are 2 rafa's............ so there are probably 2 identical rafa color palettes even if they share the same unit.bin sprite
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Post by: Kenshin72 on May 04, 2008, 10:23:21 pm
If thats true why is it taking on Gaffy's?
Hmm...
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Post by: Zozma on May 04, 2008, 10:25:52 pm
thats the strangest thing, to be honest i have absolutely no idea :(
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Post by: Kenshin72 on May 04, 2008, 10:32:38 pm
Ha, I guess I got to keep trying.
There is the chance I'm off one palette right?
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Post by: Zozma on May 04, 2008, 10:55:05 pm
yea but i just cant figure out how you couldve thrown it off by one palette... plus if thats the case wouldnt some of the other sprites be off by one as well? so weird... it wasnt malak that was next to gaffy? hmmm

i know you were playing with the "baruna" sprite..... right? but you inserted it over rafa? or what? because baruna is gafgarion......
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Post by: Kenshin72 on May 04, 2008, 11:01:57 pm
I took your Misty & Jenna sprites, inseted Jenna over BARUNA/Gaffy.
She's great.
Took Misty over RAFA and she has all of Jenna's colors.
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Post by: LastingDawn on May 04, 2008, 11:58:42 pm
Out of curiousity Kenshin, is that the guest Gaffgarion?
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Post by: Zozma on May 05, 2008, 12:10:34 am
ohhh! wait a minute... are u using the psp version??

that would certainly explain this if so... if not then i am at a loss.
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Post by: Kenshin72 on May 05, 2008, 12:23:02 am
Lastingdawn, I think so.

Zozma, now I got the RAFA replacement working but not the BARUNA replacement is taking the RAFA colors. Yes I'm on the PSP.

Looks at sig...
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Post by: Zozma on May 05, 2008, 12:38:03 am
ewps lol.... well i guess palettes work differently on the psp version they probably changed something to save space...
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Post by: Kenshin72 on May 05, 2008, 12:39:43 am
I do not know how I pulled this off. There using the same palette. So I need to split them somehow. I changed the Gaffy to white and they are both using RAFA's.
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Post by: Zozma on May 05, 2008, 12:47:23 am
is there anyone else you can use? i don't think there are very many spare sprites on the psp version.....
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Post by: Kenshin72 on May 05, 2008, 12:57:43 am
I am re-doing it. I messed up somewhere, this time I'm only going to one at a time instead of both.
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Post by: VincentCraven on May 20, 2008, 03:33:11 pm
Zozma, which classes did you replace for Jenna and the Mystic Knight?  I can't seem to figure out what list this arrangement corresponds to.

Also, do Celia and Lede have menu sprites or is the replacement for them only useful for enemy-only classes?
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Post by: Zozma on May 20, 2008, 06:21:49 pm
when i imput Jenna and Misty into the game i did not have plans for what i would do about their unit.bin sprites...

for misty i replaced H85 (enemy meliadoul)
for jenna i replaced Rafa (guest rafa)

in the unit.bin i put their sprites over two unused priest sprites in the top row... but as of yet i have no way of assigning that unit sprite number to those new sprites.... and unfortunately rafa and melidaouls other sprites share the same unit sprite in game...

theres another place u can use tho... the version of alma that in menu has a priest sprite... that Type 2 srite should work for jenna.... but then theres the matter of changing portraits..

as for celia and lede... if we can find a way to change the unit sprite assigned to their battle sprite, to the dancer and then assign special color palettes for them, then they will be perfect.... could proably do it now iwth a hex editor but i dont know the values to do that.
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Post by: Sen on May 20, 2008, 07:14:28 pm
Have you seen PSP unit.bin?

theres no Balthier,Luso,DarkKnight and OnionKnight there.

but they can still be viewed in the formation screen.
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Post by: gojoe on May 20, 2008, 07:41:06 pm
that plauges me too... and when i inserted my sprie into the unit.bin over the third ramza and changed only the third pallette to match it goofed a few other sprites in the formation screen AND it also altered the load formation text colors as well...... i really want to figure out how to do this AND WHERE THE F%$& ARE THE NEW SPRITES HIDING FOR THE FORMATION SCREEN!!!...... wait!... hmmm i need a minute to try something

EDIT: ok so the high hopes failed :( i thought that maybe the new sprites in the formation screen might have used their sprite from the battle sprite sheet
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Post by: Zozma on May 20, 2008, 08:35:38 pm
it would be nice if someone could just script the game to do that.... load that image directly out of the battle folder... but thats just  wishful thinking, im sure someday when there arent any higher priorities they will help us fix this.
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Post by: gojoe on May 21, 2008, 10:52:43 pm
since we're on this subject, wouldn't it be a nice touch to add cloud's buster sword on his back since it's separate from the battle sprite?