Final Fantasy Hacktics

Modding => PSX FFT Hacking => Topic started by: Xifanie on January 20, 2008, 01:53:48 pm

Title: EVTCHR.BIN
Post by: Xifanie on January 20, 2008, 01:53:48 pm
If you wanna take a look...

I can't do much with the palette, I just used palette 0 of a generic Male knight. It still gives a good idea which character is who and what's the sprite.
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Post by: Cheetah on January 20, 2008, 02:33:27 pm
Okay so I'm stupid and can't figure out how to download this, help :(. Can you do this with faceevt.bin as well? Thank you very much, the more sprites I have the better the stuff I can create with it.
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Post by: Zozma on January 20, 2008, 04:19:43 pm
its easy, just export the palette of whoever the character is, open this file in fftsprite and import that palette. but what do i do to get these files out myself? and then put them back in?
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Post by: Xifanie on January 20, 2008, 04:26:00 pm
Right click, Save.

Almost all faces are in the image gallery.

I could rip EVTFACE.BIN.

I'll look forward to it, plus that would give me a 100% complete image gallery
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Post by: Kyari on January 20, 2008, 06:13:34 pm
It's a nightmare to get every palette configured for each set of sprites though.
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Post by: Cheetah on January 20, 2008, 07:14:54 pm
My computer was being stupid and not showing the link, I have the gif now though. There is such great stuff in here, I am super giddy. Could easily make a working Aries sprite from this. Not to mention some other interesting characters. What scene is the buff barechested guy from anyways?
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Post by: Zozma on January 21, 2008, 12:13:16 am
i have an idea for creating aeris tho...
the dancer body with a similar shade of pink like lede's dress put aeris head there, add the red jacket and there ya go.. u get the ff7 version lol... plus you have parts of the dancer body left over as template to add in the rest of the frames. just an idea...
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Post by: Cheetah on January 21, 2008, 12:55:57 am
Quote from: "Zozma"i have an idea for creating aeris tho...
the dancer body with a similar shade of pink like lede's dress put aeris head there, add the red jacket and there ya go.. u get the ff7 version lol... plus you have parts of the dancer body left over as template to add in the rest of the frames. just an idea...

In all reality your idea might be even easier to implement. Figuring out how to do Aeris' arms in that big dress would be tough, not to mention the flower basket. What would really interest me is making a working sprite of Mustadio's father, cane and all. I'm still waiting on progress with the attack animations regardless though.
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Post by: Kuraudo Sutoraifu on January 21, 2008, 10:21:33 am
Zodiac, does this imply that we are getting closer to editing/creating events?

Zozma, I had thought about making more FFVII sprites (or at least updating Cloud a bit).  I won't be getting on that anytime soon as I have my plate full with Karsten sprite and bp's Kanbabrif stuff.  I'd love to see what you come up with in the mean time though.
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Post by: Xifanie on January 21, 2008, 04:16:09 pm
Quote from: "Kuraudo Sutoraifu"Zodiac, does this imply that we are getting closer to editing/creating events?

Been a while that I can edit events...

VincentCraven currently wants to add mounted knights to some story battles.
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Post by: Zozma on March 15, 2008, 08:23:22 pm
this event chr thing.... theres one also for all of the characters forward direction in the menu.... has anyone found that one yet? being able to edit that one will make th game alot less tacky when it comes to all the  newly customized sprites
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Post by: Xifanie on March 15, 2008, 09:26:13 pm
UNIT.BIN whoever the only ones unused (during the course of a normal game) are the priests ones (2/3 never seen priests + Simon).
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Post by: Zozma on March 15, 2008, 10:02:56 pm
so there is no way to expand this? another question (perhaps you have a bmp image of this?) anyway since there are two sets of some characters sprites in game,example rafa has two, does this apply to the unit.bin as well? if i write over one of rafa's sprites do i have 2 rafa "unit" images to work with as well or does it read from the same single one?
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Post by: Xifanie on March 15, 2008, 11:09:46 pm
Nah, I don't have a picture of it.

There are no dupes, no free space, and only the unused ones I mentioned.
And there is no place at all to add a monster (they take more space than humans).

I wasn't able to figure out how they are linked...Would have been nice since those priests files are rather small.
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Post by: Zozma on March 16, 2008, 03:15:39 am
at the least there is one thing that can be done, teta seems to have her own even tho it doesnt currently match, but perhaps there will someday  be a way to make it link to the right sprite... unfortunately teta's sprite is too small to support attack animations :( but iis it the same for the portraits? no free space?
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Post by: Vanya on April 23, 2008, 06:30:38 pm
Sorry if this has already been asked, but how did you rip EVTCHR.bin completely?
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Post by: GeneralStrife on May 23, 2009, 10:35:28 pm
I assume this is the reason why my replaced important character sprites turn into a weird original sprite with horribly f$@$ed up colors whenever they do a custom move?
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Post by: Vanya on May 24, 2009, 01:37:40 am
Correct, Ser.
Title: Re: EVTCHR.BIN
Post by: Paheej on February 01, 2010, 09:09:13 pm
So how do we change the EVTCHR.BIN file?  I have a custom Ramza sprite but I don't understand how to edit the exported BMPs.  All I want to do is replace the Ch4 Ramza with a new one.  If you are only recoloring sprites they end up fine.
Title: Re: EVTCHR.BIN
Post by: Nashidaran on July 05, 2010, 04:04:11 am
EVTCHR.BIN editor:
viewtopic.php?t=1335&start=0 (http://www.ffhacktics.com/forum/viewtopic.php?t=1335&start=0)

It's in japanese, but the controls are straightforward.
The top buttons open EVTCHR.BIN and BATTLE.BIN (you must open both).
- The drop-down menu below these changes the sprite set being viewed.
The bottom left button saves EVTCHR.BIN.
The bottom right buttons:
- (top) import .bmp
- (bottom) export .bmp

The drop-down menu below the sprite display changes the palette for the display.
Not sure what the window on the right or it's menu are for.

Based on the post with the editor, it seems that the palette is automatically loaded from the character's main sprite. You still need to add your own palette to the exported evtchr frame before drawing/pasting your new sprite in order for it to show up properly in-game. Unfortunately, the exported bmp defaults to a specific palette which seems to ruin every colour that doesn't have a close match in it. Not sure if the colours will stay gibbled if you resave it like that, but I imagine they will, which means that most or all of the sprites in from other characters in the frame will be messed up unless you recopy each and every palette and sprite for every frame you work with--and only then can you import your own custom palette and sprite. *sighs* Hopefully there's a simple fix for this behaviour (One of those palette programs?), but I haven't a clue.