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Messages - IronArm

1
Spriting / Re: IronArm's Sprites
September 05, 2014, 06:48:26 pm
This is a (rough) rough draft, just to show that I'm active again and getting back to my projects. Portrait: The hair is a mixture of the generic Dancer's hair and a my own work, face is my own work based off a generic FFT face, and the clothes are just a generic Dancer's clothes. Sprite: Balmafula's body minus the cloak and altered Dancer's head. This is all just a base and I'll be removing a lot of the generic's parts with my own works. Character bio to come later (obviously an elf).


2
Event Editing / Re: IronArm's Events
January 19, 2014, 11:07:14 pm
Yes. Those are the result of 4:00 AM editing the dialogue to fit proper in the text boxes. Any errors with the dialogue should be fixed by tomorrow.

I will be creating a few more events with just dialogue and animations before I start dealing with battle events. Once I get a couple of events finished I'll be posting all of my information into the Patch Thread.
3
Event Editing / IronArm's Events
January 19, 2014, 06:17:48 pm
I'll be posting a few of my events on this thread showcase some things that will be in my FFT patch, Order From the East. While these events may not be completely done, it will give a general understanding of what will be available and seen in game.



Things to do:
-Fix the speed of the intro dialogue
-Make small edits to dialogue
-Change the music

4
Spriting / Re: A little love for this Sprite.
January 13, 2014, 01:33:19 am
Okay, so... Now it should be fixed :P
5
Spriting / Re: A little love for this Sprite.
January 13, 2014, 12:57:16 am
Should be fixed now.
6
Spriting / Re: A little love for this Sprite.
January 13, 2014, 12:04:15 am
A couple of things I noticed when messing around with it.

You are doing a bunch of splice work, which isn't a problem (I do it a lot myself), but you need to adjust the palettes before you do any splicing together.

On the sprite I can see the different influences on that created your sprite, problem is there is too many colors for the sprite to come out looking fitting for the game.

You are using the body of Rofel and putting the hood and cape of other characters onto him. The first thing you need to do is decided what are the primary colors you will be using (16 in all). The two biggest I see you need to decided on are the colors of the armor and cape/robe/hood combo. The armor you can get away with choosing 3 colors (I would also recommend using those for part of the head/hair) and then 4 colors for the cape/robe/hood combo (to allow for the colors you want and proper shading).

Before you do any splicing adjust the colors of the sprites you will be taking the pieces from (same goes for portrait).
i.e: Once you have picked you 16 colors for the Shrine Knight and you plan on putting the cape of the male Knight onto the Shrine Knight, change the palette of the male Knight to the same as your Shrine Knight. Sometimes you will have to match up the colors because the palettes don't line up correctly, but it doesn't take long and really increases the quality of the sprite.

Repeat the process for each piece you are looking to take from another sprite/portrait.

The reason the portrait is coming out so crazy is that in Graphics Gale/Paint you are putting on pieces of different portraits together, but they are from different palettes and your palette doesn't cover those colors. So in Graphics Gale/Paint the images look correct, but when you load them into ShiShi it pulls from just the 16 color palette and when the a color that is on the portrait isn't on the palette ShiShi just puts in one close (or it may be random).

Second thing with patch work is that you'll still have to adjust some of the pixels so that everything lines up correctly. This will probably be the most time consuming thing for you and will be the hardest to learn because it gets you closer to making a completely original sprite and portrait.

I took the liberty of doing a palette for your portrait and fixing some of the things wrong with it. Its not perfect and can still use some work, but I'm busy with my own sprites and event editing. 

If you need any of help just PM me. I know I'm not a master spriter (yet), but I think I can coach you along to help you out some :P
7
Event Editing / Re: Event Editing 101 WIP
January 12, 2014, 08:37:27 am
Elric,

It did fix the camera issues I was having, but the battle still won't start. About a second after the "Ready" screen goes away it ends and takes you to the next event (which in this case is the battle outside the Orbonne Church).

Thank you for fixing the camera issues.
8
Event Editing / Re: Event Editing 101 WIP
January 12, 2014, 03:52:33 am
I apologize for being so bad with these event edits. I have been at it for hours trying to figure out what I'm doing wrong, but just can't seem to get things to work right. I'll fix one issue to have another come up.

Editing Event:
Offset(x00008000)
UnitAnim(x00,x00,x02,x00,x00)
Wait(00005)
UnitAnim(x05,x00,x22,x00,x00)
AddUnitPrep()
UnitPresent(x83,x00,x01)
AddUnitStart()

{63}(rC9)
Camera(+01000,+00000,+00615,+00302,+02560,+00000,+04096,+00001)
Camera(+01000,+00000,+00615,+00302,+02560,+00000,+04096,+00001)
{4D}(r78)
Camera(+01000,+00000,+00615,+00302,+02560,+00000,+04096,+00128)
WaitForInstruction(x04,x00)
Camera(-00392,-00384,+00392,+00341,-00512,+00000,+04096,+00001)

Wait(00010)

DisplayMessage(x10,x11,x0001,x06,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0002,x07,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0003,x05,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0004,x06,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0005,x05,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0006,x04,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0007,x07,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0008,x05,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Focus(x01,x00,x01,x00,x00)
Camera(+00001,+01253,+04352,+00302,+00512,+00000,+04096,+00032)
WaitForInstruction(x04,x00)DisplayMessage(x10,x11,x0009,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x000A,x02,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x000B,x03,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
WalkTo(x01,x00,004,008,x00,x00,+008,x01)
WalkTo(x02,x00,006,009,x00,x00,+008,x01)
WalkTo(x03,x00,006,008,x00,x00,+008,x01)
WaitWalk(x03,x00)
UnitAnim(x00,x00,x02,x00,x00)
WaitForInstruction(x01,x00)
Focus(x06,x00,x06,x00,x00)
Camera(+00001,+01253,+04352,+00302,+00512,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
RotateUnit(x06,x00,x0B,x00,x00,000)
WaitRotateUnit(x06,x00)
DisplayMessage(x10,x11,x0000C,x06,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0000D,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0000E,x03,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
{60}(r003C)
Wait(00025)
March(x00,x00,002)
{1C}(r02)
DarkScreen(x00,x01,012,064,x00,004)
WaitForInstruction(x36,x00)
DisplayConditions(x08,060)
WaitForInstruction(x38,x00)
DisplayConditions(x00,060)
WaitForInstruction(x38,x00)
RemoveDarkScreen()
WaitForInstruction(x36,x00)
{1C}(r02)
EventEnd()


My problems:
UnitAnim(x00,x00,x02,x00,x00)
WaitForInstruction(x01,x00)


Is not working after the walking command. The units that partake in the walking animation, never stand still.

Focus(x01,x00,x01,x00,x00)
Camera(+00001,+01253,+04352,+00302,+00512,+00000,+04096,+00032)


Its no longer switching and focusing on unit 01. I've tried several different camera angles. The current one is just the default one from the guide that is working for the other focus commands, but not this one.

{60}(r003C)
Wait(00025)
March(x00,x00,002)
{1C}(r02)
DarkScreen(x00,x01,012,064,x00,004)
WaitForInstruction(x36,x00)
DisplayConditions(x08,060)
WaitForInstruction(x38,x00)
DisplayConditions(x00,060)
WaitForInstruction(x38,x00)
RemoveDarkScreen()
WaitForInstruction(x36,x00)
{1C}(r02)
EventEnd()


and

UnitAnim(x00,x00,x02,x00,x00)
Wait(00005)
UnitAnim(x05,x00,x22,x00,x00)
AddUnitPrep()
UnitPresent(x83,x00,x01)
AddUnitStart()


Were both in the event I'm trying to edit for the battle (Orbonne Battle/ENTD 183). Battle screen appears says ready and after about 1-2 seconds it just goes to the next event instead of a battle.

Like I mentioned above, apologize for apparently being so bad at this. I have been trying for a few hours now and wouldn't ask for any help unless I was stuck. If I need to stop asking for help on this section of the forum, I will gladly move it if necessary.
9
Event Editing / Re: Event Editing 101 WIP
January 12, 2014, 12:45:39 am
The second option fixed it  :lol:

I tend to do stuff like that quite often.

Now I just need it to run the battle at the end. Would editing an event that already has a battle at the end of the event would be the easiest thing to do, or should I try to put that in myself?

Thanks again for all the help. I'm hoping once I get finished with a few of my other sprites and get 2-3 more events in place, I will be able to put a video demo together for my patch.
10
Event Editing / Re: Event Editing 101 WIP
January 11, 2014, 11:41:50 pm
Okay thank you. I knew the camera angle was not right, but I didn't know if that was what was causing the angle of the sprites to go crazy or not. Thank you

EDIT:
Fixed camera angle to now have proper MAPRT, now Unit ID: 6,7, and 8 are having the error.



It did fix Unit 5
11
Event Editing / Re: Event Editing 101 WIP
January 11, 2014, 10:49:15 pm
Unit ID: 5
Facing Southwest, but suppose to be facing South

Unit ID: 6
Facing East, but suppose to be facing North

Unit ID: 7
Facing East, but suppose to be facing North.

Starting screenshot: (Unit ID: 7 is covered up by text, this will be fixed when I adjust the camera angle)


After camera focuses on Unit ID: 1 and the sprites correct themselves:


The second screenshot is what they are suppose to be doing from the very beginning.
12
Event Editing / Re: Event Editing 101 WIP
January 11, 2014, 07:23:28 am
(Apologizes for the horrible grammar about to follow. I've been up a while now)

Trying to work on my first event. I'm still learning the camera angles and I know that will just take some practice before I get those.

The issue I'm having at the very beginning of the event. I have characters facing in random directions, some work just fine, and others are facing in odd directions.

I have three characters in FFTPatcher facing to the West as their initial direction. All three of these characters are facing the correct direction in the event (1 Character has a focus camera script and dialogue and another just has dialogue).

I have two characters set to facing South as their initial direction. One character faces the South and the other faces Southwest. In the script the character facing the Southwest is doing a UnitAnim and dialogue.

I have three characters set to facing the North as their initial direction. One character is facing the correct direction and has dialogue in the event. The other two are facing to the East. One has dialogue and a rotation movement and the other has nothing.

Once the character has a focus camera angle put on him and finishes speaking all the directions of the characters fix themselves. I can't figure out what is fixing the directions or what is causing it to go wrong.

Here is what I am using. I'm aware its probably not great and the camera angle needs to be worked on. The camera I can fix by myself, so don't want to trouble anyone with it. The directional problems is what I am mostly concerned about. I can also provide some screenshots if needed.

Offset(x00004000)
UnitAnim(x05,x00,x22,x00,x00)
UnitAnim(x01,x00,x01,x00,x00)
UnitAnim(x02,x00,x01,x00,x00)
UnitAnim(x03,x00,x01,x00,x00)
UnitAnim(x04,x00,x01,x00,x00)
UnitAnim(x06,x00,x01,x00,x00)
UnitAnim(x07,x00,x01,x00,x00)
UnitAnim(x08,x00,x01,x00,x00)
UnitAnim(x09,x00,x01,x00,x00)
UnitAnim(x10,x00,x01,x00,x00)
UnitAnim(x11,x00,x01,x00,x00)


{63}(rC9)
Camera(+00560,-00384,-00112,+00341,+00000,+00000,+04096,+00001)
{4D}(r78)
Wait(00010)

DisplayMessage(x10,x11,x0001,x06,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0002,x08,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0003,x05,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0004,x06,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0005,x05,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0006,x04,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0007,x08,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

Focus(x01,x00,x01,x00,x00)
Camera(+00001,+01253,+04352,+00302,+00512,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
DisplayMessage(x10,x11,x0008,x01,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
DisplayMessage(x10,x11,x0009,x03,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)

Focus(x06,x00,x06,x00,x00)
Camera(+00001,+01253,+04352,+00302,+00512,+00000,+04096,+00032)
WaitForInstruction(x04,x00)
RotateUnit(x06,x00,x0B,x00,x00,000)
WaitRotateUnit(x06,x00)
DisplayMessage(x10,x11,x0000A,x06,x00,x00,+00000,+00000,+00000,x03)
WaitForInstruction(x01,x00)
Wait(00010)

EventEnd()

//INSTRUCTION SECTION END -  TEXT START

//Message x01
{font:08}Rogue Thief{br}
{font:00}Come now. If you just hand over the{br}
gil, we'd be on our way.{end}

//Message x02
{font:08}Rogue Squire{br}
{font:00}Pray we don't decide to{br}
to take more.{end}

//Message x03
{font:08}Rachael{br}
{font:00}Take another step forward and{br}
pray I don't drive my blade{br}
into you!{end}

//Message x04
{font:08}Rogue Thief{br}
{font:00}Watch it. Pretty girls like yourself{br}
shouldn't be using harsh words.{end}

//Message x05
{font:08}Rachael{br}
{font:00}It isn't my words you should be{br}
worrying about.{end}

//Message x06
{font:08}Cadmon{br}
{font:00}Lady Rachael, just give them the{br}
gil and let them be on their way.{end}

//Message x07
{font:08}Rogue Squire{br}
{font:00}Listen to the little lad. Just give{br}
us the gil.{end}

//Message x08
{font:08}Godfrey{br}
{font:00}We have to help them!{end}

//Message x09
{font:08}Fois{br}
{font:00}Maybe they are just trying to give{br}
clothing advice? Look at the{br}
hat he is wearing...{end}

//Message x0A
{font:08}Rogue Thief{br}
{font:00}Looks like we have heroes coming to{br}
save the day. Let's show them what{br}
happens to heroes in Dorter!{end}
13
Spriting / Re: Ethnic Chemist
January 10, 2014, 10:34:52 pm
I would love to see more Egyption style portraits. I have seen any and an Egyption style FFT mod would be amazing.

Keep posting and keep us updated! Even throw in a bit of story! :P
14
Spriting / Re: IronArm's Sprites
January 08, 2014, 01:04:15 am
This is still a WIP, but this is what I have of Godfrey's Sprite and Portrait so far. The new cape colors will be the primary colors for my patch and will also be the color of Brasdefer's cape.



Edit: Because I can't stop...

15
Spriting / Re: Cody's Sprites
January 08, 2014, 12:59:09 am
I really love the Shrine Knight body and portraits myself and really like your idea for Ramza as a Heavenly Knight.

I did a portrait just for fun. Feel free to use it or do whatever you'd like it with it.
16
Spriting / Re: IronArm's Sprites
January 07, 2014, 04:28:29 pm
Highlights have been added to Brasdefer's sprite.

Diethe: When doing it, I didn't notice any of it (spend all day working on it and you miss stuff ha).  When I tested the sprite out in game I can definitely see what you are talking about. I won't be working on it till Thursday though. I don't want to over do it and get wiped out too fast. I did do an updated version of Godfrey that I'll be posting tonight.

Kage: Very true. I'll be saving the palette

Agenda:
1.) Add more texture to Rachael's scarf on portrait
2.) Fix shading issue with Brasdefer's armor
3.) Finish Godfrey's sprite sheet and look at different cape options
4.) Make rough drafts of last three members of party for my patch

By the end of this week I plan on having 1-3 finished (may still make small alterations afterwards). Once I've finished the sprites I can fully work on class balancing, which is currently just being done on Brasdefer's and Godfrey's class.

Once I've done more work on the classes, I'll probably post all the info on the ideas board since I've already finished the story
17
Spriting / Re: IronArm's Sprites
January 07, 2014, 02:58:43 am
Kage: I was attempting to see if the hair would come off as its starting to grey in-game. Just tested it out and it didn't work, so I'm going back to the highlights ha.

Teapott: Thanks for the color palette. I'll definitely test it out and see how it does, but I think I'm going with silver colored armor now.

I've been working all day on the sprites, including updating Godfrey's, and missed a few things here and there and some of the colors have already been altered from the version I put up earlier today. Thursday at the latest I've have an updated Brasdefer and Godfrey up.
18
Spriting / Re: King Ramza Sprite
January 06, 2014, 10:01:33 pm
Very nice improvement!

Elric has already provided all of the feedback that I would have mentioned, so I'll just talk about what I like about it :P

If you were able to just do this in a day, I'm really looking forward to what you can do once you have more time! When I see this sprite it really makes me wonder about if the Hokuten won and Ramza was the leader.

Really nice work and looking forward to seeing more in the future.
19
Spriting / Re: IronArm's Sprites
January 06, 2014, 04:42:55 pm
Wanted to put that Rachael's portrait is now all original, but Brasdefer has original armor but also some patched worked. I'm happy with Brasdefer's portrait being like this, because I still think it gives off the unique feel I was going for.

Elric: Thank you! Hair is my toughest challenge, but since I've joined ffhacktics, I can see my skills growing greatly.

azavier:
20
Spriting / Re: IronArm's Sprites
January 06, 2014, 01:56:10 am
I've changed the blue and updated all three sprites, but Brasdefer and Rachael's are the only ones I'm ready to post. I'd still love to see the palette though! Since its easier to just convert from a png. I'll just be uploading them as png. files.

Brasdefer v2.3


Rachael v2.1 and v2.12




Notes: Both are not all original. Brasdefer is closer to a finished product than Rachael is. I did two versions of Rachael because one has the lighter hair option (v2.1), but to add the scarf of a normal Temple Knight (v2.12) I had to replace the lighter yellow for a white to make a better looking scarf. Over the next week I'll be making edits to improve the shading and coloring of Rachael's portrait, finishing Godfrey's sprite (portrait is my avy), and making a full armor suit for Brasdefer.